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	<updated>2026-04-17T19:08:36Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Loporrits&amp;diff=1277522</id>
		<title>Loporrits</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Loporrits&amp;diff=1277522"/>
		<updated>2026-04-10T22:06:14Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: wording about how pronouns are used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Loporrits render1.png|400px|right]]&lt;br /&gt;
{{see also|Loporrit Daily Quests}}&lt;br /&gt;
The [[Loporrits]] are a [[non-playable races|race]] and [[Allied Society Quests|Allied Society]] from the [[Endwalker]] (6.0) expansion. They are based in [[Bestways Burrow]] in [[Mare Lamentorum]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Eorzean myth tells of a curious wanderer known as [[Namingway]], descended from an unknown people that traveled to the realm from the moon. The Loporrits appear to have much in common with that being of legend, though questions regarding their current whereabouts─and much else besides─remain unanswered.&lt;br /&gt;
&lt;br /&gt;
The Loporrits were created by [[Hydaelyn]] as caretakers of the moon, which was designed as a starship. When the [[Final Days]] would come, the people of [[Etheirys]] would be evacuated to the moon where they would be cared for by the Loporrits while they searched for a new planet to live on. As such, the Loporrits have attempted to replicate the environment, food, and culture of Etheirys and provide appropriate [[Smileton|residential quarters]] to its people, albeit with limited success. While [[Livingway]] is referred to with &amp;quot;she/her&amp;quot; pronouns and has a unique fur color, many other Loporrits are referred to with &amp;quot;they/them&amp;quot; pronouns in English by the game&#039;s writers, so it is unlikely that fur color is an example of sexual dimorphism in Loporrits. The [[Ashen-furred Loporrit|only other example]] of an off-color Lopporit is referred to using &amp;quot;they/them&amp;quot; pronouns.&lt;br /&gt;
&lt;br /&gt;
With the stop to the Final Days and the original purpose of the Loporrits made obsolete, they have searched for new goals to pursue, which are elaborated in the [[Loporrit Daily Quests]] and [[Cosmic Exploration]] questlines.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
Loporrits were originally named in the &amp;quot;old tongue&amp;quot; used by the [[Amaurotine]]. After receiving a dictionary from [[Old Sharlayan]], each Loporrit renamed themselves in the format &amp;quot;x-ingway&amp;quot;, where x can be any word, in such a way to describe their role or purpose. This was done so that the people of Etheirys would easily be able to tell what any particular Loporrit does - and to make their names more pronounceable.&amp;lt;ref&amp;gt;{{i|A Taste of the Moon}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loporrits that have changed roles or otherwise lost/found a purpose, will usually change their names accordingly.&lt;br /&gt;
&lt;br /&gt;
==Biology and abilities==&lt;br /&gt;
While appearing to be normal animals, Loporrits are in fact arcane entities&amp;lt;ref&amp;gt;{{i|Loporrit Card}}&amp;lt;/ref&amp;gt;. They are of small stature, having a comparable height to [[Lalafell]]s if the Loporrit&#039;s ears are counted in the measurement.&lt;br /&gt;
&lt;br /&gt;
They are able to use creation magicks, which they used to shape the environment on the moon. However, Hydaelyn forbade them from using it to create living things - specifically, anything that would have a soul or similar concept.&amp;lt;ref&amp;gt;{{i|Unto the Heavens}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loporrits are very long-lived, and do not appear to grow, age, or reproduce. They are old enough to have memories of interacting directly with Hydaelyn - [[Commandingway]], for example, cites Hydaelyn specifically creating them with a larger body than most Loporrits, so that they can be more-easily spotted. Loporrits do not appear to die by natural causes, but the urgency presented when they are in peril implies that they can be killed.&lt;br /&gt;
&lt;br /&gt;
They have a fondness for carrots, which are also their primary source of energy. Through careful cultivation, the Loporrits have developed several carrots with specialized purposes, as seen in the quest {{i|A Taste of the Moon}}.&lt;br /&gt;
&lt;br /&gt;
Loporrits do not require rest if they become weary - simply eating more carrots is enough to rejuvenate them.&amp;lt;ref&amp;gt;{{i|A Manager&#039;s Discernment}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mannerisms==&lt;br /&gt;
Loporrits emote in an exaggerated, comedic fashion, similar to [[Lalafell]]s.&lt;br /&gt;
&lt;br /&gt;
They universally feel great reverence for [[Hydaelyn]], sometimes referring to her as &amp;quot;Mother Hydaelyn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Owing to their original purpose of helping mankind escape the [[Final Days]], Loporrits are generally very forthcoming in offering their assistance. They are also highly experienced in matters of interstellar travel, terraforming, habitation, community management, and other topics related to survival in extraterrestrial environments. However, they are generally naive in matters of life on Etheirys itself, such as not knowing mankind&#039;s biology after [[The Sundering]], and not even knowing what rabbits are until informed by the player.&lt;br /&gt;
&lt;br /&gt;
Loporrit-made structures and machina frequently feature bunny-ear-like structures on them, even if just for purposes of decoration.&lt;br /&gt;
&lt;br /&gt;
Loporrits frequently use rabbit-related terminology: the collective of Loporrits is called &amp;quot;the fluffle&amp;quot;, hands are referred to as &amp;quot;paws&amp;quot;, and distances may be measured in units of &amp;quot;hops&amp;quot;, with astronomical distances instead measured in &amp;quot;carrots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Loporitts_Engage.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
[[Loporrits]] are based on the [https://finalfantasy.fandom.com/wiki/Hummingway Hummingways] from &#039;&#039;[https://finalfantasy.fandom.com/wiki/Final_Fantasy_IV Final Fantasy IV]&#039;&#039;, being a race of small humanoid rabbits that live on the moon. The [[wikipedia:Moon_rabbit|association of the Moon with rabbits]] is cultural and found both in east Asia and in native Amerindian cultures.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Lore/People]] [[Category:Loporrit]] [[Category:Endwalker]] [[Category:Patch 6.0 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Beastmaster&amp;diff=1277482</id>
		<title>Beastmaster</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Beastmaster&amp;diff=1277482"/>
		<updated>2026-04-10T18:43:36Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Unlock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{future content|releasedate=in the [[patch 7.5|patch 7.5x]] series}}&lt;br /&gt;
{{Quotation|[https://na.finalfantasyxiv.com/dawntrail/patch_7_5/ Patch 7.5 Special Site]|From tacticians of the former Republic of Landis to the griffin breeders of Ala Mhigo, skilled practitioners have long tamed wild beasts for mankind&#039;s gain. Myriad such traditions are kept alive across the land, the adherents of which have now arrived in the Black Shroud...}}&lt;br /&gt;
[[File:BST preview.jpg|right|thumb|300px]]&lt;br /&gt;
&#039;&#039;&#039;Beastmaster&#039;&#039;&#039; (&#039;&#039;&#039;???&#039;&#039;&#039;) is a [[Limited Jobs|limited job]] to be introduced in [[patch 7.5|patch 7.5x]] of &#039;&#039;[[Dawntrail]]&#039;&#039; expansion. After {{BLU}} [[blue mage]], it is the second limited job to be added. It is classfied as a {{Melee DPS|name=y}} and uses [[Beastmaster&#039;s Arm|one-handed axes]] as weapons.&lt;br /&gt;
&lt;br /&gt;
This job is solo gameplay-oriented. Players may capture up to 50 different wild beasts and summon up to three of them during combat. Each beast has two different actions, allowing players to customize their playstyle based on the beasts they choose. Beasts also have different sizes (small, medium, large), and auto-attack elements.&lt;br /&gt;
&lt;br /&gt;
Beastmaster starts at level 1 and has a level cap of 50.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
== General information ==&lt;br /&gt;
{{Quotation|Naoki Yoshida, [https://www.techradar.com/gaming/final-fantasy-14-naoki-yoshida-interview-gamescom-2025 Techradar Gamescom 2025 interview]|In terms of the concept, you ally yourself with monsters, then these monsters grow so that they can join you in dedicated battle content. This is going to be something completely different to anything we’ve done in Final Fantasy 14 before, and it’s exclusive to this limited job. We’ve been investing a lot of resources into developing this content, and the team is super excited about it.}}&lt;br /&gt;
=== Guild ===&lt;br /&gt;
&lt;br /&gt;
=== Unlock ===&lt;br /&gt;
*Complete the [[quest]]: {{i|???}}&lt;br /&gt;
*Requirement: Level 50 Disciple of War or Magic&lt;br /&gt;
*Starting NPC: ??? in ??? (X:??.? Y:??.?)&lt;br /&gt;
*Prerequisite Quest: Players must first complete the [[Main Scenario Quest]] {{i|The Ultimate Weapon}}.&lt;br /&gt;
*Players must also have the &#039;&#039;Dawntrail&#039;&#039; expansion registered on their service account.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Weapon&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Armor&lt;br /&gt;
!style=&amp;quot;width:150px;&amp;quot;|Accessories&lt;br /&gt;
|-&lt;br /&gt;
|[[Beastmaster&#039;s Arm]]s&lt;br /&gt;
|[[:Category:Beastmaster headwear|Head]]&amp;lt;br&amp;gt;[[:Category:Beastmaster chestwear|Body]]&amp;lt;br&amp;gt;[[:Category:Beastmaster handwear|Hands]]&amp;lt;br&amp;gt;[[:Category:Beastmaster legwear|Legs]]&amp;lt;br&amp;gt;[[:Category:Beastmaster footwear|Feet]]&lt;br /&gt;
|[[:Category:Beastmaster bracelets|Bracelets]]&amp;lt;br&amp;gt;[[:Category:Beastmaster earrings|Earrings]]&amp;lt;br&amp;gt;[[:Category:Beastmaster necklace|Necklace]]&amp;lt;br&amp;gt;[[:Category:Beastmaster ring|Ring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
== [[List of beastmaster quests|Quests]] ==&lt;br /&gt;
{{:List of beastmaster quests}}&lt;br /&gt;
&lt;br /&gt;
== [[List of beastmaster actions|Actions]] ==&lt;br /&gt;
{{see also|Master&#039;s Bestiary}}&lt;br /&gt;
The &#039;&#039;&#039;Master&#039;s Bestiary&#039;&#039;&#039; (the equivalent of the [[Blue Magic Spellbook]] for beastmaster) allows players to view available beasts for capture, their locations, and their associated actions.&lt;br /&gt;
&lt;br /&gt;
{{:List of beastmaster actions}}&lt;br /&gt;
&lt;br /&gt;
== [[List of beastmaster traits|Traits]] ==&lt;br /&gt;
{{:List of beastmaster traits}}&lt;br /&gt;
&lt;br /&gt;
== Job mechanics ==&lt;br /&gt;
&lt;br /&gt;
==Beastmaster activities==&lt;br /&gt;
===Crucible of the Unbroken===&lt;br /&gt;
The &#039;&#039;&#039;[[Crucible of the Unbroken]]&#039;&#039;&#039; is a series of solo combat challenges available for beastmasters. Unlike [[the Masked Carnivale]] for blue mages, the Crucible has a different progression structure. More information will be revealed in a future Live Letter.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This job is associated with the following achievements:&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Beastmasters==&lt;br /&gt;
*[[Lyon rem Helsos]]&lt;br /&gt;
*[[Pagaga quo Vochstein]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Beastmaster promo1.jpg&lt;br /&gt;
Beastmaster promo2.jpg&lt;br /&gt;
Beastmaster promo3.jpg|[[Crucible of the Unbroken]]&lt;br /&gt;
Beastmaster promo4.jpg|[[Master&#039;s Bestiary]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Some beastmasters have appeared in the [[Save the Queen: Blades of Gunnhildr]] field operation series in [[Shadowbringers]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Beastmaster was designed by Masaki Nakagawa (i.e. &amp;quot;Mr. Ozma&amp;quot;), the lead combat designer of FFXIV.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Class navbar|state-crafter-gatherer=collapsed}}&lt;br /&gt;
[[Category:Patch 7.0 Features‎]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Direct_Hit_Rate&amp;diff=1277110</id>
		<title>Direct Hit Rate</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Direct_Hit_Rate&amp;diff=1277110"/>
		<updated>2026-04-09T07:17:50Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: some specifics about DH buff + guaranteed DH&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Affects the rate at which your physical and magic attacks land Direct Hits, dealing 25% more damage than normal hits (&#039;&#039;this percentage of extra damage is fixed&#039;&#039;). The higher the value, the higher the frequency with which your hits will be direct. A direct hit is indicated by the flying text damage number being in a slightly-larger font.&lt;br /&gt;
&lt;br /&gt;
Effects that increase the chance of a Direct Hit provide an additive increase. If an action is guaranteed to deal a Direct Hit, effects that increase the chance of a Direct Hit will instead provide an additive increase to the damage of a Direct Hit (as of [[Patch 6.2]]).&lt;br /&gt;
&lt;br /&gt;
If an attack is both a [[Critical Hit Rate|Critical Hit]] and a Direct Hit, it is considered a Critical Direct Hit, and the damage boosts of the two effects are multiplied by each other. A critical direct hit is indicated by the flying text damage number having two exclamation points (!!). &lt;br /&gt;
&lt;br /&gt;
Heals can Critical Hit, but they cannot be Direct Hits.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Direct Hit Rate replaced [[Accuracy]] in [[Patch 4.0]] with the release of &#039;&#039;[[Stormblood]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Materia==&lt;br /&gt;
{{#lsth:Types of Materia|[[Direct Hit Rate]]}}&lt;br /&gt;
==Actions and Traits==&lt;br /&gt;
===Increased chance of direct hit===&lt;br /&gt;
Actions and traits that increase the chance of a direct hit:&lt;br /&gt;
* {{action icon|Army&#039;s Paeon}} ({{BRD}} [[Bard]])&lt;br /&gt;
* {{action icon|Battle Voice}} ({{BRD}} [[Bard]])&lt;br /&gt;
* {{action icon|Devilment}} ({{DNC}} [[Dancer]])&lt;br /&gt;
* {{action icon|Aetheric Mimicry}} ({{BLU}} [[Blue Mage]])&lt;br /&gt;
* {{action icon|Pure Essence of the Gambler}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Phantom Aim}} ({{phantom job|Ranger|name=y}})&lt;br /&gt;
* {{trait icon|Enhanced Phantom Aim}} ({{phantom job|Ranger|name=y}})&lt;br /&gt;
* {{trait icon|Enhanced Phantom Aim II}} ({{phantom job|Ranger|name=y}})&lt;br /&gt;
&lt;br /&gt;
===Guaranteed direct hit===&lt;br /&gt;
Actions and traits that guarantee a direct hit:&lt;br /&gt;
* {{action icon|Berserk}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Inner Release}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Chaotic Cyclone}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Inner Chaos}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Primal Rend}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Primal Ruination}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Reassemble}} ({{MCH}} [[Machinist]])&lt;br /&gt;
* {{action icon|Full Metal Field}} ({{MCH}} [[Machinist]])&lt;br /&gt;
* {{action icon|Starfall Dance}} ({{DNC}} [[Dancer]])&lt;br /&gt;
* {{action icon|Hammer Stamp}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
* {{action icon|Hammer Brush}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
* {{action icon|Polishing Hammer}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
&lt;br /&gt;
{{attributes}}&lt;br /&gt;
[[Category:Patch 4.0 Features‎]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Critical_Hit&amp;diff=1277109</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Critical_Hit&amp;diff=1277109"/>
		<updated>2026-04-09T07:16:41Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: some specifics about crit buff + guaranteed crit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{otheruses|the stat|the PvP armor sets|Critical Hit Attire}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Affects the amount of physical and magical damage dealt, as well as [[HP]] restored. The higher the value, the higher the frequency with which your hits will be critical &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; the higher the potency of critical hits. At minimum, the chance of a critical hit is 5%, with a damage increase of 40%. A critical hit is indicated by the flying text damage number appearing in a larger font, and with an exclamation point (!).&lt;br /&gt;
&lt;br /&gt;
Effects that increase the chance of a Critical Hit provide an additive increase. If an action is guaranteed to deal a Critical Hit, effects that increase the chance of a Critical Hit will instead provide an additive increase to the damage of a Critical Hit (as of [[Patch 6.2]]).&lt;br /&gt;
&lt;br /&gt;
If an attack is both a Critical Hit and a [[Direct Hit Rate|Direct Hit]], it is considered a Critical Direct Hit, and the damage boosts of the two effects are multiplied by each other. A critical direct hit is indicated by the flying text damage number having two exclamation points (!!).&lt;br /&gt;
&lt;br /&gt;
Heals can Critical Hit, but they cannot be Direct Hits.&lt;br /&gt;
&lt;br /&gt;
Certain actions and traits have additional effects upon landing a critical hit, such as {{SCH}} [[Scholar]]&#039;s {{action icon|Adloquium}} and {{MNK}} [[Monk]]&#039;s {{trait icon|Deep Meditation II}}.&lt;br /&gt;
&lt;br /&gt;
Because Critical Hit acts to boost both the frequency and &#039;&#039;power&#039;&#039; of criticals, it is widely considered the most important secondary attribute for increasing DPS and as such is often prioritized for [[materia]] melding.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical==&lt;br /&gt;
Critical Hit was formerly named &#039;&#039;Critical Hit Rate&#039;&#039; before [[Patch 4.0]] and the release of [[Stormblood]].&lt;br /&gt;
&lt;br /&gt;
==Materia==&lt;br /&gt;
{{#lsth:Types of Materia|[[Critical Hit]]}}&lt;br /&gt;
==Actions and Traits==&lt;br /&gt;
===Increased chance of critical hit===&lt;br /&gt;
Actions and traits that increase the chance of a critical hit:&lt;br /&gt;
* {{action icon|Chain Stratagem}} ({{SCH}} [[Scholar]])&lt;br /&gt;
* {{trait icon|Enhanced Benefic}} ({{AST}} [[Astrologian]])&lt;br /&gt;
* {{action icon|Battle Litany}} ({{DRG}} [[Dragoon]])&lt;br /&gt;
* {{action icon|The Wanderer&#039;s Minuet}} ({{BRD}} [[Bard]])&lt;br /&gt;
* {{action icon|Devilment}} ({{DNC}} [[Dancer]])&lt;br /&gt;
* {{action icon|Aetheric Mimicry}} ({{BLU}} [[Blue Mage]])&lt;br /&gt;
* {{action icon|Lost Font of Power}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Banner of Honed Acuity}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Lost Assassination}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Lost Dervish}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Essence of the Skirmisher}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Deep Essence of the Skirmisher}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Pure Essence of the Gambler}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
* {{action icon|Phantom Aim}} ({{phantom job|Ranger|name=y}})&lt;br /&gt;
* {{action icon|Vigilance}} ({{phantom job|Thief|name=y}})&lt;br /&gt;
&lt;br /&gt;
===Guaranteed critical hit===&lt;br /&gt;
Actions and traits that guarantee a critical hit:&lt;br /&gt;
* {{action icon|Berserk}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Inner Release}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Chaotic Cyclone}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Inner Chaos}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Primal Rend}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Primal Ruination}} ({{WAR}} [[Warrior]])&lt;br /&gt;
* {{action icon|Recitation}} ({{SCH}} [[Scholar]])&lt;br /&gt;
* {{action icon|Life Surge}} ({{DRG}} [[Dragoon]])&lt;br /&gt;
* {{action icon|Bootshine}} ({{MNK}} [[Monk]])&lt;br /&gt;
* {{action icon|Leaping Opo}} ({{MNK}} [[Monk]])&lt;br /&gt;
* {{action icon|Shadow of the Destroyer}} ({{MNK}} [[Monk]])&lt;br /&gt;
* {{action icon|Midare Setsugekka}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Kaeshi: Setsugekka}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Tendo Setsugekka}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Tendo Kaeshi Setsugekka}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Ogi Namikiri}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Kaeshi: Namikiri}} ({{SAM}} [[Samurai]])&lt;br /&gt;
* {{action icon|Reassemble}} ({{MCH}} [[Machinist]])&lt;br /&gt;
* {{action icon|Full Metal Field}} ({{MCH}} [[Machinist]])&lt;br /&gt;
* {{action icon|Starfall Dance}} ({{DNC}} [[Dancer]])&lt;br /&gt;
* {{action icon|Hammer Stamp}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
* {{action icon|Hammer Brush}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
* {{action icon|Polishing Hammer}} ({{PCT}} [[Pictomancer]])&lt;br /&gt;
&lt;br /&gt;
===Additional effects===&lt;br /&gt;
Actions and traits with an additional effect when a critical hit occurs:&lt;br /&gt;
* {{action icon|Adloquium}} ({{SCH}} [[Scholar]])&lt;br /&gt;
* {{action icon|Eukrasian Diagnosis}} ({{SGE}} [[Sage]])&lt;br /&gt;
* {{trait icon|Deep Meditation}} ({{MNK}} [[Monk]])&lt;br /&gt;
* {{trait icon|Deep Meditation II}} ({{MNK}} [[Monk]])&lt;br /&gt;
* {{action icon|Lost Slash}} ([[Lost Actions|Lost Action]])&lt;br /&gt;
&lt;br /&gt;
{{attributes}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mug&amp;diff=1277108</id>
		<title>Mug</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mug&amp;diff=1277108"/>
		<updated>2026-04-09T07:15:29Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 150.&lt;br /&gt;
| facts = {{action fact|additional|Increases target&#039;s damage taken by 5%}}{{action fact|duration|20}}{{action fact|additional|Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow.}}&lt;br /&gt;
| description-class = Delivers an attack with a potency of 150.&lt;br /&gt;
| facts-class = {{action fact|additional|Increases target&#039;s damage taken by 5%}}{{action fact|duration|20}}{{action fact|additional|Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow.}}&lt;br /&gt;
| acquired = Rogue&lt;br /&gt;
| level = 15&lt;br /&gt;
| type = ability&lt;br /&gt;
| recast = 120&lt;br /&gt;
| range = 3&lt;br /&gt;
| actions = Dokumori&lt;br /&gt;
| traits = Enhanced Mug, Mug Mastery&lt;br /&gt;
| req-quest = Slave to the Code&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| release = a realm reborn&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*With its rework in [[patch 6.1]] to replace {{action icon|Trick Attack}}&#039;s previous effect, this is currently the earliest &amp;quot;raid buff&amp;quot; action that can be unlocked and is the only one that a [[class]] can use.&lt;br /&gt;
* This action, along with {{action icon|Chain Strategem}}, scales incredibly well in large-scale content with many players, because it will increase damage dealt by all the players on the target, not just those in the player&#039;s party. Furthermore, as Mug stacks with {{action icon|Dokumori}}, a single Ninja player changing to Rogue can greatly increase overall damage output in large-scale content if multiple Ninjas are present (although that player&#039;s individual contribution will be greatly lowered).&lt;br /&gt;
&lt;br /&gt;
==Message==&lt;br /&gt;
[[File:Successful Mug.png|Successful Mug message]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|The additional effect &amp;quot;Increases Ninki Gauge by 40&amp;quot; has been removed (this effect is now part of {{action icon|Dokumori}}, the new upgrade for this action.)}}&lt;br /&gt;
*{{patch|6.1|The additional effect &amp;quot;Increases target&#039;s damage taken by 5%&amp;quot; has been added with a duration of 20 seconds.}}&lt;br /&gt;
*{{patch|5.1|Recast time has been increased from 110 to 120 seconds.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Potency has been increased from 140 to 150.&lt;br /&gt;
**Increase to Ninki Gauge has been changed from 30 to 40 under the {{action icon|Enhanced Mug}} trait.&lt;br /&gt;
**Recast time has been increased from 90 to 110 seconds.}}&lt;br /&gt;
*{{patch|4.0|&lt;br /&gt;
**The additional effect &amp;quot;Absorb 50% of damage dealt as HP while under the influence of {{action icon|Kiss of the Viper}}&amp;quot; has been removed.&lt;br /&gt;
**The additional effect &amp;quot;Increases Ninki Gauge by 30&amp;quot; has been added upon learning the Enhanced Mug trait.}}&lt;br /&gt;
*{{patch|2.4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Raid buff actions]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Treescale&amp;diff=1276809</id>
		<title>Treescale</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Treescale&amp;diff=1276809"/>
		<updated>2026-04-08T08:13:24Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Treescale&lt;br /&gt;
| icon = treescale icon1.png&lt;br /&gt;
| image = treescale.png&lt;br /&gt;
| description = These bivalve mollusks are often found nestled between underwater roots in the Rak&#039;tika Greatwood.[Suitable for printing on small canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 8&lt;br /&gt;
| value-hq =&lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 173c44e93f3&lt;br /&gt;
| id-gt = 27569&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 80&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Spearfishing]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These freshwater shellfish attach themselves to the roots of lakeside trees, looking to all the world like nothing more than another knot, thanks to their brown, bark-like patina. Eagle-eyed oyster hunters are in for a delicious, earthy treat.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
&lt;br /&gt;
===Drops===&lt;br /&gt;
&lt;br /&gt;
===[[Fishing Log: North Lake Tusi Mek&#039;ta]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: [[The Rak%27tika Greatwood]] (x5,y26)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 80&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: Spearfishing&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed From&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;[[Weather]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Catching Treescales is necessary to spawn the [[Fishing Log: Deep Lake Tusi Mek&#039;ta|Deep Lake Tusi Mek&#039;ta]] spearfishing location.&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
===Desynthesis===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]] (409.00)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{contains|Fine Sand}} x 1&lt;br /&gt;
*{{contains|Water Crystal}} x 1-4&lt;br /&gt;
*{{contains|Nightworld Bronze Piece}} x1&lt;br /&gt;
&lt;br /&gt;
[[Category:Seafood]] [[Category:Spearfishing Fish]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fishing_Log:_Deep_Lake_Tusi_Mek%27ta&amp;diff=1276808</id>
		<title>Fishing Log: Deep Lake Tusi Mek&#039;ta</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Fishing_Log:_Deep_Lake_Tusi_Mek%27ta&amp;diff=1276808"/>
		<updated>2026-04-08T08:12:47Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fishing log infobox&lt;br /&gt;
| name = Fishing Log: Deep Lake Tusi Mek&#039;ta&lt;br /&gt;
| type = spearfishing (Swimming Shadow)&lt;br /&gt;
| level = 80&lt;br /&gt;
| image = Deep Lake Tusi Mek&#039;ta fishing log spearfishing.jpg&lt;br /&gt;
| location = The Rak&#039;tika Greatwood&lt;br /&gt;
| location-x = 5.0&lt;br /&gt;
| location-y = 29.0&lt;br /&gt;
| fishing-log-index = 30157&lt;br /&gt;
| fishing-spot-id = 647&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable gathering-role}}&lt;br /&gt;
|-&lt;br /&gt;
! Fish !! Speed !! Shadow !! Other Conditions/Notes &lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Gourmand Crab}} || Average || Average ||&lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Megapiranha}} || Fast || Average ||&lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Rak&#039;tika Goby}} {{collectable}} || Fast || Small ||&lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Diamondtongue}} || Fast || Large ||&lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Anpa&#039;s Handmaid}} || Fast || Large ||&lt;br /&gt;
|-&lt;br /&gt;
| {{gather|Viis Ear}} {{collectable}}  || Fast || Small ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
This ephemeral node appears after catching 7 {{gather|Treescale}}s (small, slow) by spearfishing at the [[Fishing Log: North Lake Tusi Mek&#039;ta|North Lake Tusi Mek&#039;ta]] location. It is otherwise unavailable.&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Moogle_Treasure_Trove:_The_Hunt_for_Aphorism&amp;diff=1273783</id>
		<title>Moogle Treasure Trove: The Hunt for Aphorism</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Moogle_Treasure_Trove:_The_Hunt_for_Aphorism&amp;diff=1273783"/>
		<updated>2026-04-01T01:30:25Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Rewards */ - magic bucket is definitely rare and/or annoying...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eventspecial infobox&lt;br /&gt;
| name = Moogle Treasure Trove: The Hunt for Aphorism&lt;br /&gt;
| image = The_Hunt_for_Aphorism_Banner_Art.png&lt;br /&gt;
| description = It gives us great pleasure to announce the return of the Moogle Treasure Trove starting Tuesday, March 31, 2026!&lt;br /&gt;
&lt;br /&gt;
Collect irregular tomestones of aphorism by completing specific duties and exchange them with itinerant moogles for a host of treasures including accessories and mounts. Seek out those tomestones and reap the rewards!&lt;br /&gt;
&lt;br /&gt;
New to these exclusive offerings is the miner&#039;s earring. Chip away at challenges and boast the proof of your labors!&lt;br /&gt;
&lt;br /&gt;
| eventstart = March 31, 2026&lt;br /&gt;
| eventfinish = April 27, 2026&lt;br /&gt;
| eventpage = https://na.finalfantasyxiv.com/lodestone/special/mogmog-collection/202603/lba1j4i815&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
{{tomestone|irraphorism}} &#039;&#039;&#039;Irregular Tomestones of Aphorism&#039;&#039;&#039; will be awarded upon completion of specific activities. These include certain PvE and PvP combat [[duties]], [[GATE]]s, and [[Ocean Fishing]], among other activities. The list of available duties is viewable in the &#039;&#039;&#039;{{item icon|Mogpendium}}&#039;&#039;&#039;, which can be accessed from the main menu (Duty &amp;gt; Collection).&lt;br /&gt;
&lt;br /&gt;
*[[File:Extreme caution icon1.png|link=|20px]] &#039;&#039;&#039;Important:&#039;&#039;&#039; If this is your first time participating in a Mogpendium event, you will need to talk to an [[Itinerant Moogle]] to receive the Mogpendium and be able to earn irregular tomestones.&lt;br /&gt;
&lt;br /&gt;
There are four types of objectives in the Mogpendium:&lt;br /&gt;
*&#039;&#039;&#039;Standard Objectives:&#039;&#039;&#039; Can be completed repeatedly, similar to objectives in prior events. Duties associated with this event will feature a moogle icon in the [[Duty Finder]].&lt;br /&gt;
*&#039;&#039;&#039;Weekly Objectives:&#039;&#039;&#039; One random standard objective (with some exceptions) will be assigned as a weekly objective. Note that it is possible to be assigned a duty objective that you have not unlocked.&lt;br /&gt;
*&#039;&#039;&#039;Minimog Challenges:&#039;&#039;&#039; Two various objectives will be assigned as a weekly minimog challenge. Completing either one of the two will reward bonus irregular tomestones. You will not receive an additional bonus for completing both.&lt;br /&gt;
*&#039;&#039;&#039;Ultimog Challenges:&#039;&#039;&#039; These objectives can be completed once for the event period, resulting in a large bonus of irregular tomestones.&lt;br /&gt;
&lt;br /&gt;
Weekly objectives are randomly assigned per player, while Minimog and Ultimog Challenges are shared.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*{{tomestone|irraphorism}} Irregular Tomestones will not be awarded when using adventurer squadrons, Duty Support system, or Trust system.&lt;br /&gt;
*Irregular tomestone rewards are only available to unrestricted parties if the &amp;quot;Level Sync&amp;quot; option is applied.&lt;br /&gt;
*Rewards for standard objectives will be claimed automatically upon duty completion. Rewards for weekly objectives, minimog challenges, and ultimog challenges must be manually claimed from the Mogpendium.&lt;br /&gt;
*Mogpendium rewards cannot be claimed after the release of [[patch 7.55]].&lt;br /&gt;
&lt;br /&gt;
==Standard/Weekly Objectives==&lt;br /&gt;
{| {{STDT|sortable item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Duty&lt;br /&gt;
! Duty Type&lt;br /&gt;
! Level&lt;br /&gt;
! Tomestones&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Haukke Manor (Hard)}} || [[Dungeon]] || 50 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Lost City of Amdapor}} || [[Dungeon]] || 50 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Castrum Meridianum}} || [[Dungeon]] || 50 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Praetorium}} || [[Dungeon]] || 50 || {{tomestone|irraphorism|7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Neverreap}} || [[Dungeon]] || 60 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Sohm Al (Hard)}} || [[Dungeon]] || 60 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Temple of the Fist}} || [[Dungeon]] || 70 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Hells&#039; Lid}} || [[Dungeon]] || 70 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Twinning}} || [[Dungeon]] || 80 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Akadaemia Anyder}} || [[Dungeon]] || 80 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Smileton}} || [[Dungeon]] || 90 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Stigma Dreamscape}} || [[Dungeon]] || 90 || {{tomestone|irraphorism|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Royal City of Rabanastre}} || [[Alliance Raid]] || 70 || {{tomestone|irraphorism|7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Ridorana Lighthouse}} || [[Alliance Raid]] || 70 || {{tomestone|irraphorism|8}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Orbonne Monastery}} || [[Alliance Raid]] || 70 || {{tomestone|irraphorism|9}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Fist of the Father}} || [[Raid]] || 60 || {{tomestone|irraphorism|1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Cuff of the Father}} || [[Raid]] || 60 || {{tomestone|irraphorism|1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Arm of the Father}} || [[Raid]] || 60 || {{tomestone|irraphorism|1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Burden of the Father}} || [[Raid]] || 60 || {{tomestone|irraphorism|1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Fist of the Son}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Cuff of the Son}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Arm of the Son}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Burden of the Son}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Eyes of the Creator}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Breath of the Creator}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Heart of the Creator}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Alexander - The Soul of the Creator}} || [[Raid]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Porta Decumana}} || [[Trial]] || 50 || {{tomestone|irraphorism|3}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Containment Bay S1T7}} || [[Trial]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Containment Bay P1T6}} || [[Trial]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Containment Bay Z1T9}} || [[Trial]] || 60 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Kugane Ohashi}} || [[Trial]] || 70 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Cinder Drift}} || [[Trial]] || 80 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Castrum Marinum}} || [[Trial]] || 80 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Cloud Deck}} || [[Trial]] || 80 || {{tomestone|irraphorism|2}}&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Borderland Ruins (Secure)}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot;&amp;gt;PvP duties will reward 5 tomestones if the player&#039;s team wins or the match ends in a draw, or 3 tomestones if they lose.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Seal Rock (Seize)}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Fields of Glory (Shatter)}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Onsal Hakair (Danshig Naadam)}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Worqor Chirteh (Triumph)}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Hidden Gorge}} || [[PvP]] || 30 || {{tomestone|irraphorism|3}} or {{tomestone|irraphorism|5}} &amp;lt;ref name=&amp;quot;pvp&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Cliffhanger}} || [[GATE]] || 1 || {{tomestone|irraphorism|1}} or {{tomestone|irraphorism|3}} &amp;lt;ref name=&amp;quot;cliffhanger&amp;quot;&amp;gt;Tomestones earned depend on the MGP the player earns from the GATE. {{tomestone|irraphorism|1}} for 100 MGP and {{tomestone|irraphorism|3}} for 3000 MGP.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Air Force One}} || [[GATE]] || 1 || {{tomestone|irraphorism|1 - 4}} &amp;lt;ref name=&amp;quot;airforce&amp;quot;&amp;gt;Tomestones earned depend on the MGP the player earns from the GATE. {{tomestone|irraphorism|1}} for 0 MGP, {{tomestone|irraphorism|3}} for 1500 MGP, and {{tomestone|irraphorism|4}} for 4000 MGP. &amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Leap of Faith}} || [[GATE]] || 1 || {{tomestone|irraphorism|1 - 4}} &amp;lt;ref name=&amp;quot;leap&amp;quot;&amp;gt;Tomestones earned depend on the MGP the player earns from the GATE. {{tomestone|irraphorism|1}} for 0 MGP, {{tomestone|irraphorism|3}} for 2000 MGP, and {{tomestone|irraphorism|4}} for 4000 MGP. &amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|Any Way the Wind Blows}} || [[GATE]] || 1 || {{tomestone|irraphorism|1 - 8}} &amp;lt;ref name=&amp;quot;wind&amp;quot;&amp;gt;Tomestones earned depend on the MGP the player earns from the GATE. {{tomestone|irraphorism|1}} for 0 MGP, {{tomestone|irraphorism|3}} for 1600 MGP, and {{tomestone|irraphorism|8}} for 7500 MGP.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{i|The Slice Is Right}} || [[GATE]] || 1 || {{tomestone|irraphorism|1 - 10}} &amp;lt;ref name=&amp;quot;gate&amp;quot;&amp;gt;Tomestones earned depend on the MGP the player earns from the GATE. {{tomestone|irraphorism|1}} for 0 MGP, {{tomestone|irraphorism|5}} for 5750 MGP, {{tomestone|irraphorism|10}} for 12000 MGP.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocean Fishing]] (at least 2,000 points) || [[Gathering Forays|Gathering Foray]] || 1 || {{tomestone|irraphorism|5 - 10}} &amp;lt;ref name=&amp;quot;fishing&amp;quot;&amp;gt;Tomestones earned depend on the player&#039;s score: {{tomestone|irraphorism|5}} for 2,000 - 4,999 points, {{tomestone|irraphorism|8}} for 5,000 - 7,999 points, {{tomestone|irraphorism|10}} for 8,000 or more points.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One random dungeon, raid, trial, or PvP objective above (excluding Hidden Gorge) will be selected as a &#039;&#039;&#039;weekly objective&#039;&#039;&#039;. Completing the weekly objective will reward 20 {{tomestone|irraphorism}} which needs to be manually claimed from the {{i|Mogpendium}}.&lt;br /&gt;
&lt;br /&gt;
==Minimog Challenges==&lt;br /&gt;
Two objectives are offered per week. Completing &#039;&#039;either&#039;&#039; will reward &#039;&#039;&#039;10&#039;&#039;&#039; {{tomestone|irraphorism}} to be manually claimed from the Mogpendium. Completing both will not yield any extra reward.&lt;br /&gt;
&lt;br /&gt;
===Week 1 (March 31 - April 6)===&lt;br /&gt;
[[File:Minimog 1.jpg|300px|right|thumb|FATE theme]]&lt;br /&gt;
*[[File:Fates icon1.png|26px|link=]] Complete 5 [[FATE]]s in [[Lakeland FATEs|Lakeland]] or [[Kholusia FATEs|Kholusia]].&lt;br /&gt;
** These are Shadowbringers zones, and thus require a certain amount of story progress to access.&lt;br /&gt;
*Play 1 match of [[Doman Mahjong|Doman mahjong]] with other players.&lt;br /&gt;
**NPC matches will not be counted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Week 2 (April 7 - 13)===&lt;br /&gt;
*Collect 3 seals for {{i|Wondrous Tails}}.&lt;br /&gt;
*Complete 5 [[Grand Company Supply and Provisioning Missions|Grand Company supply and provisioning missions]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Week 3 (April 14 - 20)===&lt;br /&gt;
*Complete 1 critical encounter on {{i|the Occult Crescent: South Horn}}.&lt;br /&gt;
*Complete any {{i|Custom Deliveries|custom delivery}} 6 times.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Week 4 (April 21 - 27)===&lt;br /&gt;
[[File:Minimog 4.jpg|300px|right|thumb|Triple Triad theme]]&lt;br /&gt;
*Complete any set of 10 floors in {{i|Pilgrim&#039;s Traverse}}&lt;br /&gt;
*Win a game of [[Triple Triad]] against [[Marcechamp]] in [[The Dravanian Forelands]] {{coords|31.9, 22.9}} (requires level 52 MSQ {{i|Gifts for the Outcasts}}).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ultimog Challenge==&lt;br /&gt;
Enter a {{i|Treasure Dungeon|treasure dungeon}} via a teleportation portal 5 times.&lt;br /&gt;
*Treasure hunts abandoned midway through will not count toward the total.&lt;br /&gt;
*You do not actually need to complete the dungeon, just enter it and progress until you either complete it or are kicked out.&lt;br /&gt;
&lt;br /&gt;
==Item Exchange==&lt;br /&gt;
Exchange Irregular Tomestones of Aphorism with an [[Itinerant Moogle|itinerant moogle]] for various items.&lt;br /&gt;
&lt;br /&gt;
===Note===&lt;br /&gt;
*Irregular Tomestones of Aphorism can only be obtained during the event period.&lt;br /&gt;
*Item exchanges will be available until the release of Patch 8.0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itinerant Moogle Locations&#039;&#039;&#039;&lt;br /&gt;
*[[Limsa Lominsa Lower Decks]] {{coords|9.4, 11.6}}&lt;br /&gt;
*[[New Gridania]] {{coords|12.4, 12.1}}&lt;br /&gt;
*[[Ul&#039;dah - Steps of Nald]] {{coords|9.6, 9.1}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Itinerant Moogle Limsa Lominsa Lower Decks.jpg|Limsa Lominsa location&lt;br /&gt;
Itinerant Moogle New Gridania.jpg|New Gridania location&lt;br /&gt;
Itinerant Moogle Ul&#039;dah - Steps of Nald.jpg|Ul&#039;dah location&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| {{STDT|sortable item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Cost&lt;br /&gt;
! Original Source&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Miner&#039;s Earring}}&#039;&#039;&#039; || {{tomestone|irraphorism|100}} || Exclusive to this event&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Fat Cat Parasol}}&#039;&#039;&#039; || {{tomestone|irraphorism|50}} || Exclusive to this event, original source removed&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Emerald Gwiber Trumpet}} || {{tomestone|irraphorism|50}} || Random drop from {{i|Castrum Marinum (Extreme)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ixion Clarion}} || {{tomestone|irraphorism|50}} || Exchanged for {{i|Ixion Horn|qty=12}} from {{i|A Horse Outside}} (2 clears with gold rank)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Modern Aesthetics - Styled for Hire}} || {{tomestone|irraphorism|50}} || {{wolf mark|18000}} [[Wolf Mark]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ballroom Etiquette - Fear and Loathing}} || {{tomestone|irraphorism|50}} || {{Centurio seal|3000}} [[Centurio Seals]]&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blood on the Wind Orchestrion Roll}} || {{tomestone|irraphorism|50}} || {{Bozjan cluster|25}} [[Bozjan Cluster]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ironfrog Ambler}} || {{tomestone|irraphorism|30}} || {{item icon|Formidable Cog|qty=6}} from {{i|A Finale Most Formidable}} (1 clear with gold rank)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Craftsman&#039;s Coverall Top}} || {{tomestone|irraphorism|30}} || {{Skybuilders scrip|2200}} [[Skybuilders&#039; Scrip]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Craftsman&#039;s Singlet}} || {{tomestone|irraphorism|30}} || {{Skybuilders scrip|2200}} [[Skybuilders&#039; Scrip]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Craftsman&#039;s Coverall Bottoms}} || {{tomestone|irraphorism|30}} || {{Skybuilders scrip|2000}} [[Skybuilders&#039; Scrip]]s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;{{item icon|MGP Platinum Card}}&#039;&#039; || {{tomestone|irraphorism|30}} || Obtainable from {{i|Wondrous Tails}}&#039;s 2 line and 3 line rewards&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Bomb Palanquin Horn}} || {{tomestone|irraphorism|30}} || Purchased from [[Kobold Vendor]] after reaching {{reputation|kobold|trusted}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Direwolf Whistle}} || {{tomestone|irraphorism|30}} || Purchased from [[Ixali Vendor]] after reaching {{reputation|ixal|sworn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Lunar Kamuy Fife}} || {{tomestone|irraphorism|30}} || Random drop from {{i|The Minstrel&#039;s Ballad: Tsukuyomi&#039;s Pain}} and purchasable for {{i|Lunar Totem|Lunar Totems|qty=99}} &lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Euphonious Kamuy Fife}} || {{tomestone|irraphorism|30}} || Random drop from {{i|Hells&#039; Kier (Extreme)}} and purchasable for {{i|Suzaku Totem|Suzaku Totems|qty=99}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Amaurotine Spire Chandelier}} || {{tomestone|irraphorism|20}} || Crafted (level 90)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ornamental Crystal Array}} || {{tomestone|irraphorism|20}} || Crafted (level 90)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sweetfish Skewers}} || {{tomestone|irraphorism|20}} || Crafted (level 90)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Raised Wooden Deck}} || {{tomestone|irraphorism|20}} || Crafted (level 90)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Mummer&#039;s Shelf}} || {{tomestone|irraphorism|20}} || Purchased from [[Kasumi]] for {{gil|8800}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Wind-up Ixal}} || {{tomestone|irraphorism|15}} || Purchased from [[Ixali Vendor]] after reaching {{reputation|ixal|sworn}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;{{item icon|Magic Bucket}}&#039;&#039;|| {{tomestone|irraphorism|15}} || [[Fishing]] at [[Fishing Log: South Banepool]]&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Jacket of Fending}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Jacket of Maiming}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Jacket of Striking}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Jacket of Scouting}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Jacket of Aiming}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Tunic of Casting}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Heirloom Tunic of Healing}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Matoya&#039;s Relict}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Jacket of Fending}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Jacket of Maiming}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Chestpiece of Striking}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Chestpiece of Scouting}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Chestpiece of Aiming}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Chestwrap of Casting}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Paglth&#039;an Chestwrap of Healing}} || {{tomestone|irraphorism|15}} || Random drop from {{i|Paglth&#039;an}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Seemingly Special Timeworn Map}}&#039;&#039;&#039; || {{tomestone|irraphorism|15}} || Exclusive to this event, original source removed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Ostensibly Special Timeworn Map}}&#039;&#039;&#039; || {{tomestone|irraphorism|15}} || Exclusive to this event, original source removed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Potentially Special Timeworn Map}}&#039;&#039;&#039; || {{tomestone|irraphorism|15}} || Exclusive to this event, original source removed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Conceivably Special Timeworn Map}}&#039;&#039;&#039; || {{tomestone|irraphorism|15}} || Exclusive to this event, original source removed&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Middle La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot;&amp;gt; -Will become available for exchange once you have completed the main scenario quest {{i|The Ultimate Weapon}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Lower La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot; /&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Eastern La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot; /&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Western La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot; /&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Upper La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot; /&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{item icon|Outer La Noscea Riding Map}} &amp;lt;ref name=&amp;quot;arr&amp;quot; /&amp;gt; || {{tomestone|irraphorism|10}} || [[Hunt Billmaster]], {{Allied seal|250}} [[Allied Seal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Namazu Card}} &amp;lt;ref name=&amp;quot;criminal phrenology&amp;quot;&amp;gt; -Will become available for exchange once you have completed the quest {{i|Criminal Phrenology}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|10}} || Random drop from beating [[Gyoei]] in [[Triple Triad]]&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Kojin Card}} &amp;lt;ref name=&amp;quot;our most venerated ancestor&amp;quot;&amp;gt; -Will become available for exchange once you have completed the quest {{i|Our Most Venerated Ancestor}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|10}} || Random drop from beating [[Tsuzura]] in [[Triple Triad]]&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Mist Dragon Card}} &amp;lt;ref name=&amp;quot;feel the burn&amp;quot;&amp;gt; -Will become available for exchange once you have completed the main scenario quest {{i|Feel the Burn}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|7}} || Random drop from final boss of {{i|The Burn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Tioman Card}} &amp;lt;ref name=&amp;quot;mourn in passing&amp;quot;&amp;gt; -Will become available for exchange once you have completed the main scenario quest {{i|Mourn in Passing}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|7}} || Random drop from final boss of {{i|Sohm Al}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Diamond Weapon Card}} &amp;lt;ref name=&amp;quot;duty in the sky with diamond&amp;quot;&amp;gt; -Will become available for exchange once you have completed the quest {{i|Duty in the Sky with Diamond}}&amp;lt;/ref&amp;gt; || {{tomestone|irraphorism|7}} || Random drop from {{i|The Cloud Deck}} or {{i|The Cloud Deck (Extreme)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Wind-up Succubus}} || {{tomestone|irraphorism|7}} || {{Allied seal|500}} [[Allied Seal]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Hopl&#039;s Dropple Orchestrion Roll}} || {{tomestone|irraphorism|7}} || Purchased from [[Yuqurl Manl]] after reaching {{reputation|qitari|honored}}&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Abigail Barding}} || {{tomestone|irraphorism|5}} || Random drop from {{i|Silver-trimmed Sack}} or {{i|Gold-trimmed Sack}} from {{i|Palace of the Dead}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;{{item icon|Magicked Prism (Job Mastery)}}&#039;&#039;&#039; x10 || {{tomestone|irraphorism|1}} || Purchasable every [[Moogle Treasure Trove]] event&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* Items in &#039;&#039;&#039;bold&#039;&#039;&#039; text can no longer be acquired from their original source, or are exclusive to this event.&lt;br /&gt;
* Items in &#039;&#039;italics&#039;&#039; have a low drop rate, require lots of grinding, require performing a difficult task, are expensive, or are otherwise difficult to acquire outside this event.&lt;br /&gt;
&lt;br /&gt;
==Farming Irregular Tomestones of Aphorism==&lt;br /&gt;
*Make sure to complete the weekly objective, weekly Minimog challenge, and Ultimog challenge for bonus tomestones.&lt;br /&gt;
*[[GATE]]s appear every 20 minutes and provide a consistent source of tomestones.&lt;br /&gt;
*An average {{i|Hidden Gorge}} match takes around 10 to 13 minutes to complete and provides 3 to 5 tomestones.&lt;br /&gt;
** Hidden Gorge matches also happen more often during this event, which is useful for players working on the [[Rival_Wings_Achievements|associated achievements]].&lt;br /&gt;
**During this event, {{item icon|Modern Aesthetics - Styled for Hire}} is available for {{tomestone|irraphorism|50}} tomestones, but is normally available for 18,000 {{wolf mark}}Wolf Marks. Hidden Gorge matches award 500 or 1000 {{wolf mark}}Wolf Marks, and also grant {{i|Challenge Log}} credit: up to an additional 2,000 {{wolf mark}}Wolf Marks from &amp;quot;Prepare to Dice&amp;quot; and &amp;quot;Luck Be a Lady Tonight&amp;quot;. &lt;br /&gt;
::Because of this, players can simply farm Hidden Gorge to earn the {{wolf mark}}Wolf Marks needed, allowing them to buy {{item icon|Modern Aesthetics - Styled for Hire}} without spending tomestones.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
In recent years, demand from collectors and historians has led to a surge of adventurers seeking tomestones, those mysterious relics of the Allagan Empire made to record and keep its secrets. Some small number of the artifacts, unique for the peculiar sort of knowledge contained within, have piqued the interest of the eccentric─in particular, itinerant moogles, who come bearing rare goods of their own to exchange for these &amp;quot;irregular&amp;quot; tomestones.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/special/mogmog-collection/202603/lba1j4i815 Irregular tomestone lore]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [[File:FFXIV Collect Logo.png|30px]] [https://ffxivcollect.com/tomestones Track rewards via FFXIV Collect]&lt;br /&gt;
{{Event nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Auxesia&amp;diff=1272654</id>
		<title>Auxesia</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Auxesia&amp;diff=1272654"/>
		<updated>2026-03-29T13:33:08Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Trivia */ - name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{future content|releasedate=in the [[patch 7.5|7.5x]] series}}{{Area infobox&lt;br /&gt;
| type = zone&lt;br /&gt;
| within = The Sea of Stars&lt;br /&gt;
| description = &lt;br /&gt;
| map = Auxesia map.png&lt;br /&gt;
| connections = &lt;br /&gt;
| icon = Cosmic Exploration icon.png&lt;br /&gt;
| weather = &lt;br /&gt;
| weather-red-alert = &lt;br /&gt;
| screenshot = Auxesia 1.jpg&lt;br /&gt;
| ss-text = Auxesia&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| patch = 7.5x&lt;br /&gt;
}} To be released in [[patch 7.5|patch 7.5x]], it is the fourth and final zone associated with [[Cosmic Exploration]]. &lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{i|???}}&lt;br /&gt;
*Class / Level: Disciple of the Hand or Land level 10+&lt;br /&gt;
*Location: [[Oizys]] {{coords|?, ?}}&lt;br /&gt;
*Quest-starter: ???&lt;br /&gt;
*Prerequisite: Players must first complete the quest {{i|Memory&#039;s Orbit}}.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
Additional areas on the map will be unlocked with sufficient server-wide zone progress.&lt;br /&gt;
&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
===Merchants===&lt;br /&gt;
{{merchant list|Auxesia}}&lt;br /&gt;
&lt;br /&gt;
===Other services===&lt;br /&gt;
*[[File:Intersite Travel Icon.png|32px]] [[Cruisingway]] {{convert coordinate|?, ?}} - travel to other Cosmic Exploration planets&lt;br /&gt;
*[[File:Cosmic Fortune Icon.png|32px]] [[Orbitingway]] {{convert coordinate|?, ?}} - [[Cosmic Fortune]]&lt;br /&gt;
*[[File:Cosmic Research Icon.png|32px]] [[Researchingway]] {{convert coordinate|?, ?}} - [[Cosmic Tools]]&lt;br /&gt;
*[[File:Mech Pilot Application Icon.png|32px]] [[Alerot]] {{convert coordinate|?, ?}} - Mech Ops pilot tickets&lt;br /&gt;
*[[File:Starward Standings Icon.png|32px]] [[Starward Standings Stela]] {{convert coordinate|?, ?}} - view the seven most recent Star Contributors&lt;br /&gt;
*[[Scanningway]] {{convert coordinate|?, ?}} - track the player&#039;s contribution standing during a ranking period&lt;br /&gt;
*[[File:Emergency Transport Icon.png|32px]] [[Lefleda]] {{convert coordinate|?, ?}} - quick travel to [[Red Alert]] locations when one is active&lt;br /&gt;
*[[???]] {{convert coordinate|?, ?}} - Auxesia lore&lt;br /&gt;
*[[Kaede]] {{convert coordinate|?, ?}} - [[Artifact Search]]&lt;br /&gt;
*Summoning Bell {{convert coordinate|?, ?}}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Index==&lt;br /&gt;
{{main|Auxesia/Infrastructure Index}}&lt;br /&gt;
Server-wide progression within this zone will result in the development of new infrastructure, such as a fast travel system for quickly moving to different areas. In later stages, new areas to explore and new missions will be unlocked. For the in-game development stages, see the above link.&lt;br /&gt;
&lt;br /&gt;
==Stellar Missions==&lt;br /&gt;
===List of missions by class===&lt;br /&gt;
*{{CRP}} [[Stellar Missions/Auxesia/Carpenter|Carpenter]]&lt;br /&gt;
*{{BSM}} [[Stellar Missions/Auxesia/Blacksmith|Blacksmith]]&lt;br /&gt;
*{{ARM}} [[Stellar Missions/Auxesia/Armorer|Armorer]]&lt;br /&gt;
*{{GSM}} [[Stellar Missions/Auxesia/Goldsmith|Goldsmith]]&lt;br /&gt;
*{{LTW}} [[Stellar Missions/Auxesia/Leatherworker|Leatherworker]]&lt;br /&gt;
*{{WVR}} [[Stellar Missions/Auxesia/Weaver|Weaver]]&lt;br /&gt;
*{{ALC}} [[Stellar Missions/Auxesia/Alchemist|Alchemist]]&lt;br /&gt;
*{{CUL}} [[Stellar Missions/Auxesia/Culinarian|Culinarian]]&lt;br /&gt;
*{{MIN}} [[Stellar Missions/Auxesia/Miner|Miner]]&lt;br /&gt;
*{{BTN}} [[Stellar Missions/Auxesia/Botanist|Botanist]]&lt;br /&gt;
*{{FSH}} [[Stellar Missions/Auxesia/Fisher|Fisher]]&lt;br /&gt;
&lt;br /&gt;
===Provisional===&lt;br /&gt;
====Time-restricted====&lt;br /&gt;
The following missions have time requirements. &lt;br /&gt;
&lt;br /&gt;
====Weather-restricted====&lt;br /&gt;
There is no [[skywatcher]] in the zone, but the weather and the corresponding missions that are available can be tracked using [https://lalachievements.com/cosmic/ this site].&lt;br /&gt;
&lt;br /&gt;
Weather-restricted missions are distinct from critical missions, which only spawn during [[Red Alert]]s and are specific per world.&lt;br /&gt;
&lt;br /&gt;
====Sequential====&lt;br /&gt;
Completing certain missions with a gold star rank are prerequisites for unlocking other missions. These sequential missions then become available with no time limit. The prerequisite mission needs to be completed with a gold rank each time the player would like to attempt a sequential mission. &lt;br /&gt;
&lt;br /&gt;
===Critical===&lt;br /&gt;
{{main|Red Alert}}&lt;br /&gt;
&lt;br /&gt;
====???====&lt;br /&gt;
{{Quotation|Red Alert Warning|???}}&lt;br /&gt;
&lt;br /&gt;
{{Stellar Mission table&lt;br /&gt;
| location = Auxesia&lt;br /&gt;
| type = Critical&lt;br /&gt;
| red-alert = ???&lt;br /&gt;
| show-red-alert = true&lt;br /&gt;
| sort-rank = false&lt;br /&gt;
| name-width = 200&lt;br /&gt;
| show-data-5 = true&lt;br /&gt;
| show-data-6 = true&lt;br /&gt;
| show-data-7 = true&lt;br /&gt;
| sort-coords = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====???====&lt;br /&gt;
{{Quotation|Red Alert Warning|???}}&lt;br /&gt;
&lt;br /&gt;
{{Stellar Mission table&lt;br /&gt;
| location = Auxesia&lt;br /&gt;
| type = Critical&lt;br /&gt;
| red-alert = ???&lt;br /&gt;
| show-red-alert = true&lt;br /&gt;
| sort-rank = false&lt;br /&gt;
| name-width = 200&lt;br /&gt;
| show-data-5 = true&lt;br /&gt;
| show-data-6 = true&lt;br /&gt;
| show-data-7 = true&lt;br /&gt;
| sort-coords = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====???====&lt;br /&gt;
{{Quotation|Red Alert Warning|???}}&lt;br /&gt;
&lt;br /&gt;
{{Stellar Mission table&lt;br /&gt;
| location = Auxesia&lt;br /&gt;
| type = Critical&lt;br /&gt;
| red-alert = ???&lt;br /&gt;
| show-red-alert = true&lt;br /&gt;
| sort-rank = false&lt;br /&gt;
| name-width = 200&lt;br /&gt;
| show-data-5 = true&lt;br /&gt;
| show-data-6 = true&lt;br /&gt;
| show-data-7 = true&lt;br /&gt;
| sort-coords = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mech Ops==&lt;br /&gt;
{{main|Mech Ops}}&lt;br /&gt;
{{#lsth:Mech Ops|[[Auxesia]]}}&lt;br /&gt;
==FATEs==&lt;br /&gt;
All FATEs are limited-time and available only until a successful completion after a new development milestone is reached per [[server]].&lt;br /&gt;
{{Fate list|Auxesia|hide-gemstones=true|id-gt-sort=true}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header|condition=y}}&lt;br /&gt;
{{music table row|Main|???}}&lt;br /&gt;
{{music table row|FATEs|Carrots of Passion}}&lt;br /&gt;
{{music table row|Red Alerts|Carrots of Happiness (Forge Ahead)}}&lt;br /&gt;
{{music table row|Mech Ops Pilot Cutscene|Hey, Cid!}}&lt;br /&gt;
{{music table row|Mech Ops 1|Battle 1 from FINAL FANTASY IV}}&lt;br /&gt;
{{music table row|Mech Ops 2|The Airship}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Auxesia 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In Greek mythology, &#039;&#039;[[wikipedia:Auxesia|Auxesia]]&#039;&#039; is the goddess that grants growth and prosperity to fields; the name is also sometimes considered an alternate name for [[wikipedia:Persephone|Persephone]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Cosmic Exploration nav}}&lt;br /&gt;
{{Zone nav}}&lt;br /&gt;
[[Category:Cosmic Exploration]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Unforgiven&amp;diff=1257782</id>
		<title>The Unforgiven</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Unforgiven&amp;diff=1257782"/>
		<updated>2026-03-19T08:10:05Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Used For */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = The Unforgiven&lt;br /&gt;
| icon = the unforgiven icon1.png&lt;br /&gt;
| description = A king among albino rock crabs, and lord of the waters of the great lake known as the Source.[Suitable for printing on medium canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = green&lt;br /&gt;
| level = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 119&lt;br /&gt;
| value-hq =&lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.1&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 70cf6937048&lt;br /&gt;
| id-gt = 28067&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 71&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Lakes]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Its pure white coloration has led many to speculate that it is in fact a sin eater, which while far from the truth, provides a convenient excuse for fishers who return empty-handed after attempting to snare this formidable creature.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
&lt;br /&gt;
===Drops===&lt;br /&gt;
&lt;br /&gt;
===[[Fishing Log: The Source]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: [[Lakeland]] (x15.7,y25.5)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 71&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: [[Baitbugs]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed From&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;[[Weather]]&#039;&#039;&#039;: [[Fog]]&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
===Desynthesis===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]] (440.00)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{contains|Nightworld Silver Piece}} x5&lt;br /&gt;
*{{contains|Water Cluster}} x1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Seafood]] [[Category:Lakes Fish]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Sidewhale&amp;diff=1257389</id>
		<title>User:Conqueringwill/Sidewhale</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Sidewhale&amp;diff=1257389"/>
		<updated>2026-03-18T23:41:37Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Sidereal Whale&lt;br /&gt;
| icon = sidereal whale icon1.png&lt;br /&gt;
| description = Legend has it that this ethereal whale of limne 3-β was born from the yawning maw of a great dragon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Suitable for printing on extra large canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = 1&lt;br /&gt;
| ilvl = 630&lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 119&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 6.55&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = efb42d888b5&lt;br /&gt;
| id-gt = 41412&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 90 ★★★★&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Fishing Log: Limne 3-β]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: Ultima Thule (X:25.0, Y:17.0)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 90&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: [[Stardust]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed from&#039;&#039;&#039;: [[Horizon Event]]&lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: 3,300+ Gathering; 12 AM - 8 AM Eorzean time&lt;br /&gt;
*&#039;&#039;&#039;[[Weather]]&#039;&#039;&#039;: {{weather icon|umbral wind}}[[Umbral Wind]] -&amp;gt; {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
Requires {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]] buff from catching 3 {{item icon|E.B.E.-9318}}, 2 {{item icon|Unbegotten}}, and a {{item icon|Phallaina}}.&lt;br /&gt;
&lt;br /&gt;
==== Fisher&#039;s Intuition Dialogue ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A profound melancholy swells within you!&#039;&#039; (Fisher&#039;s Intuition begins)&lt;br /&gt;
* &#039;&#039;You are seized by melancholy once more!&#039;&#039; ({{Game icon|Fisher&#039;s Instinct}} procs)&lt;br /&gt;
* &#039;&#039;The melancholy passes as swiftly as it came...&#039;&#039; (Fisher&#039;s Intuition ends)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Desynthesis===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Sidewhale&amp;diff=1257388</id>
		<title>User:Conqueringwill/Sidewhale</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Sidewhale&amp;diff=1257388"/>
		<updated>2026-03-18T23:40:44Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: Created page with &amp;quot;{{Item infobox | name = Sidereal Whale | icon = sidereal whale icon1.png | description = Legend has it that this ethereal whale of limne 3-β was born from the yawning maw of a great dragon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Suitable for printing on extra large canvases.] | type = crafting material | effects =  | material-type = Seafood | unique =  | untradable =  | unsellable =  | rarity = white | level = 1 | ilvl = 630 | race =  | gender =  | recast =  | cost =  | value = 119 | value-hq =  | se...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Sidereal Whale&lt;br /&gt;
| icon = sidereal whale icon1.png&lt;br /&gt;
| description = Legend has it that this ethereal whale of limne 3-β was born from the yawning maw of a great dragon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Suitable for printing on extra large canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = 1&lt;br /&gt;
| ilvl = 630&lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 119&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 6.55&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = efb42d888b5&lt;br /&gt;
| id-gt = 41412&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 90 ★★★★&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Fishing Log: Limne 3-β]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: Ultima Thule (X:25.0, Y:17.0)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 90&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: [[Stardust]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed from&#039;&#039;&#039;: [[Horizon Event]]&lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: 3,300+ Gathering; 12 AM - 8 AM Eorzean time&lt;br /&gt;
*&#039;&#039;&#039;[[Weather]]&#039;&#039;&#039;: {{weather icon|umbral wind}}[[Umbral Wind]] -&amp;gt; {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
Requires {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]] buff from catching 3 {{item icon|E.B.E.-9318}}, 2 {{item icon|Unbegotten}}, and a {{item icon|Phallaina}}.&lt;br /&gt;
&lt;br /&gt;
==== Fisher&#039;s Intuition Dialogue ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A profound melancholy swells within you!&#039;&#039; (Fisher&#039;s Intuition begins)&lt;br /&gt;
* &#039;&#039;You are seized by melancholy once more!&#039;&#039; ({{Game icon|Fisher&#039;s Instinct}} procs)&lt;br /&gt;
* &#039;&#039;The melancholy passes as swiftly as it came...&#039;&#039; (Fisher&#039;s Intuition ends)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Desynthesis===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Seafood]] [[Category:Space Fish]] [[Category:Legendary Fish]] [[Category:Endwalker Legendary Fish]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sidereal_Whale&amp;diff=1257387</id>
		<title>Sidereal Whale</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sidereal_Whale&amp;diff=1257387"/>
		<updated>2026-03-18T23:37:20Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Sidereal Whale&lt;br /&gt;
| icon = sidereal whale icon1.png&lt;br /&gt;
| description = Legend has it that this ethereal whale of limne 3-β was born from the yawning maw of a great dragon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Suitable for printing on extra large canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = 1&lt;br /&gt;
| ilvl = 630&lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 119&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 6.55&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = efb42d888b5&lt;br /&gt;
| id-gt = 41412&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 90 ★★★★&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Fishing Log: Limne 3-β]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: Ultima Thule (X:25.0, Y:17.0)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 90&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: [[Stardust]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed from&#039;&#039;&#039;: [[Horizon Event]]&lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: 3,300+ Gathering; 12 AM - 8 AM Eorzean time&lt;br /&gt;
*&#039;&#039;&#039;[[Weather]]&#039;&#039;&#039;: {{weather icon|umbral wind}}[[Umbral Wind]] -&amp;gt; {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
Requires {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]] buff from catching 3 {{item icon|E.B.E.-9318}}, 2 {{item icon|Unbegotten}}, and a {{item icon|Phallaina}}.&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Desynthesis===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Seafood]] [[Category:Space Fish]] [[Category:Legendary Fish]] [[Category:Endwalker Legendary Fish]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1242332</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1242332"/>
		<updated>2026-03-12T17:23:57Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Holy Lance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|Occult Crescent: South Horn}}. Similar to {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit?gid=1551896512#gid=1551896512 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.5|patch 7.5x]], it is likely that the current requirements and recommendations may change in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps that are present in areas between boss encounters.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming normal explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 12.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omicron_Daily_Quests&amp;diff=1241736</id>
		<title>Omicron Daily Quests</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omicron_Daily_Quests&amp;diff=1241736"/>
		<updated>2026-03-10T20:51:44Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Trivia */ - book titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:omicron daily quests1.jpg|400px|right]]&lt;br /&gt;
[[Omicron Daily Quests]] are gathering-oriented [[Daily Quests]] released in [[Patch 6.25]] of [[Endwalker]]. They are located in [[Ultima Thule]] at [[A-4 Research]] (X:27.7, Y:24.4). &lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock==&lt;br /&gt;
To unlock [[Omicron Daily Quests]], players must first complete the society quest {{i|The Café at the End of the Universe}} as a level 80 or higher [[Disciple of the Land]].&lt;br /&gt;
&lt;br /&gt;
{{i|The Café at the End of the Universe}} can be unlocked by completing {{i|Where No Loporrit Has Gone Before}} which requires the level 90 [[MSQ]] {{i|Endwalker (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
==Quest Sync==&lt;br /&gt;
The Omicron society main quests and daily quests will employ an automatic level adjustment system known as quest sync, which will match the difficulty to the player&#039;s current class level. Any experience received upon the completion of these quests will be adjusted accordingly. Furthermore, certain quests will not allow players to proceed with a class that is different than when they accepted them.&lt;br /&gt;
&lt;br /&gt;
==Main Quests==&lt;br /&gt;
{{quest list header|unlocks=y|required-items=y}}&lt;br /&gt;
{{quest list row|The Café at the End of the Universe}}&lt;br /&gt;
{{quest list row|Longing So for All the Fish}}&lt;br /&gt;
{{quest list row|And Another Question...}}&lt;br /&gt;
{{quest list row|The Restaurateur&#039;s Guide to the Dragonstar}}&lt;br /&gt;
{{quest list row|Mostly Heartless}}&lt;br /&gt;
{{quest list row|Life, the Universe, and Coffee Beans}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
The maximum rank obtainable through missions is &#039;Bloodsworn&#039;. &#039;Allied&#039; is unlocked by completing the [[Intersocietal Quests]], after having attained the maximum rank for the three Endwalker Societies.&amp;lt;br&amp;gt;&lt;br /&gt;
89 Omicron Daily Quests are needed to achieve &#039;Bloodsworn&#039; Rank.&lt;br /&gt;
{| {{STDT|mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
!Rank&lt;br /&gt;
!Rep Required&lt;br /&gt;
!Total Days to Achieve&lt;br /&gt;
|-&lt;br /&gt;
|| Friendly || 510 || 0&lt;br /&gt;
|-&lt;br /&gt;
|| Trusted || 720 || 3&lt;br /&gt;
|-&lt;br /&gt;
|| Respected || 990 || 6&lt;br /&gt;
|-&lt;br /&gt;
|| Honored || 1320 || 11&lt;br /&gt;
|-&lt;br /&gt;
|| Sworn || 1730 || 17&lt;br /&gt;
|-&lt;br /&gt;
|| Bloodsworn || -- || 27&lt;br /&gt;
|-&lt;br /&gt;
|| Allied || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Daily Quests==&lt;br /&gt;
Though additional quests are made available at each [[reputation]] rank, there will only be three quests chosen at random available each day.&lt;br /&gt;
&lt;br /&gt;
===Friendly Reputation===&lt;br /&gt;
{{quest list header|item-rewards=y|required-items=y}}&lt;br /&gt;
{{quest list row|Signs of the Past}}&lt;br /&gt;
{{quest list row|Coffee Talk}}&lt;br /&gt;
{{quest list row|Well Below Standard}}&lt;br /&gt;
{{quest list row|A Brewing Reputation}}&lt;br /&gt;
{{quest list row|Grounds for Improvement}}&lt;br /&gt;
{{quest list row|A Fertile Blend}}&lt;br /&gt;
{{quest list row|The Hunger Pangs}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Trusted Reputation===&lt;br /&gt;
{{quest list header|item-rewards=y|required-items=y}}&lt;br /&gt;
{{quest list row|The Robot and the Sea}}&lt;br /&gt;
{{quest list row|Using Their Heads}}&lt;br /&gt;
{{quest list row|Working Up a Thirst}}&lt;br /&gt;
{{quest list row|I&#039;ll Fish It Myself}}&lt;br /&gt;
{{quest list row|Sold Out}}&lt;br /&gt;
{{quest list row|A Grebuloff Out of Water}}&lt;br /&gt;
{{quest list row|A Taste of the Sea}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Respected Reputation===&lt;br /&gt;
{{quest list header|item-rewards=y|required-items=y}}&lt;br /&gt;
{{quest list row|It&#039;s Electric!}}&lt;br /&gt;
{{quest list row|Ea Epicurious}}&lt;br /&gt;
{{quest list row|I, Omicron}}&lt;br /&gt;
{{quest list row|Guardians of the Galaxy}}&lt;br /&gt;
{{quest list row|Corporeal Hand to Proverbial Mouth}}&lt;br /&gt;
{{quest list row|Mush for Miw Miisv}}&lt;br /&gt;
{{quest list row|Corporeal Comforts}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Honored Reputation===&lt;br /&gt;
{{quest list header|item-rewards=y|required-items=y}}&lt;br /&gt;
{{quest list row|Remote Debugging}}&lt;br /&gt;
{{quest list row|A Light in the Dark}}&lt;br /&gt;
{{quest list row|Reclaiming the Taste of Home}}&lt;br /&gt;
{{quest list row|Not Forgotten}}&lt;br /&gt;
{{quest list row|Checking for Cavities}}&lt;br /&gt;
{{quest list row|Brainstorm}}&lt;br /&gt;
{{quest list row|The Lost World (Quest)}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Players can spend their {{tribe token|omicron omnitoken}} [[Omicron Omnitoken]]s  with [[N-0598]] in [[Ultima Thule]] (x27.7,y24.7) for rewards based on [[Reputation]] rank.&lt;br /&gt;
&lt;br /&gt;
===Purchased with Omicron Omnitoken===&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Reputation&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[N-7000 Card]] || {{item icon|N-7000 Card|x}} || Trusted || {{Tribe token|omicron omnitoken|6}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumini]] || {{item icon|Lumini|x}} || Respected || {{Tribe token|omicron omnitoken|8}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragonstar aux Marrons]] || {{item icon|Dragonstar aux Marrons|x}} || Honored || {{Tribe token|omicron omnitoken|5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Miw Miisv Horn]] || {{item icon|Miw Miisv Horn|x}} || Sworn || {{Tribe token|omicron omnitoken|18}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Omicron Framer&#039;s Kit]] || {{item icon|Omicron Framer&#039;s Kit|x}} || Bloodsworn || {{Tribe token|omicron omnitoken|6}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cradle of Hope Orchestrion Roll]] || {{item icon|Cradle of Hope Orchestrion Roll|x}} || Bloodsworn || {{Tribe token|omicron omnitoken|6}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Guerdon Materia IX]] || {{item icon|Gatherer&#039;s Guerdon Materia IX|x}} || Friendly || {{Tribe token|omicron omnitoken|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Guerdon Materia X]] || {{item icon|Gatherer&#039;s Guerdon Materia X|x}} || Friendly || {{Tribe token|omicron omnitoken|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Guile Materia IX]] || {{item icon|Gatherer&#039;s Guile Materia IX|x}} || Friendly || {{Tribe token|omicron omnitoken|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Guile Materia X]] || {{item icon|Gatherer&#039;s Guile Materia X|x}} || Friendly || {{Tribe token|omicron omnitoken|9}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Grasp Materia IX]] || {{item icon|Gatherer&#039;s Grasp Materia IX|x}} || Friendly || {{Tribe token|omicron omnitoken|3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gatherer&#039;s Grasp Materia X]] || {{item icon|Gatherer&#039;s Grasp Materia X|x}} || Friendly || {{Tribe token|omicron omnitoken|9}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[https://na.finalfantasyxiv.com/endwalker/patch_6_2/ Patch 6.2 Special Site]|The recently established Last Dregs may yet lack much one expects of a café─a recognizable logogram, little jars of creamer, patrons─but Omicron N-7000 and not-Omicron Jammingway persevere. These unlikely partners in coffee are determined to brew fresh hope until Ultima Thule brimmeth over!}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This quest series heavily references the science fiction novel franchise, &#039;&#039;[[wikipedia:The Hitchhiker&#039;s Guide to the Galaxy|The Hitchhiker&#039;s Guide to the Galaxy]]&#039;&#039;, created by Douglas Adams.&lt;br /&gt;
&lt;br /&gt;
In particular, the six main quests are all based on the titles of the series&#039; six books (in quest order, not series order): &#039;&#039;[[wikipedia:The Restaurant at the End of the Universe|The Restaurant at the End of the Universe]]&#039;&#039;, &#039;&#039;[[wikipedia:So Long, and Thanks for All the Fish|So Long, and Thanks for All the Fish]]&#039;&#039;, &#039;&#039;[[wikipedia:And Another Thing... (novel)|And Another Thing...]]&#039;&#039;, &#039;&#039;[[wikipedia:The Hitchhiker&#039;s Guide to the Galaxy (novel)|The Hitchhiker&#039;s Guide to the Galaxy]]&#039;&#039;, &#039;&#039;[[wikipedia:Mostly Harmless|Mostly Harmless]]&#039;&#039;, and &#039;&#039;[[wikipedia:Life, the Universe and Everything|Life, the Universe and Everything]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:omicron daily quests1.jpg&lt;br /&gt;
File:omicron daily quests2.jpg&lt;br /&gt;
File:omicron daily quests3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Beast Tribe Quests}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 6.2 Features]] [[Category:Endwalker]] [[Category:Daily quests‎]]&lt;br /&gt;
[[Category:Quests missing dialogue template]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Verse_(Quantum)&amp;diff=1241735</id>
		<title>The Final Verse (Quantum)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Final_Verse_(Quantum)&amp;diff=1241735"/>
		<updated>2026-03-10T20:31:10Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Pilgrim&#039;s Traverse|The Final Verse}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Final Verse (Quantum)&lt;br /&gt;
| description = Shaped by your offerings, a deep anguish burgeons from the sleepless abyss. Only those with the fortitude to face an aberration of both Light and Darkness may navigate this waking dream and overcome the damnation trapped upon a holy road.&lt;br /&gt;
| image = The Final Verse (Quantum).png&lt;br /&gt;
| type = Deep Dungeon&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| size = 4&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| unsync = n&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| phoenix-down = n&lt;br /&gt;
| difficulty = Quantum&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| entrance = Il Mheg&lt;br /&gt;
| entrance-coordinates = 29.9, 6.0&lt;br /&gt;
| req-quest = A Branch and Their Sapling&lt;br /&gt;
| patch = 7.35&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
It is an isolated battle against stronger versions of the [[Pilgrim&#039;s Traverse (Stones 91-100)|floor 99]] boss in {{i|Pilgrim&#039;s Traverse}} and is unlocked after clearing floor 100 in the deep dungeon and completing {{i|A Branch and Their Sapling}}. It can be accessed by speaking with [[Vanthau]] in [[Il Mheg]] (X:29.9 Y:6.0) and select &amp;quot;Invoke the Final Verse (Quantum).&amp;quot; and can be challenged by a party of 4 players only. [[Party Finder]] can be used for recruitment. Players&#039; aetherpool levels from Pilgrim&#039;s Traverse apply in this duty; there is no [[item level]] requirement.&lt;br /&gt;
&lt;br /&gt;
This duty does not interact with any existing Pilgrim&#039;s Traverse save files: pomanders and juniper incenses are unavailable. However, {{item icon|Pilgrim&#039;s Potion|alt=Pilgrim&#039;s Potions}} are available. The latter are recommended to use for higher difficulties of this encounter due to the severe damage-over-time attacks.&lt;br /&gt;
&lt;br /&gt;
==Sacramental Offerings==&lt;br /&gt;
[[File:Quantum offerings.png|300px|right]]&lt;br /&gt;
The quantum encounter is an experimental type of battle content that allows players to adjust the difficulty of the encounter based on the &amp;quot;offerings&amp;quot; they provide to enter the instance. There are five types of offerings, and up to a maximum of eight each can be provided. Players must provide a minimum of 15 offerings of any combination to enter the duty up to a maximum of 40 offerings (8 x 5). Offerings can be obtained by completing a quest after reaching floor 100 (rewarding 40 offerings), as random drops from the Accursed Hoard in the deep dungeon, or purchased from the [[Market Board]].&lt;br /&gt;
&lt;br /&gt;
Each type of offering will increase the boss&#039;s difficulty in a certain way.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Offering&lt;br /&gt;
! Accursed Hoard&lt;br /&gt;
! Market Board prices&lt;br /&gt;
! Effect on boss&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sacramental Spirits}} || {{item icon|Sack of Silvered Light}} (stones 1-30) || [https://universalis.app/market/46255 Universalis] || {{status effect|buff|File:hp boost icon1.png}} HP Boost (+2% per stack)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sacramental Spices}} || {{item icon|Sack of Silvered Light}} (stones 1-30) || [https://universalis.app/market/46256 Universalis] || {{status effect|buff|File:physical damage up icon1.png}} Physical Damage Up&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sacramental Grain}} || {{item icon|Sack of Gilded Light}} (stones 31-70) || [https://universalis.app/market/46257 Universalis] || {{status effect|buff|File:fire damage up icon1.png}} Fire Damage Up&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sacramental Light}} || {{item icon|Sack of Gilded Light}} (stones 31-70) || [https://universalis.app/market/46258 Universalis] || {{status effect|buff|File:dark damage up icon1.png}} Dark Damage Up&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sacramental Lilies}} || {{item icon|Sack of Platinum Light}} (stones 71-100) || [https://universalis.app/market/46259 Universalis] || {{status effect|buff|File:light damage up icon1.png}} Light Damage Up&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to increased HP and damage, the boss will also use more difficult mechanics based on the total number of offerings used, with breakpoints every 5 total offerings.&lt;br /&gt;
&lt;br /&gt;
Only the party leader can select offerings, and other party members are not required to possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offerings will not be consumed until the party clears the encounter and opens the treasure coffer afterwards&#039;&#039;&#039;. Thus, there is no significant cost for wiping, and players are free to experiment with the offering combinations until they find a difficulty that is suitable for them.&lt;br /&gt;
&lt;br /&gt;
At 40 offerings, the encounter has a comparable mechanical difficulty as fourth-floor [[savage raids]] / [[ultimate raid]]s but is a shorter encounter (~10 minutes). Clearing the battle with 40 offerings will reward an exclusive achievement and title.&lt;br /&gt;
&lt;br /&gt;
==Party Composition Bonus==&lt;br /&gt;
Similar to [[Criterion Dungeons]], party members will gain a [https://docs.google.com/spreadsheets/d/1oCnkoKP4ADpv6GrtuFiznCkC5BqJBRaoPsCTYD0vTo0/edit#gid=313797369 bonus] to damage dealt according to the composition of their party. The bonus increases with the number of jobs in your party that rely on actions that affect the entire party. This bonus system is intended to compensate for the proportional decrease in utility of such actions as party size decreases.&lt;br /&gt;
&lt;br /&gt;
* The effectiveness of the damage bonus will differ between roles.&lt;br /&gt;
* This bonus will only be applied to jobs and has no effect on classes.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Unholy Union: [[Eminent Grief]] and [[Devoured Eater]]===&lt;br /&gt;
{{Section-stub|reason=Needs mechanics and fight timeline, along with any suggestions for PF strats}}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
Upon victory, a treasure coffer containing {{item icon|Sack of First Light|alt=Sacks of First Light}} will appear. Only the player who selected the offerings required to enter the duty can open this coffer. Once they do, their selected sacramental offerings will be expended.&lt;br /&gt;
&lt;br /&gt;
Rewards are proportionate to the number of offerings used, and the player who selected the offerings will receive more rewards than other players. Additionally, the appearance of the treasure coffer will change depending on the number of offerings selected:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Offerings &lt;br /&gt;
! Treasure Coffer&lt;br /&gt;
! Sacks (to party leader)&lt;br /&gt;
! Sacks (to others)&lt;br /&gt;
|-&lt;br /&gt;
| 15-19 || [[File:Bronze Coffer (small).png|32px|link=]] || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20-24 || [[File:Bronze Coffer (small).png|32px|link=]] || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25-29 || [[File:Silver Coffer (small).png|32px|link=]] || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 30-34 || [[File:Silver Coffer (small).png|32px|link=]] || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 35-39 || [[File:Silver Coffer (small).png|32px|link=]] || 12 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 40 || [[File:Gold Coffer (small).png|32px|link=]] || 14 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievement]]s:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Unholy Sacrament}}&lt;br /&gt;
{{achievement table row|Unholy Devotion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Insatiable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* While item level is irrelevant in this duty, players will inherit the auto-attack delay of their currently equipped weapon. {{PLD}} [[Paladin]]s can take particular advantage of this by equipping {{item icon|Gaze of the Vortex}} or {{item icon|Garuda&#039;s Gaze}}, which have a shorter delay than other swords, thereby gaining more auto-attacks and uses of {{action icon|Holy Sheltron}} / {{action icon|Intervention}} during the encounter.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/FH64TYyW Pastebin containing strategies - NA data centers]&lt;br /&gt;
&lt;br /&gt;
{{Deep dungeon nav/PT}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 7.3 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Grand_Company&amp;diff=1237292</id>
		<title>Grand Company</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Grand_Company&amp;diff=1237292"/>
		<updated>2026-03-09T18:51:55Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Changing Grand Companies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quotation|[https://na.finalfantasyxiv.com/lodestone/special/grandcompany/ Grand Companies of Eorzea] on Lodestone|For thousands of years, Eorzea has been victim to a catastrophic cycle of destruction and rebirth that periodically envelops the realm and threatens all who live upon her soil; each time faced with a tragedy seemingly worse than the last, however, the peoples of Eorzea have found some way to persevere. One method, seemingly going back hundreds of generations, has been the establishment of comprehensive command centers which combine the military, economic, and technological resources of a city-state in order to better prepare it for the coming doom. These are the Grand Companies of Eorzea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The last recorded emergence of the Grand Companies was nearly 1,500 years ago, at the end of the Fifth Astral Era and the arrival of the great deluge which triggered the dark period known as the Sixth Umbral Era. It was through these companies that the then warring city-states were able to put aside their bitter differences and join together to form an alliance and ensure the realm survived.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As the Sixth Astral Era drew to a close, the three city-states of Limsa Lominsa, Gridania, and Ul&#039;dah once again revived the Grand Companies—a final attempt to forestall the coming of the Seventh Umbral Era. With a number of remarkably talented adventurers among their ranks, they stood fast against the beast tribes and the savage might of the primals, as well as the Garlean Empire, the invaders from the north.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite their valiant attempts, however, the Calamity could not be avoided, and the lesser moon, Dalamud, descended upon the Carteneau Flats. From its core emerged the elder primal Bahamut, who rained fire upon the realm. So it was that the Seventh Umbral Era began.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Five years on from the devastation, aided by adventurers, the Grand Companies of Eorzea now strive to raise the realm from the ashes.}}&lt;br /&gt;
[[File:Grand company banners.png|40px|left|link=]] [[Grand Company|Grand Companies]] are organizations that players will join around level 20 by completing the [[Seventh Umbral Era Quests|main story quests]]. There are three grand companies, [[The Maelstrom]] from [[Limsa Lominsa]], [[The Immortal Flames]] from [[Ul&#039;dah]], and [[The Order of the Twin Adder]] from [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
Grand Companies are divided into numerous ranks, with players starting at the lowest rank of Private Third Class. Promotions can be earned with a special [[currency]] generically called {{company seal}} [[Company Seal]]s. These seals can also be exchanged with the [[Grand Company Quartermaster]] for weapons, armor, crafting materials, and items such as {{item icon|Venture}}s.&lt;br /&gt;
&lt;br /&gt;
*Participating in [[FATE]]s and a couple [[Duty Roulette]]s also award [[Company Seal]]s once players have joined a Grand Company.&lt;br /&gt;
*Players do not need to choose the Grand Company from their city of origin and can also [[Grand_Company#Changing_Grand_Companies|change their Grand Company]] later if they wish.&lt;br /&gt;
*If a player purchases a &amp;quot;Tales of Adventure&amp;quot; story skip from the [[Final Fantasy XIV Online Store]], they will automatically be enrolled in the Grand Company of their starting city.&lt;br /&gt;
__TOC__&lt;br /&gt;
==[[File:M Flag.png|40px|link=The Maelstrom]] The Maelstrom==&lt;br /&gt;
[[The Maelstrom]] is based in the coastal city of [[Limsa Lominsa]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:maelstrom command1.jpg|[[Maelstrom Command]]&lt;br /&gt;
File:merlwyb1.jpg|[[Merlwyb]], Admiral of [[The Maelstrom]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:IF Flag.png|40px|link=The Immortal Flames]] The Immortal Flames==&lt;br /&gt;
[[The Immortal Flames]] is based in the desert city of [[Ul&#039;dah]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:hall of flames1.jpg|[[The Hall of Flames]]&lt;br /&gt;
File:raubahn1.jpg|[[Raubahn]], Flame General of [[The Immortal Flames]]&lt;br /&gt;
File:nanamo ul namo1.jpg|[[Nanamo Ul Namo]], [[Sultana]] of [[Ul&#039;dah]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:TA Flag.png|40px|link=The Order of the Twin Adder]] The Order of the Twin Adder==&lt;br /&gt;
[[The Order of the Twin Adder]] is based in the forest city of [[Gridania]].&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:adders nest1.jpg|[[The Adders&#039; Nest]]&lt;br /&gt;
File:kan-e-senna1.jpg|[[Kan-E-Senna]], Elder Seedseer of [[The Order of the Twin Adder|The Twin Adder]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
===Supply and Provisioning Missions===&lt;br /&gt;
{{main|Grand Company Supply and Provisioning Missions}}&lt;br /&gt;
{{:Grand Company Supply and Provisioning Missions}}&lt;br /&gt;
&lt;br /&gt;
===Expert Delivery Missions===&lt;br /&gt;
Grand Companies also accept certain equipment. Players can donate these sellable items to their grand companies in exchange for seals. Players can speak to the Grand Company Personnel Officer to donate items.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: A rank of Sergeant Second Class or higher is required.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acceptable items include all gear with names that are not yellow in their help window. Items must be of {{rarity|aetherial}}, {{rarity|dungeon}}, or {{rarity|tomestone}} [[rarity]]. In addition, the item must be sellable to vendors, which is indicated by a &amp;quot;Sells for&amp;quot; value in its tooltip.&lt;br /&gt;
*For example, equipment items obtained from dungeons, trials, or tomestone vendors may be repeatedly delivered as desired. However, weapons and armor that can be repurchased from the [[Calamity Salvager]] (such as most gear obtained from job quests) cannot be delivered.&lt;br /&gt;
*There is &#039;&#039;no difference&#039;&#039; in reward between normal quality and {{HQ}} [[high quality]] gear, although an additional confirmation prompt will appear if the player selects a piece of HQ equipment to trade.&lt;br /&gt;
*[[File:Expert delivery missions chart.png|right|400px]] The number of Grand Company seals rewarded is determined based on [[item level]] (IL). The growth in seal reward decreases as item level increases. Note that in the following formulae, any non-integer results are rounded up to the nearest integer.&lt;br /&gt;
**IL ≤ 200: Seals = 5.75 × IL&lt;br /&gt;
**200 &amp;lt; IL ≤ 400: Seals = 2 × IL + 750&lt;br /&gt;
**400 &amp;lt; IL ≤ 530: Seals = 1.75 × IL + 850.5&lt;br /&gt;
**530 &amp;lt; IL ≤ 660: Seals = 1.6667 × IL + 895&lt;br /&gt;
**660 &amp;lt; IL ≤ 790: Seals = IL + 1339&lt;br /&gt;
*You must have reached Sergeant Second Class in your grand company to unlock this option.&lt;br /&gt;
&lt;br /&gt;
===Grand Company Leves===&lt;br /&gt;
{{main|Grand Company Leves}}&lt;br /&gt;
Players can complete these special levequests to earn items, experience and company seals. Leves can be done for any Grand Company, but a seals bonus is awarded for leves matching the player&#039;s chosen company.&lt;br /&gt;
&lt;br /&gt;
==[[Adventurer Squadrons|Squadrons]]==&lt;br /&gt;
Adventurer Squadrons allow players to take command of soldiers in their respective Grand Companies. Players can deploy these recruits on missions (similar to [[Retainer Ventures]]) to gain rewards, as well as experience for recruits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: A rank of Second Lieutenant or higher is required.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, recruits of a sufficient rank can be taken on [[Command Missions]], allowing them to join you in a small selection of dungeons as NPC party members.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
{| {{STDT|lore sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Seals Needed for Next Rank             &lt;br /&gt;
! Maximum Seals&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
|Private Third Class || 2000 || 10,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Private Second Class || 3000 || 15,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Private First Class || 4000 || 20,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Corporal || 5000 || 25,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant Third Class || 6000 || 30,000 || Must complete Company [[Hunting_Log#Grand_Companies|Hunting Log]] Rank 1&amp;lt;br&amp;gt;Unlocks [[Grand Company Leves]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant Second Class || 7000 || 35,000 || Unlocks [[Grand_Company#Expert_Delivery_Missions|Expert Delivery]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant First Class || 8000 || 40,000 ||&lt;br /&gt;
|-&lt;br /&gt;
|Chief Sergeant || 9000 || 45,000 || Must complete [[Shadows Uncast]] ({{i|Dzemael Darkhold}})&amp;lt;br&amp;gt;Unlocks [[Grand Company Leves]] in [[Mor Dhona]] ([[Eidhart]])&lt;br /&gt;
|-&lt;br /&gt;
|Second Lieutenant || 10,000 || 50,000 || Must complete [[Gilding the Bilious]] ({{i|The Aurum Vale}})&amp;lt;br&amp;gt;Must complete Company [[Hunting_Log#Grand_Companies|Hunting Log]] Rank 2&amp;lt;br&amp;gt;Unlocks [[Player Housing]], [[The Hunt]], [[Adventurer Squadrons]], and the ability to transfer between Grand Companies&lt;br /&gt;
|-&lt;br /&gt;
|First Lieutenant || 0 || 80,000 || [[Adventurer Squadrons]] Rank 3 by completing [[Flagged Mission: Crystal Recovery]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain || 0 || 90,000 || Must complete 5 &#039;&#039;unique&#039;&#039; [[Command Missions]]&amp;lt;br&amp;gt;Must then complete [[Flagged Mission: Sapper Strike]]&lt;br /&gt;
|-&lt;br /&gt;
|Second Commander || colspan = &amp;quot;3&amp;quot; rowspan = &amp;quot;8&amp;quot; |Ranks higher than Captain are visible in the menu but currently unattainable.&lt;br /&gt;
|-&lt;br /&gt;
|First Commander &lt;br /&gt;
|-&lt;br /&gt;
|High Commander &lt;br /&gt;
|-&lt;br /&gt;
|Rear Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Vice Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Grand Marshal &lt;br /&gt;
|-&lt;br /&gt;
|Champion &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changing Grand Companies==&lt;br /&gt;
Once a player reaches the rank of &#039;&#039;&#039;Second Lieutenant&#039;&#039;&#039;, they will also be eligible to change their Grand Company altogether. Doing so will reset you to the lowest rank of Private Third Class unless you have been with your new company previously. Your [[squadron]] will move with you once you unlock the required rank again. They will need to re-complete the Flagged Missions, but completion of unique Command Missions is saved. [[Company Seals]] will not carry over, but they will still be at your old company if you ever transfer back. You cannot wear gear from a company you are not currently pledged to.&lt;br /&gt;
&lt;br /&gt;
*After changing your allegiance, you must wait 15 days before changing again.&lt;br /&gt;
*The first change is free, but any subsequent changes will cost {{gil|50000}} gil.&lt;br /&gt;
&lt;br /&gt;
Upon returning to a Grand Company after a transfer, your previous rank will be restored, allowing you to &#039;max out&#039; all three Grand Companies if you wish.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Grand Company Achievements]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Company activities are associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Grand Company}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hyosho_Ranryu&amp;diff=1231624</id>
		<title>Hyosho Ranryu</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hyosho_Ranryu&amp;diff=1231624"/>
		<updated>2026-03-07T21:34:47Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Notes */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| level = 76&lt;br /&gt;
| description = Deals ice damage with a potency of 1,300.&lt;br /&gt;
| facts = {{action fact|mudra|Chi-Jin|Ten-Jin}}{{action fact|Can only be executed while under the effect of Kassatsu.}}{{action fact|Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.}}&amp;lt;br&amp;gt;{{action fact|※This action cannot be assigned to a hotbar.&amp;lt;br&amp;gt;※Ninjutsu changes to Hyosho Ranryu when requirements for execution are met.}}&lt;br /&gt;
| acquired = Ninja&lt;br /&gt;
| type = ability&lt;br /&gt;
| recast = 1.5&lt;br /&gt;
| range = 25&lt;br /&gt;
| radius = 0&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| actions = Ten, Chi, Jin, Ninjutsu, Kassatsu, Hyoton&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*As this action can only be used under {{action icon|Kassatsu}}, which increases the next Ninjutsu damage by 30%, its effective base potency is 1,690, making it the hardest-hitting PvE action in the game that is not for a limited job or is a limit break.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.08|Potency has been increased from 1,200 to 1,300.}}&lt;br /&gt;
*{{patch|5.5|Fixed an issue wherein Hyosho Ranryu appeared grayed out even when ready to be activated.}}&lt;br /&gt;
*{{patch|5.1|&lt;br /&gt;
**Potency has been increased from 600 to 1,200.&lt;br /&gt;
**Now triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.&lt;br /&gt;
**Recast time has been reduced from 20 to 1.5 seconds.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1216311</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1216311"/>
		<updated>2026-03-04T01:25:41Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Phantom Job Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{questlink|oc|Occult Crescent: South Horn}}. Similar to {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{questlink|feature|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit?gid=1551896512#gid=1551896512 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.5|patch 7.5x]], it is likely that the current requirements and recommendations may change in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps that are present in areas between boss encounters.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming normal explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 11.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
&amp;lt;!-- note to self (conqueringwill): check messages in FOE #crescent-science for previous chat about this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215036</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215036"/>
		<updated>2026-03-02T22:02:47Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5 × IL credits, {{HQ}} high quality items give 3 × IL credits. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* Triggering [[Gatherer&#039;s Boon]] whilst [[Gathering]]&lt;br /&gt;
** The number of credits received is determined by the item&#039;s gathering level (not its item level):&lt;br /&gt;
** Level 1-50: 3 credits&lt;br /&gt;
** Level 51-64: 6 credits&lt;br /&gt;
** Level 65-70: 9 credits&lt;br /&gt;
** Level 71-80: 12 credits&lt;br /&gt;
** Level 81-90: 15 credits&lt;br /&gt;
** Level 91-100: 18 credits&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
** Each item gives 3 + 0.25 × IL credits, rounded down. All crafting recipes have a hidden &amp;quot;recipe level,&amp;quot; which is very similar to the item level of the item being crafted but not always identical, which is used in this calculation. &amp;lt;ref&amp;gt;Items from A Realm Reborn instead give 3 + 3 × floor(IL/12) credits. Additionally, if an item can be crafted by multiple jobs with differing recipe levels (e.g. [[Mythril Ingot]]), different jobs may receive different amounts of company credits from crafting the same item. These minutiae create a difference of, at most, 3 credits per item, so they have been relegated to this very long footnote.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Crafting [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215035</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215035"/>
		<updated>2026-03-02T21:55:13Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5 × IL credits, {{HQ}} high quality items give 3 × IL credits. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* Triggering [[Gatherer&#039;s Boon]] whilst [[Gathering]]&lt;br /&gt;
** The number of credits received is determined by the item&#039;s gathering level (not its item level):&lt;br /&gt;
** Level 1-50: 3 credits&lt;br /&gt;
** Level 51-64: 6 credits&lt;br /&gt;
** Level 65-70: 9 credits&lt;br /&gt;
** Level 71-80: 12 credits&lt;br /&gt;
** Level 81-90: 15 credits&lt;br /&gt;
** Level 91-100: 18 credits&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
** Each item gives 3 + 0.25 × IL credits, rounded down. All crafting recipes have a hidden &amp;quot;recipe level,&amp;quot; which is very similar to the item level of the item being crafted but not always identical, which is used in this calculation. &amp;lt;ref&amp;gt;Items from A Realm Reborn instead give 3 + 3 × floor(IL/12) credits. This is a difference of, at most, 2 credits per item, so it has been relegated to a footnote.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Crafting [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215034</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215034"/>
		<updated>2026-03-02T21:46:07Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5 × IL credits, {{HQ}} high quality items give 3 × IL credits. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* Triggering [[Gatherer&#039;s Boon]] whilst [[Gathering]]&lt;br /&gt;
** The number of credits received is determined by the item&#039;s gathering level (not its item level):&lt;br /&gt;
** Level 1-50: 3 credits&lt;br /&gt;
** Level 51-64: 6 credits&lt;br /&gt;
** Level 65-70: 9 credits&lt;br /&gt;
** Level 71-80: 12 credits&lt;br /&gt;
** Level 81-90: 15 credits&lt;br /&gt;
** Level 91-100: 18 credits&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
** Each item gives 3 + 0.25 × IL credits, rounded down. All items have an item level, even those that don&#039;t list one. &amp;lt;ref&amp;gt;Items from A Realm Reborn instead give 3 + 3 × floor(IL/12) credits. This is a difference of, at most, 2 credits per item, so it has been relegated to a footnote.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Crafting [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215033</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215033"/>
		<updated>2026-03-02T21:37:33Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5 × IL credits, {{HQ}} high quality items give 3 × IL credits. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* Triggering [[Gatherer&#039;s Boon]] whilst [[Gathering]]&lt;br /&gt;
** The number of credits received is determined by the item&#039;s gathering level (not its item level):&lt;br /&gt;
** Level 1-50: 3 credits&lt;br /&gt;
** Level 51-64: 6 credits&lt;br /&gt;
** Level 65-70: 9 credits&lt;br /&gt;
** Level 71-80: 12 credits&lt;br /&gt;
** Level 81-90: 15 credits&lt;br /&gt;
** Level 91-100: 18 credits&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
** Most items give 3 + 0.25 × IL credits, rounded down.&lt;br /&gt;
** Items from A Realm Reborn instead give 3 + 3 × floor(IL/12) credits. (This is a difference of, at most, 2 credits per item.)&lt;br /&gt;
** All items have an item level, even those that don&#039;t list one.&lt;br /&gt;
* Crafting [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215032</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215032"/>
		<updated>2026-03-02T21:32:19Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5 × IL credits, {{HQ}} high quality items give 3 × IL credits. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* Triggering [[Gatherer&#039;s Boon]] whilst [[Gathering]]&lt;br /&gt;
** The number of credits received is determined by the item&#039;s gathering level (not its item level):&lt;br /&gt;
** Level 1-50: 3 credits&lt;br /&gt;
** Level 51-64: 6 credits&lt;br /&gt;
** Level 65-70: 9 credits&lt;br /&gt;
** Level 71-80: 12 credits&lt;br /&gt;
** Level 81-90: 15 credits&lt;br /&gt;
** Level 91-100: 18 credits&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
** Most items give 3 + floor(IL/4) credits.&lt;br /&gt;
** Items from A Realm Reborn instead give 3 + 3 × floor(IL/12) credits. (This is a difference of, at most, 2 credits per item.)&lt;br /&gt;
** All items have an item level, even those that don&#039;t list one.&lt;br /&gt;
* Crafting [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215012</id>
		<title>Company Credit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Company_Credit&amp;diff=1215012"/>
		<updated>2026-03-02T20:01:51Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Company Credit&lt;br /&gt;
| icon = Company credit.png&lt;br /&gt;
| description = Credits for the enrichment of an Eorzean free company.&lt;br /&gt;
| type = Currency&lt;br /&gt;
| rarity = white&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| id-gt = fccredit&lt;br /&gt;
}}&lt;br /&gt;
{{Company credit}} [[Company Credit]] is a [[currency]] passively earned by [[Free Company]] members as they complete various activities in the game. They are spent on items and FC actions with the [[OIC Quartermaster]] of the player&#039;s aligned [[Grand Company]]. They can also be used at the [[Resident Caretaker]] in [[Residential District]]s or the [[Mammet Voyager 004A|Mammet Voyager #004A]] in the [[Free Company Crafting|Free Company Workshop]].&lt;br /&gt;
&lt;br /&gt;
Company Credits can only be earned while the player is on their Home World. They cannot be earned while the player is [[World Visit System|visiting another World]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This is a non-exhaustive list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Grand Company Leves]]&lt;br /&gt;
* [[Grand Company Supply and Provisioning Missions|Supply and Provisioning Missions]]&lt;br /&gt;
* [[Grand Company#Expert Delivery Missions|Expert Delivery Missions]]&lt;br /&gt;
** Normal quality items give 1.5× IL, {{HQ}} high quality items give 3× IL. This applies even to non-crafted items, which cannot be HQ.&lt;br /&gt;
* [[Gathering]] resources&lt;br /&gt;
* [[Crafting]] {{HQ}} [[High Quality|high quality]] items&lt;br /&gt;
* Crafting and gathering [[collectables]]&lt;br /&gt;
* Completing [[guildleves]]&lt;br /&gt;
* Recruiting new members&lt;br /&gt;
* Turning in [[Allied Society Quests]]&lt;br /&gt;
* [[Treasure Hunt|Treasure Hunts]]&lt;br /&gt;
* [[Main Scenario Quests]]&lt;br /&gt;
&lt;br /&gt;
==Exchange==&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Dragon_Card&amp;diff=1207717</id>
		<title>Blue Dragon Card</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Dragon_Card&amp;diff=1207717"/>
		<updated>2026-02-21T00:35:25Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: Undo revision 1207675 by Conqueringwill (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Triple Triad Card infobox&lt;br /&gt;
|image = blue dragon card1.png&lt;br /&gt;
|release = a realm reborn&lt;br /&gt;
|patch = 2.51&lt;br /&gt;
|card-number = 26&lt;br /&gt;
|type = None&lt;br /&gt;
|rarity = 2&lt;br /&gt;
|top = 2&lt;br /&gt;
|bottom = 7&lt;br /&gt;
|left = 7&lt;br /&gt;
|right = 2&lt;br /&gt;
|id-gt = 9797&lt;br /&gt;
|id-edb = 4e1adce589f&lt;br /&gt;
|description = Sharing the blood of Midgardsormr and his progeny, the great wyrms, a blue dragon can live upwards of a thousand summers─a period during which the creature will undergo divers changes to its physical and mental capacities. This independent “evolution” of sorts renders each member of the species unique, making it all the more difficult for enemies of the dragons to conceive and establish any manner of standardized battle strategy.&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Triple Triad]]===&lt;br /&gt;
*[[Ourdilic]] in [[Coerthas Central Highlands]] (X:6.2, Y:22.5)&lt;br /&gt;
&lt;br /&gt;
===Duties===&lt;br /&gt;
*{{questlink|dungeon|The Stone Vigil}}&lt;br /&gt;
*{{questlink|dungeon|The Stone Vigil (Hard)}}&lt;br /&gt;
&lt;br /&gt;
===From Items===&lt;br /&gt;
{{contained in}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Dragon_Card&amp;diff=1207675</id>
		<title>Blue Dragon Card</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Dragon_Card&amp;diff=1207675"/>
		<updated>2026-02-20T23:19:49Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Triple Triad Card infobox&lt;br /&gt;
|image = blue dragon card1.png&lt;br /&gt;
|release = a realm reborn&lt;br /&gt;
|patch = 2.51&lt;br /&gt;
|card-number = 26&lt;br /&gt;
|type = None&lt;br /&gt;
|rarity = 2&lt;br /&gt;
|top = 2&lt;br /&gt;
|bottom = 7&lt;br /&gt;
|left = 7&lt;br /&gt;
|right = 2&lt;br /&gt;
|id-gt = 9797&lt;br /&gt;
|id-edb = 4e1adce589f&lt;br /&gt;
|description = Sharing the blood of Midgardsormr and his progeny, the great wyrms, a blue dragon can live upwards of a thousand summers─a period during which the creature will undergo divers&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; changes to its physical and mental capacities. This independent “evolution” of sorts renders each member of the species unique, making it all the more difficult for enemies of the dragons to conceive and establish any manner of standardized battle strategy.&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Triple Triad]]===&lt;br /&gt;
*[[Ourdilic]] in [[Coerthas Central Highlands]] (X:6.2, Y:22.5)&lt;br /&gt;
&lt;br /&gt;
===Duties===&lt;br /&gt;
*{{questlink|dungeon|The Stone Vigil}}&lt;br /&gt;
*{{questlink|dungeon|The Stone Vigil (Hard)}}&lt;br /&gt;
&lt;br /&gt;
===From Items===&lt;br /&gt;
{{contained in}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cactpot&amp;diff=1207550</id>
		<title>Cactpot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cactpot&amp;diff=1207550"/>
		<updated>2026-02-20T22:00:02Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Jumbo Cactpot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mini cactpot1.jpg|400px|thumb|Mini Cactpot]]&lt;br /&gt;
[[File:jumbo cactpot1.jpg|400px|thumb|Jumbo Cactpot]]&lt;br /&gt;
Cactpot is a lottery system introduced in [[patch 2.51]] as part of [[the Gold Saucer]]. Players will be able to enter into [[#Mini Cactpot|mini cactpot]] (daily) and [[#Jumbo Cactpot|jumbo cactpot]] (weekly) to win {{MGP}} [[Manderville Gold Saucer Points]].&lt;br /&gt;
&lt;br /&gt;
*Each character can only enter once per entry period.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players must complete the level 15 quests {{questlink|feature|Scratch It Rich}} and {{questlink|feature|Hitting the Cactpot}}. Players can start the {{questlink|feature|Hitting the Cactpot}} by talking to [[Jumbo Cactpot Broker]] in [[The Gold Saucer]] (X:8, Y:5). Players can start the {{questlink|feature|Scratch It Rich}} by talking to [[Mini Cactpot Broker]] in [[The Gold Saucer]] (X:5, Y:6). Players must have previously completed {{questlink|feature|It Could Happen to You}}.&lt;br /&gt;
&lt;br /&gt;
==Mini Cactpot==&lt;br /&gt;
The Mini Cactpot is a daily lottery you can participate in 3 times per Earth day (resets every day at 10 AM EST / 7 AM PST / 8 AM PDT). Each ticket costs {{MGP|10}} [[MGP]]. Similar to a scratch-off lottery ticket, you&#039;ll reveal numbers, and depending on the sum of the numbers the rewards you can obtain will differ.&lt;br /&gt;
&lt;br /&gt;
===How to Play===&lt;br /&gt;
&#039;&#039;&#039;1. Select Numbers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every ticket has nine spaces with each numbered randomly from one to nine. At the start, however, eight of these nine spaces will be hidden. To begin, select three numbers from the eight hidden on your ticket.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Select a Line&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, select one of eight lines─vertical, horizontal, or diagonal. When selecting a line, the sum of the three numbers in that line will determine the amount of MGP you receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Receive a Prize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After you have selected a line, all the numbers are uncovered, and you will receive MGP based on the sum of the line you chose.&lt;br /&gt;
&lt;br /&gt;
===Payout===&lt;br /&gt;
{| {{STDT| sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
!Sum&lt;br /&gt;
![[MGP]] Reward&lt;br /&gt;
!Combinations&lt;br /&gt;
|-&lt;br /&gt;
|6 || {{MGP|10000}} || 1,2,3&lt;br /&gt;
|-&lt;br /&gt;
|7 || {{MGP|36}} || 1,2,4&lt;br /&gt;
|- &lt;br /&gt;
|8 || {{MGP|720}} || 1,2,5 &#039;&#039;&#039;1,3,4&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|9 || {{MGP|360}} || 1,2,6 &#039;&#039;&#039;1,3,5&#039;&#039;&#039; 2,3,4&lt;br /&gt;
|- &lt;br /&gt;
|10 || {{MGP|80}} || 1,2,7 &#039;&#039;&#039;1,3,6&#039;&#039;&#039; 1,4,5 &#039;&#039;&#039;2,3,5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|11 || {{MGP|252}} || 1,2,8	&#039;&#039;&#039;1,3,7&#039;&#039;&#039; 1,4,6 &#039;&#039;&#039;2,3,6&#039;&#039;&#039; 2,4,5&lt;br /&gt;
|- &lt;br /&gt;
|12 || {{MGP|108}} || 1,2,9	&#039;&#039;&#039;1,3,8&#039;&#039;&#039; 1,4,7 &#039;&#039;&#039;1,5,6&#039;&#039;&#039; 2,3,7	&#039;&#039;&#039;2,4,6&#039;&#039;&#039; 3,4,5&lt;br /&gt;
|- &lt;br /&gt;
|13 || {{MGP|72}} || 1,3,9 &#039;&#039;&#039;1,4,8&#039;&#039;&#039; 1,5,7 &#039;&#039;&#039;2,3,8&#039;&#039;&#039; 2,4,7 &#039;&#039;&#039;2,5,6&#039;&#039;&#039; 3,4,6&lt;br /&gt;
|- &lt;br /&gt;
|14 || {{MGP|54}} || 1,4,9 &#039;&#039;&#039;1,5,8&#039;&#039;&#039; 1,6,7 &#039;&#039;&#039;2,3,9&#039;&#039;&#039; 2,4,8 &#039;&#039;&#039;2,5,7&#039;&#039;&#039; 3,4,7 &#039;&#039;&#039;3,5,6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|15 || {{MGP|180}} || 1,5,9	&#039;&#039;&#039;1,6,8&#039;&#039;&#039; 2,4,9 &#039;&#039;&#039;2,5,8&#039;&#039;&#039; 2,6,7 &#039;&#039;&#039;3,4,8&#039;&#039;&#039; 3,5,7 &#039;&#039;&#039;4,5,6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|16 || {{MGP|72}} || 1,6,9 &#039;&#039;&#039;1,7,8&#039;&#039;&#039; 2,5,9 &#039;&#039;&#039;2,6,8&#039;&#039;&#039; 3,4,9 &#039;&#039;&#039;3,5,8&#039;&#039;&#039; 3,6,7 &#039;&#039;&#039;4,5,7&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|17 || {{MGP|180}} || 1,7,9	&#039;&#039;&#039;2,6,9&#039;&#039;&#039; 2,7,8	&#039;&#039;&#039;3,5,9&#039;&#039;&#039; 3,6,8	&#039;&#039;&#039;4,5,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|18 || {{MGP|119}} || 1,8,9	&#039;&#039;&#039;2,7,9&#039;&#039;&#039; 3,6,9	&#039;&#039;&#039;4,5,9&#039;&#039;&#039; 5,6,7&lt;br /&gt;
|- &lt;br /&gt;
|19 || {{MGP|36}} || 2,8,9 &#039;&#039;&#039;5,6,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|20 || {{MGP|306}} || 5,6,9	&#039;&#039;&#039;5,7,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|21 || {{MGP|1080}} || 6,7,8 &#039;&#039;&#039;5,7,9&#039;&#039;&#039; 5,8,9&lt;br /&gt;
|- &lt;br /&gt;
|22 || {{MGP|144}} || 6,7,9&lt;br /&gt;
|- &lt;br /&gt;
|23 || {{MGP|1800}} || 6,8,9&lt;br /&gt;
|- &lt;br /&gt;
|24 || {{MGP|3600}} || 7,8,9&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Jumbo Cactpot==&lt;br /&gt;
The Jumbo Cactpot is a weekly lottery that you can participate in once every Earth week by purchasing up to three tickets with four numbers you select (each digit is between 0 - 9). These tickets cost {{MGP|100}}, {{MGP|150}}, and {{MGP|200}} [[MGP]], respectively. Every Saturday, the winning number is drawn at the Cactpot Board. The more players that purchase at least one ticket, the bigger the prize will be.&lt;br /&gt;
&lt;br /&gt;
When the winning number is drawn, in order from the last digit to the first, the more matching numbers you have, the greater the prize you&#039;ll receive. You win the maximum prize, including the {{item icon|Mad Bird Ring}}, if you match all four numbers. You have up to one week to pick up the prize. There will also be an &#039;&#039;&#039;Early Bird Bonus&#039;&#039;&#039; if you exchange your winning ticket within one hour of the drawing.&lt;br /&gt;
&lt;br /&gt;
Prior to [[Patch 3.4]], players could only purchase a single ticket each week.&lt;br /&gt;
&lt;br /&gt;
The drawing time for the various [[Data Centers]] is different, but occurs every Saturday (local time):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Drawing Time&lt;br /&gt;
|-&lt;br /&gt;
|Japan&lt;br /&gt;
|9PM JST / 4AM PST / 5AM PDT&lt;br /&gt;
|-&lt;br /&gt;
|North America&lt;br /&gt;
|6PM PST / 7PM PDT&lt;br /&gt;
|-&lt;br /&gt;
|Europe&lt;br /&gt;
|7PM GMT / Sunday 5AM AEST / Sunday 6AM AEDT / 11AM PST / 12PM PDT&lt;br /&gt;
|-&lt;br /&gt;
|Oceania&lt;br /&gt;
|9AM GMT / 7PM AEST / 8PM AEDT / 1AM PST / 2AM PDT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
Cactpot is associated with the following [[achievements]]:&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner I}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner II}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner III}}&lt;br /&gt;
{{achievement table row|Work Smarter, Not Harder}}&lt;br /&gt;
{{achievement table row|Dream Small I}}&lt;br /&gt;
{{achievement table row|Dream Small II}}&lt;br /&gt;
{{achievement table row|Dream Small III}}&lt;br /&gt;
{{achievement table row|Mountains out of Gil-hills}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gold Saucer]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cactpot&amp;diff=1207535</id>
		<title>Cactpot</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cactpot&amp;diff=1207535"/>
		<updated>2026-02-20T21:42:44Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mini cactpot1.jpg|400px|thumb|Mini Cactpot]]&lt;br /&gt;
[[File:jumbo cactpot1.jpg|400px|thumb|Jumbo Cactpot]]&lt;br /&gt;
Cactpot is a lottery system introduced in [[patch 2.51]] as part of [[the Gold Saucer]]. Players will be able to enter into [[#Mini Cactpot|mini cactpot]] (daily) and [[#Jumbo Cactpot|jumbo cactpot]] (weekly) to win {{MGP}} [[Manderville Gold Saucer Points]].&lt;br /&gt;
&lt;br /&gt;
*Each character can only enter once per entry period.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players must complete the level 15 quests {{questlink|feature|Scratch It Rich}} and {{questlink|feature|Hitting the Cactpot}}. Players can start the {{questlink|feature|Hitting the Cactpot}} by talking to [[Jumbo Cactpot Broker]] in [[The Gold Saucer]] (X:8, Y:5). Players can start the {{questlink|feature|Scratch It Rich}} by talking to [[Mini Cactpot Broker]] in [[The Gold Saucer]] (X:5, Y:6). Players must have previously completed {{questlink|feature|It Could Happen to You}}.&lt;br /&gt;
&lt;br /&gt;
==Mini Cactpot==&lt;br /&gt;
The Mini Cactpot is a daily lottery you can participate in 3 times per earth day (resets every day at 10 AM EST / 7 AM PST / 8 AM PDT). Each ticket costs {{MGP|10}} [[MGP]]. Similar to a scratch-off lottery ticket, you&#039;ll reveal numbers, and depending on the sum of the numbers the rewards you can obtain will differ.&lt;br /&gt;
&lt;br /&gt;
===How to Play===&lt;br /&gt;
&#039;&#039;&#039;1. Select Numbers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every ticket has nine spaces with each numbered randomly from one to nine. At the start, however, eight of these nine spaces will be hidden. To begin, select three numbers from the eight hidden on your ticket.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Select a Line&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, select one of eight lines─vertical, horizontal, or diagonal. When selecting a line, the sum of the three numbers in that line will determine the amount of MGP you receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Receive a Prize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After you have selected a line, all the numbers are uncovered, and you will receive MGP based on the sum of the line you chose.&lt;br /&gt;
&lt;br /&gt;
===Payout===&lt;br /&gt;
{| {{STDT| sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
!Sum&lt;br /&gt;
![[MGP]] Reward&lt;br /&gt;
!Combinations&lt;br /&gt;
|-&lt;br /&gt;
|6 || {{MGP|10000}} || 1,2,3&lt;br /&gt;
|-&lt;br /&gt;
|7 || {{MGP|36}} || 1,2,4&lt;br /&gt;
|- &lt;br /&gt;
|8 || {{MGP|720}} || 1,2,5 &#039;&#039;&#039;1,3,4&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|9 || {{MGP|360}} || 1,2,6 &#039;&#039;&#039;1,3,5&#039;&#039;&#039; 2,3,4&lt;br /&gt;
|- &lt;br /&gt;
|10 || {{MGP|80}} || 1,2,7 &#039;&#039;&#039;1,3,6&#039;&#039;&#039; 1,4,5 &#039;&#039;&#039;2,3,5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|11 || {{MGP|252}} || 1,2,8	&#039;&#039;&#039;1,3,7&#039;&#039;&#039; 1,4,6 &#039;&#039;&#039;2,3,6&#039;&#039;&#039; 2,4,5&lt;br /&gt;
|- &lt;br /&gt;
|12 || {{MGP|108}} || 1,2,9	&#039;&#039;&#039;1,3,8&#039;&#039;&#039; 1,4,7 &#039;&#039;&#039;1,5,6&#039;&#039;&#039; 2,3,7	&#039;&#039;&#039;2,4,6&#039;&#039;&#039; 3,4,5&lt;br /&gt;
|- &lt;br /&gt;
|13 || {{MGP|72}} || 1,3,9 &#039;&#039;&#039;1,4,8&#039;&#039;&#039; 1,5,7 &#039;&#039;&#039;2,3,8&#039;&#039;&#039; 2,4,7 &#039;&#039;&#039;2,5,6&#039;&#039;&#039; 3,4,6&lt;br /&gt;
|- &lt;br /&gt;
|14 || {{MGP|54}} || 1,4,9 &#039;&#039;&#039;1,5,8&#039;&#039;&#039; 1,6,7 &#039;&#039;&#039;2,3,9&#039;&#039;&#039; 2,4,8 &#039;&#039;&#039;2,5,7&#039;&#039;&#039; 3,4,7 &#039;&#039;&#039;3,5,6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|15 || {{MGP|180}} || 1,5,9	&#039;&#039;&#039;1,6,8&#039;&#039;&#039; 2,4,9 &#039;&#039;&#039;2,5,8&#039;&#039;&#039; 2,6,7 &#039;&#039;&#039;3,4,8&#039;&#039;&#039; 3,5,7 &#039;&#039;&#039;4,5,6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|16 || {{MGP|72}} || 1,6,9 &#039;&#039;&#039;1,7,8&#039;&#039;&#039; 2,5,9 &#039;&#039;&#039;2,6,8&#039;&#039;&#039; 3,4,9 &#039;&#039;&#039;3,5,8&#039;&#039;&#039; 3,6,7 &#039;&#039;&#039;4,5,7&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|17 || {{MGP|180}} || 1,7,9	&#039;&#039;&#039;2,6,9&#039;&#039;&#039; 2,7,8	&#039;&#039;&#039;3,5,9&#039;&#039;&#039; 3,6,8	&#039;&#039;&#039;4,5,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|18 || {{MGP|119}} || 1,8,9	&#039;&#039;&#039;2,7,9&#039;&#039;&#039; 3,6,9	&#039;&#039;&#039;4,5,9&#039;&#039;&#039; 5,6,7&lt;br /&gt;
|- &lt;br /&gt;
|19 || {{MGP|36}} || 2,8,9 &#039;&#039;&#039;5,6,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|20 || {{MGP|306}} || 5,6,9	&#039;&#039;&#039;5,7,8&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|21 || {{MGP|1080}} || 6,7,8 &#039;&#039;&#039;5,7,9&#039;&#039;&#039; 5,8,9&lt;br /&gt;
|- &lt;br /&gt;
|22 || {{MGP|144}} || 6,7,9&lt;br /&gt;
|- &lt;br /&gt;
|23 || {{MGP|1800}} || 6,8,9&lt;br /&gt;
|- &lt;br /&gt;
|24 || {{MGP|3600}} || 7,8,9&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Jumbo Cactpot==&lt;br /&gt;
The Jumbo Cactpot is a weekly lottery that you can participate in once every earth week by purchasing a ticket with four numbers you select (each digit is between 0 - 9). You purchase this ticket with {{MGP|100}} [[MGP]], and each week there will be a drawing that takes place in the Manderville Gold Saucer. The more tickets Gold Saucer sells, the bigger the prize will be.&lt;br /&gt;
&lt;br /&gt;
When the winning number is drawn, in order from the last digit to the first, the more matching numbers you have, the greater the prize you&#039;ll receive. You win the maximum prize if you get all four numbers. You have up to one week to pick up the prize. There will also be an &#039;&#039;&#039;Early Bird Bonus&#039;&#039;&#039; if you exchange your winning ticket within one hour of the drawing. The exact amounts of the prizes depend on the number of tickets sold server-wide.&lt;br /&gt;
&lt;br /&gt;
The winner of Jumbo Cactpot will not only get [[MGP]] but also the {{item icon|Mad Bird Ring}}.&lt;br /&gt;
&lt;br /&gt;
In [[Patch 3.4]], players can now purchase up to 3 tickets per week. The 2nd and 3rd tickets cost {{MGP|150}} and {{MGP|200}} [[MGP]], respectively.&lt;br /&gt;
&lt;br /&gt;
The drawing time for the various [[Data Centers]] is different:&lt;br /&gt;
&lt;br /&gt;
===Japan===&lt;br /&gt;
Every Saturday at 4AM PST / 7AM EST / 5AM PDT&lt;br /&gt;
&lt;br /&gt;
===North America===&lt;br /&gt;
Every Saturday at 6PM PST / 9PM EST / 7PM PDT&lt;br /&gt;
&lt;br /&gt;
===Europe===&lt;br /&gt;
Every Saturday at 19:00 UTC / 21:00 MEST / 11AM PST / 2PM EST / 12PM PDT&lt;br /&gt;
&lt;br /&gt;
===Oceania===&lt;br /&gt;
Every Saturday at 7PM AEST / 8PM AEDT / 10PM NZDT&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
Cactpot is associated with the following [[achievements]]:&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner I}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner II}}&lt;br /&gt;
{{achievement table row|You Could Already Be a Winner III}}&lt;br /&gt;
{{achievement table row|Work Smarter, Not Harder}}&lt;br /&gt;
{{achievement table row|Dream Small I}}&lt;br /&gt;
{{achievement table row|Dream Small II}}&lt;br /&gt;
{{achievement table row|Dream Small III}}&lt;br /&gt;
{{achievement table row|Mountains out of Gil-hills}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gold Saucer]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Gold_Chocobo_Feather&amp;diff=1207520</id>
		<title>Gold Chocobo Feather</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Gold_Chocobo_Feather&amp;diff=1207520"/>
		<updated>2026-02-20T20:47:51Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Silver Chocobo Feather}}&lt;br /&gt;
{{Item infobox&lt;br /&gt;
| name = Gold Chocobo Feather&lt;br /&gt;
| icon = gold chocobo feather icon1.png&lt;br /&gt;
| description = A common symbol of friendship throughout the realm, these brilliant plumes can be exchanged at Calamity salvagers for special rewards.&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Miscellany&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = y&lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = &lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| id-edb = 1b65ee4f5c8&lt;br /&gt;
| id-gt = 12994&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Gold Chocobo Feathers can be earned through the following sources:&lt;br /&gt;
* Through the [[Recruit a Friend]] system. (These feathers are account-wide.)&lt;br /&gt;
** 5 for each friend you recruit (Up to 5 friends, for 25 feathers in total.)&lt;br /&gt;
** 5 each for when your friend subscribes for 150, 210, or 270 days. (Once per tier, for 15 feathers in total.)&lt;br /&gt;
* Through the [[Callback Campaign]] (While the campaign is active). (These feathers are account-wide)&lt;br /&gt;
** 5 for when a friend accepts an invite to return after having been inactive for at least 90 days, then purchases a subscription within 90 days of their return (Friend must already have FFXIV purchased and registered). This can only be awarded once.&lt;br /&gt;
* Through [https://na.finalfantasyxiv.com/lodestone/playguide/option_service/world_transfer_service/population_balancing/ World Population Balancing Incentives] (These feathers are not account-wide. They are only given to the character that was transferred.)&lt;br /&gt;
** 10 for using the [https://na.finalfantasyxiv.com/lodestone/playguide/option_service/world_transfer_service/ Home World Transfer Service] to transfer your character from a non-Preferred+ World to a Preferred+ World.&lt;br /&gt;
** 10 for using the [https://na.finalfantasyxiv.com/lodestone/playguide/option_service/world_transfer_service/ Home World Transfer Service] to transfer your character from a Congested World to a Preferred World.&lt;br /&gt;
Additional rewards may be available, see the information page for each source for more details.&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Exchange===&lt;br /&gt;
{{vendor table|currency={{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Convocation_of_Fourteen&amp;diff=1206343</id>
		<title>The Convocation of Fourteen</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Convocation_of_Fourteen&amp;diff=1206343"/>
		<updated>2026-02-19T15:30:20Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Positions */ - wikitext typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Convocation of Fourteen&#039;&#039;&#039; were the government of the [[Amaurotine]]s, later called the [[Ascian]]s, the pre-sundering people of [[Etheirys]]. &lt;br /&gt;
&lt;br /&gt;
==Structure &amp;amp; Customs==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
The convocation of fourteen has its government building in [[Amaurot]]&amp;lt;ref&amp;gt;[[Etched in the Stars]]&amp;lt;/ref&amp;gt;. Each member of the convocation was elected due to their abilities. Once they accepted, they held a specific &#039;&#039;&#039;seat&#039;&#039;&#039; which stood for different Each one of them held a specific &#039;&#039;&#039;seat&#039;&#039;&#039;  and became head of an office. With this, usually a member was called by his seat and not by his real name anymore (e.g. Hades became [[Emet-Selch]]&amp;lt;ref&amp;gt;[[Return to Eulmore]], in an optional Dialogue with Emet-Selch&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There was no order or hierachy among the convocation, since each was had a profession in a certain field. &lt;br /&gt;
&lt;br /&gt;
{{Quotation|[[Hythlodaeus]]|&#039;&#039;[[The Convocation of Fourteen]] is a governing body that determines myriad policies. Our goal is to ensure that all is right in creation, that our star may know a brighter future.&#039;&#039;&lt;br /&gt;
&#039;&#039;As the name suggests, the council is comprised of fourteen offices, each of which is held by an individual chosen for their surpassing abilities.&#039;&#039;&lt;br /&gt;
&#039;&#039;Depending on the office, one is required to either be an authority in a certain field, or possess skills that would facilitate the performance of their stipulated duties.&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;The former category includes &#039;&#039;&#039;[[Mitron]]&#039;&#039;&#039;, specialist in aquatic life; &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Loghrif]]&#039;&#039;&#039;, specialist in terrestrial life and husbandry...&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Halmarut]]&#039;&#039;&#039;, specialist in fungal and plant life; &amp;lt;br&amp;gt;&#039;&#039;&#039;Emmerololth&#039;&#039;&#039;, specialist in medicine and healing...&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;And &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039;, specialist in creation magicks, who has brought forth phantom beings of the highest complexity.&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;As for the latter category, there is &#039;&#039;&#039;Altima&#039;&#039;&#039;, advocate of the arts; &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, champion of enlightenment and rhetoric; &amp;lt;br&amp;gt;&#039;&#039;&#039;Pashtarot&#039;&#039;&#039;, preserver of discipline and order...&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Emet-Selch]]&#039;&#039;&#039;, keeper of the aetherial realm─or “Underworld” in the vernacular; &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fandaniel]]&#039;&#039;&#039;, pursuer of extant phenomena...&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;And &#039;&#039;&#039;[[Azem]]&#039;&#039;&#039;, traveler of the world and counselor to the people.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Once a convocation member has fulfilled their duty, or if someone else emerges that became their equal, they would announce to pass over the seat, and return to the star.&amp;lt;ref&amp;gt;[[Ponder, Warrant, Cherish, Welcome]]&amp;lt;/ref&amp;gt; It was uncommon that a member of the convocation stepped down and did not return. In this case they exchanged their usual robes for white robes (as seen with [[Venat]])&amp;lt;ref&amp;gt;[[Travelers at the Crossroads]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Positions==&lt;br /&gt;
&#039;&#039;Presented in order alphabetized by name, as we don&#039;t have conclusive information on what the &amp;quot;numbers&amp;quot; are for all positions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery width=100 &amp;gt;&lt;br /&gt;
File:Altima_crystal.png|Altima&#039;s Crystal with the &#039;&#039;&#039;Virgo&#039;&#039;&#039; constellation&lt;br /&gt;
File:Azem_crystal.png|Azem&#039;s Crystal with the &#039;&#039;&#039;Sun&#039;&#039;&#039;|link=Azem&lt;br /&gt;
File:Deudalaphon_crystal.png|Deudalaphon&#039;s Crystal with the &#039;&#039;&#039;Capricorn&#039;&#039;&#039; constellation&lt;br /&gt;
File:Elidibus_crystal.png|Elidibus&#039; Crystal with the &#039;&#039;&#039;Ophiuchus&#039;&#039;&#039; constellation|link=Elidibus&lt;br /&gt;
File:Emet-Selch_crystal.png|Emet-Selch&#039;s Crystal with the &#039;&#039;&#039;Gemini&#039;&#039;&#039; constellation|link=Emet-Selch&lt;br /&gt;
File:Emmeroloth_crystal.png|Emmeroloth&#039;s Crystal with the &#039;&#039;&#039;Aquarius&#039;&#039;&#039; constellation&lt;br /&gt;
File:Fandaniel_crystal.png|Fandaniel&#039;s Crystal with the &#039;&#039;&#039;Leo&#039;&#039;&#039; constellation|link=Fandaniel&lt;br /&gt;
File:Halmarut_crystal.png|Halmarut&#039;s Crystal with the &#039;&#039;&#039;Libra&#039;&#039;&#039; constellation|link=Halmarut&lt;br /&gt;
File:Igeyorrhm_crystal.png|Igeyorhm&#039;s Crystal with the &#039;&#039;&#039;Sagittarius&#039;&#039;&#039; constellation|link=Igeyorhm&lt;br /&gt;
File:Lahabrea_crystal.png|Lahabrea&#039;s Crystal with the &#039;&#039;&#039;Pisces&#039;&#039;&#039; constellation|link=Lahabrea&lt;br /&gt;
File:Loghrif_crystal.png|Loghrif&#039;s Crystal with the &#039;&#039;&#039;Aries&#039;&#039;&#039; constellation|link=Loghrif&lt;br /&gt;
File:Mitron_crystal.png| Mitron&#039;s Crystal with the &#039;&#039;&#039;Taurus&#039;&#039;&#039; constellation|link=Mitron&lt;br /&gt;
File:Nabriales_crystal.png| Nabriales&#039; Crystal with the &#039;&#039;&#039;Scorpio&#039;&#039;&#039; constellation|link=Nabriales&lt;br /&gt;
File:Pashtarot_crystal.png| Pashtarot&#039;s Crystal with the &#039;&#039;&#039;Cancer&#039;&#039;&#039; constellation|link=Pashtarot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Altima===&lt;br /&gt;
&#039;&#039;The Composer. Advocate of aestetics and the myraid arts.&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Pink Crystal, found during [[Etched in the Stars]]|I feel my soul turning. Slowly but irrevocably. And the power I wield begins to seem terrible... But this is right. It is right.}}&lt;br /&gt;
&lt;br /&gt;
Presently there is no further information about Altima.&lt;br /&gt;
&lt;br /&gt;
===Azem===&lt;br /&gt;
&#039;&#039;The Traveler. Pilgrim of the star and councelor to the people.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Cutscene Dialogue from Post-Shadowbringers Main Scenario Quest &#039;&#039;&#039;&amp;quot;Etched in the Stars&amp;quot;&#039;&#039;&#039;, HYTHLODAEUS: &#039;&#039;&amp;quot;Among all the offices, the Fourteenth was most unusual. For while the rest sat in Amaurot, its holder was charged with gaining an intimate knowledge of the wider world. In the course of [his/her] duty, [he/she] traveled the length and breadth of every land, and befriended countless folk&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from an Amber Crystal, given to the Warrior of Light during [[Etched in the Stars]]|Herein I commit the chronicle of the traveler. Shepherd to the stars in the dark. &amp;lt;br&amp;gt;Though the world be sundered and our souls set adrift, where you walk, my dearest friend, fate shall surely follow.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Azem}}&lt;br /&gt;
&lt;br /&gt;
===Deudalaphon===&lt;br /&gt;
&#039;&#039;The Innovator. Appraiser of architecture and patron of invention.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Quotation|Voice heard from a Gray Crystal, found during [[Etched in the Stars]]|May all know happiness, now and forevermore.}}&lt;br /&gt;
&lt;br /&gt;
Presently there is no further information about Deudalaphon.&lt;br /&gt;
&lt;br /&gt;
===Elidibus===&lt;br /&gt;
&#039;&#039;The Emissary. Adjudicator of the Convocation of Fourteen.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elidibus is the Convocation&#039;s representative to the public, similar to a real-world political ambassador or public relations agent. Just as the Convocation is meant to embody what is best for the star and it&#039;s inhabitants, the duty of the Elidibus is to speak and act in a way that exemplifies the goals and beliefs of the Convocation. Members of this role, as far as evidence provides, must also don the &amp;quot;white robes of an advisor&amp;quot; and be prepared to make decisions from a position of true impartiality that remains uninfluenced by personal beliefs or emotions. &lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Colorless Crystal, found during [[Etched in the Stars]]|From this life, our savior born... May I be worthy of the honor.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Elidibus}}&lt;br /&gt;
&lt;br /&gt;
===Emet-Selch===&lt;br /&gt;
&#039;&#039;The Redeemer. Keeper of the Underworld and overseer of death.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{main|Emet-Selch}}&lt;br /&gt;
&lt;br /&gt;
===Emmeroloth===&lt;br /&gt;
&#039;&#039;The Mender. Curator of medicinal and therapeutic paractices.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Quotation|Voice heard from a Turquoise (or &amp;quot;Peacock Green&amp;quot;) Crystal, found during [[Etched in the Stars]]|We will deliver our star from its doom, this we swear. So please, dry your tears.}}&lt;br /&gt;
&lt;br /&gt;
Emmeroloth has been involved in the [[Isle of Val]] incident and in [[Eureka]]. Her soul has been delivered unto the lifestream. Besides this, not much is known.&lt;br /&gt;
&lt;br /&gt;
===Fandaniel===&lt;br /&gt;
&#039;&#039;The Observer. Assayer of extant phenomena and overseer of life.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Red Crystal, found during [[Etched in the Stars]]|...day forth...bring honor to the seat of...}}&lt;br /&gt;
&#039;&#039;The &amp;quot;full text&amp;quot; from the above quote is believed to be the following:&#039;&#039;&lt;br /&gt;
{{Quotation|Voice of [[Hermes]], glimpsed by the Warrior of Light during a Cutscene from [[Thou Must Live, Die, and Know]]|From this day forth, I shall strive to bring honor to the seat of Fandaniel.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Fandaniel}}&lt;br /&gt;
&lt;br /&gt;
===Halmarut===&lt;br /&gt;
&#039;&#039;The Sower. Cultivator of botanical and mycological creations.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Lorebook object found within dungeon &#039;&#039;&#039;&amp;quot;Akademia Anyder&amp;quot;&#039;&#039;&#039;, VISITOR&#039;S GUIDE: &#039;&#039;&amp;quot;Did you know that the original Halmarut, a man lauded for countless advancements in the field of phytobiology, was an avid landscape gardener? He was famed for botanical labyrinths of intricate design, the foliage of which he sought to protect from voracious pests with the inventive application of creation magicks─a recreational project said to have led to the evolution of the world&#039;s first carnivorous plants. Students of his research later expanded upon those early techniques, and successfully developed an extended family of ambulatory flora. If you, too, wish to set down roots in this fertile field of study, hearken you to the Words of Halmarut and submit your application to the Akadaemia.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Quotation|Voice heard from a Yellow Crystal, found during [[Etched in the Stars]]|Behold, my friends. Embraced by the earth and caressed by the wind, vibrant life flourishes. All is right in creation.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Halmarut}}&lt;br /&gt;
&lt;br /&gt;
===Igeyorhm===&lt;br /&gt;
&#039;&#039;The Rhetorician. Auditor of debate and collator of knowledge&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Green Crystal, found during [[Etched in the Stars]]|There can be no greater joy than to use our wisdom for the good of our people. No greater pride.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Igeyorhm}}&lt;br /&gt;
&lt;br /&gt;
===Lahabrea===&lt;br /&gt;
&#039;&#039;The Creator. Authority on creation principles and phntomology.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Quotation|Voice heard from a Sky Blue Crystal, found during [[Etched in the Stars]]|The time is come. We shall rewrite the laws of creation. And we shall save our star.}}&lt;br /&gt;
{{main|Lahabrea}}&lt;br /&gt;
&lt;br /&gt;
===Loghrif===&lt;br /&gt;
&#039;&#039;The Pastor. Cataloger and caretaker of terrestial creations.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Pale Green (or &amp;quot;Sea Green&amp;quot;) Crystal, found during [[Etched in the Stars]]|The heavens are ablaze and the land rent asunder. What will become of the world? Is life itself to be denied?}}&lt;br /&gt;
&lt;br /&gt;
{{main|Loghrif}}&lt;br /&gt;
&lt;br /&gt;
===Mitron===&lt;br /&gt;
&#039;&#039;The Mariner. Magister of nautical affairs and surveyor of aquatic creations.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt; Lorebook object found within dungeon &#039;&#039;&#039;&amp;quot;Akademia Anyder&amp;quot;&#039;&#039;&#039;, VISITOR&#039;S GUIDE: &#039;&#039;&amp;quot;This hall of learning was established in honor of the first Mitron, a scholar renowned for her exceptional contributions to our marine biosphere. It is here that many ichthyologists seek to follow in Mitron&#039;s footsteps, and engender sea creatures characterized by traits both unique and beneficial. “Diversity is the key to a robust star. The ocean is the soup of life, and we must endeavor to enhance its richness.” Such were the words of Mitron, and they guide our research to this day.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Purple Crystal, found during [[Etched in the Stars]]|Come what may, we must not surrender to despair. If we but hold fast to hope, we may yet find a path to salvation.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Mitron}}&lt;br /&gt;
&lt;br /&gt;
===Nabriales===&lt;br /&gt;
&#039;&#039;The Contender, Martial champion and refiner of technique.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Voice heard from a Blue Crystal, found during [[Etched in the Stars]]|Everything burns. Crumbles. Decays. I hear the lamentations of my brethren. And soon there will be only silence.}}&lt;br /&gt;
&lt;br /&gt;
{{main|Nabriales}}&lt;br /&gt;
&lt;br /&gt;
===Pashtarot===&lt;br /&gt;
&#039;&#039;The Arbiter. Conservator of order and the collective will.&#039;&#039;&amp;lt;ref&amp;gt;[[Encyclopædia Eorzea]] Vol. III, page 009&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Quotation|Voice heard from a Scarlet Crystal, found during [[Etched in the Stars]]|Though salvation is ours, it came at great sacrifice. All that remains is to pray...To pray that we will one day meet again, beneath a blue sky.}}&lt;br /&gt;
{{Main|Pashtarot}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category: Governments]] [[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lancepoint_icon.png&amp;diff=1206268</id>
		<title>File:Lancepoint icon.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lancepoint_icon.png&amp;diff=1206268"/>
		<updated>2026-02-19T15:03:02Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Greater_axebit_icon.png&amp;diff=1206267</id>
		<title>File:Greater axebit icon.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Greater_axebit_icon.png&amp;diff=1206267"/>
		<updated>2026-02-19T15:02:45Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lesser_axebit_icon.png&amp;diff=1206265</id>
		<title>File:Lesser axebit icon.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lesser_axebit_icon.png&amp;diff=1206265"/>
		<updated>2026-02-19T15:02:35Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Unsealed_icon.png&amp;diff=1206264</id>
		<title>File:Unsealed icon.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Unsealed_icon.png&amp;diff=1206264"/>
		<updated>2026-02-19T15:02:09Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206261</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206261"/>
		<updated>2026-02-19T15:01:22Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Maps */ - added the BAP daggers map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{questlink|oc|Occult Crescent: South Horn}}. Similar to {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{questlink|feature|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit?gid=1551896512#gid=1551896512 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.4|patch 7.4x]] and [[patch 7.5|patch 7.5x]], it is likely that the current (patch 7.25) requirements will be relaxed in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps that are present in areas between boss encounters.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming normal explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Tankbusters (no AoE) on the six highest enmity players; should be taken with mitigation, not invulnerability abilities, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have auto attacks.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 11.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
&amp;lt;!-- note to self (conqueringwill): check messages in FOE #crescent-science for previous chat about this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/1j8FRZuczfWmt4ZZLpftO3owPREtNai3DMS2OKNs-e7A/present?slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present?slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present?slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1JXFyTkLjPNYXwvOi02Uu9tZPN515onZU2LwNuPyMPR8/present?slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1eAhBoref82Akx0ktHBVtJbi_MpRGNaLMe7AmgBN0AvQ/present?slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1ClVc93NSK5j2u2psrXUzPIvg2fmy6DLCR1wraZn0cUI/present?slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x3AfpUe7JHrCvXcnCeY_ffMEbpWiUjSAV3a9RGmzNgE/present?slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:FTB_Magitaur_Markers.png&amp;diff=1206260</id>
		<title>File:FTB Magitaur Markers.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:FTB_Magitaur_Markers.png&amp;diff=1206260"/>
		<updated>2026-02-19T15:00:34Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206254</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206254"/>
		<updated>2026-02-19T14:57:42Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /*  Infamy of Blood: Magitaur */ - first version finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{questlink|oc|Occult Crescent: South Horn}}. Similar to {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{questlink|feature|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit?gid=1551896512#gid=1551896512 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.4|patch 7.4x]] and [[patch 7.5|patch 7.5x]], it is likely that the current (patch 7.25) requirements will be relaxed in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps that are present in areas between boss encounters.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming normal explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Tankbusters (no AoE) on the six highest enmity players; should be taken with mitigation, not invulnerability abilities, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have auto attacks.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 11.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
&amp;lt;!-- note to self (conqueringwill): check messages in FOE #crescent-science for previous chat about this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
FTB Central Passages map.png|Central Passages&lt;br /&gt;
FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/1j8FRZuczfWmt4ZZLpftO3owPREtNai3DMS2OKNs-e7A/present?slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present?slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present?slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1JXFyTkLjPNYXwvOi02Uu9tZPN515onZU2LwNuPyMPR8/present?slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1eAhBoref82Akx0ktHBVtJbi_MpRGNaLMe7AmgBN0AvQ/present?slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1ClVc93NSK5j2u2psrXUzPIvg2fmy6DLCR1wraZn0cUI/present?slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x3AfpUe7JHrCvXcnCeY_ffMEbpWiUjSAV3a9RGmzNgE/present?slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206225</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1206225"/>
		<updated>2026-02-19T13:58:39Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /*  Infamy of Blood: Magitaur */ - in progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{questlink|oc|Occult Crescent: South Horn}}. Similar to {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{questlink|feature|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit?gid=1551896512#gid=1551896512 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.4|patch 7.4x]] and [[patch 7.5|patch 7.5x]], it is likely that the current (patch 7.25) requirements will be relaxed in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps that are present in areas between boss encounters.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming normal explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{questlink|eureka|The Baldesion Arsenal}} and {{questlink|bsf|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Tankbusters (no AoE) on the six highest enmity players; should be taken with mitigation, not invulnerability abilities, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have auto attacks.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening to First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, a line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player who dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
&amp;lt;!-- note to self (conqueringwill): check messages in FOE #crescent-science for previous chat about this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
FTB Central Passages map.png|Central Passages&lt;br /&gt;
FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/1j8FRZuczfWmt4ZZLpftO3owPREtNai3DMS2OKNs-e7A/present?slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present?slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present?slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1JXFyTkLjPNYXwvOi02Uu9tZPN515onZU2LwNuPyMPR8/present?slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1eAhBoref82Akx0ktHBVtJbi_MpRGNaLMe7AmgBN0AvQ/present?slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1ClVc93NSK5j2u2psrXUzPIvg2fmy6DLCR1wraZn0cUI/present?slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x3AfpUe7JHrCvXcnCeY_ffMEbpWiUjSAV3a9RGmzNgE/present?slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Horse_Outside&amp;diff=1205816</id>
		<title>A Horse Outside</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Horse_Outside&amp;diff=1205816"/>
		<updated>2026-02-18T22:42:01Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* How To Remove Ixion&amp;#039;s Invulnerability Shield */ - note from faloop about guaranteed silver for using ash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FATE infobox&lt;br /&gt;
| title = A Horse Outside&lt;br /&gt;
| description = It is said on a mighty levinbolt doth the warsteed Ixion ride─thunder, the rumbling of his hooves as they pound the very heavens. Ware the coming storm, for hell descendeth.&lt;br /&gt;
| starting-npc = &lt;br /&gt;
| location = The Lochs&lt;br /&gt;
| location-x = 4.0&lt;br /&gt;
| location-y = 15.0&lt;br /&gt;
| type = notorious monster&lt;br /&gt;
| level = 70&lt;br /&gt;
| duration = 30&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 140&lt;br /&gt;
| bicolor gemstone = &lt;br /&gt;
| seals = 402&lt;br /&gt;
| mettle = &lt;br /&gt;
| boss = Ixion&lt;br /&gt;
| item-reward1 = 6 Ixion Horn&lt;br /&gt;
| item-reward2 = 1 Ride On&lt;br /&gt;
| prev-fate = &lt;br /&gt;
| next-fate = &lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| id-gt = 1103&lt;br /&gt;
}}&lt;br /&gt;
==Other Locations==&lt;br /&gt;
*[[The Lochs]] - (X:29.0, Y:9.0)&lt;br /&gt;
*[[The Lochs]] - (X:16.0, Y:22.0)&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
* [[A Horse Outside]] is one of two [[FATEs#Boss Fates|Boss FATEs]] of [[Stormblood]].&lt;br /&gt;
* When [[Ixion]] spawns, the [[weather]] in [[zone]] becomes {{weather icon|quicklevin}} [[Quick Levin]]. &lt;br /&gt;
* The spawn timer of this FATE is around 36 - 72 hours.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===[[File:Aggressive difficulty r4.png|32px|link=]] [[Primal]]: [[Ixion]]===&lt;br /&gt;
====How To Remove Ixion&#039;s Invulnerability Shield====&lt;br /&gt;
* Obtain {{item icon|Stygian Ash}} from {{item icon|Timeworn Gazelleskin Map}} or {{item icon|Timeworn Gaganaskin Map}} in [[Treasure Hunt]] (or the [[Market Board]] from another player).&lt;br /&gt;
* One player with Stygian Ash needs to use the Ash on Ixion to remove its shield.&lt;br /&gt;
* Stygian Ash may be used even if Ixion&#039;s shield has already been dispelled, and using it guarantees at least a Silver rating.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Rating is based on the total enmity produced by a person&#039;s party and can be difficult to obtain solo.&lt;br /&gt;
===Success===&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
|-&lt;br /&gt;
! !! Gold !! Silver !! Bronze&lt;br /&gt;
|-&lt;br /&gt;
| {{company seal}} [[Company Seal]]s || 402 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ixion Horn}}s || 6 || 3 || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{gil}} [[Gil]] || 140 || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players completing this [[FATE]] with Gold completion for the first time will also earn the {{item icon|Ride On}} achievement.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
|-&lt;br /&gt;
! !! Gold !! Silver !! Bronze&lt;br /&gt;
|-&lt;br /&gt;
| {{company seal}} [[Company Seal]]s ||362 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ixion Horn}}s ||3 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{gil}} [[Gil]] ||126 || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exchange===&lt;br /&gt;
{{vendor table|currency=Ixion Horn|showCostText=true}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:A horse outside img1.png&lt;br /&gt;
20423978 1387474134693386 7402594902899894321 o.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Special FATE nav}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202599</id>
		<title>User:Conqueringwill/Weathersplits</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202599"/>
		<updated>2026-02-10T02:29:32Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name = Weather Conditions&lt;br /&gt;
| title = [[Weather]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| border = {{{1|}}}&lt;br /&gt;
| state = {{{state|expanded}}}&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Weather#Normal Weather Conditions|Normal Weather Conditions]]&lt;br /&gt;
| list1 = &lt;br /&gt;
*[[Astromagnetic Storm]] &lt;br /&gt;
*[[Blizzards]] &lt;br /&gt;
*[[Clear Skies]] &lt;br /&gt;
*[[Clouds]] &lt;br /&gt;
*[[Dust Storms]] &lt;br /&gt;
*[[Fair Skies]] &lt;br /&gt;
*[[Fog]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Moon Dust]] &lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Rain]] &lt;br /&gt;
*[[Showers]] &lt;br /&gt;
*[[Snow]] &lt;br /&gt;
*[[Thunder (Weather)|Thunder]]&lt;br /&gt;
*[[Thunderstorms]] &lt;br /&gt;
*[[Umbral Static]] &lt;br /&gt;
*[[Umbral Wind]] &lt;br /&gt;
*[[Wind]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Weather#Special Weather Conditions|Special Weather Conditions]]&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
 |group1 = Dungeons&lt;br /&gt;
 |list1 = &lt;br /&gt;
*[[Darkness (Weather)|Darkness]] &lt;br /&gt;
*[[Sandstorms]] &lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Starshower]] &lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Inevitability]] &lt;br /&gt;
*[[Projection]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Dimensional Disruption]] &lt;br /&gt;
*[[Electrostatic Dust]] &lt;br /&gt;
 |group2 = Trials&lt;br /&gt;
 |list2 =&lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Eruptions]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Louring]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Rough Seas]] &lt;br /&gt;
*[[Storm Clouds]] &lt;br /&gt;
*[[Irradiance]] &lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Smoke]] &lt;br /&gt;
*[[Shelf Clouds]] &lt;br /&gt;
*[[Oppression]] &lt;br /&gt;
*[[Multiplicity]] &lt;br /&gt;
*[[Dragonstorms]] &lt;br /&gt;
*[[Concordance]] &lt;br /&gt;
*[[Demonic Infinity]] &lt;br /&gt;
*[[Revelstorms]] &lt;br /&gt;
*[[Eternal Bliss]] &lt;br /&gt;
*[[Wyrmstorms]] &lt;br /&gt;
*[[White Cyclones]] &lt;br /&gt;
*[[Moonlight]] &lt;br /&gt;
*[[Scarlet (Weather)|Scarlet]] &lt;br /&gt;
*[[True Blue (Weather)|True Blue]] &lt;br /&gt;
*[[Dreams]] &lt;br /&gt;
*[[Brilliance (Weather)|Brilliance]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Delirium (Weather)|Delirium]] &lt;br /&gt;
*[[Climactic]] &lt;br /&gt;
*[[Polarization]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Liminality]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Dying Breath]] &lt;br /&gt;
 |group3 = Raids&lt;br /&gt;
 |list3 =&lt;br /&gt;
*[[Core Radiation]] &lt;br /&gt;
*[[Beyond Time]] &lt;br /&gt;
*[[Dimensional Disruption]]&lt;br /&gt;
*[[Ultimania]] &lt;br /&gt;
*[[Flames]] &lt;br /&gt;
*[[Tsunamis]] &lt;br /&gt;
*[[Cyclones]] &lt;br /&gt;
*[[Geostorms]] &lt;br /&gt;
*[[Pandæmonium (Weather)|Pandæmonium]] &lt;br /&gt;
*[[Transcendence]] &lt;br /&gt;
 |group4 = Story-based&lt;br /&gt;
 |list4 =&lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Starshower]]&lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Ominous Clouds]] &lt;br /&gt;
*[[Reminiscence]] &lt;br /&gt;
 |group5 = FATE-based&lt;br /&gt;
 |list5 =&lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Royal Levin]] &lt;br /&gt;
*[[Hyperelectricity]] &lt;br /&gt;
*[[Quicklevin]]&lt;br /&gt;
 |group6 = Field Operations&lt;br /&gt;
 |list6 =&lt;br /&gt;
*[[Umbral Turbulence]] &lt;br /&gt;
*[[Atmospheric Phantasms]] &lt;br /&gt;
*[[Illusory Disturbances]] &lt;br /&gt;
*[[Auroral Mirages]] &lt;br /&gt;
 |group7 = Gathering Forays&lt;br /&gt;
 |list7 =&lt;br /&gt;
*[[Umbral Flare (Weather)|Umbral Flare]] &lt;br /&gt;
*[[Umbral Duststorm]] &lt;br /&gt;
*[[Umbral Levin]] &lt;br /&gt;
*[[Umbral Tempest]] &lt;br /&gt;
*[[Spectral Current]] &lt;br /&gt;
 |group8 = Cosmic Exploration&lt;br /&gt;
 |list8 =&lt;br /&gt;
*[[Meteor Showers]] &lt;br /&gt;
*[[Sporing Mist]] &lt;br /&gt;
*[[Annealing Winds]] &lt;br /&gt;
*[[Glass Storms]]&lt;br /&gt;
*[[Gravitational Flux]]&lt;br /&gt;
*[[Bubble Bloom]]&lt;br /&gt;
 |group9 = Solo Instances&lt;br /&gt;
 |list9 =&lt;br /&gt;
*[[Ultimatum (Weather)|Ultimatum]] &lt;br /&gt;
*[[Lyrical Catharsis]] &lt;br /&gt;
 |group10 = Retired&lt;br /&gt;
 |list10 =&lt;br /&gt;
*[[Hot Spells]] &lt;br /&gt;
*[[Auroras]] &lt;br /&gt;
}}}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202597</id>
		<title>User:Conqueringwill/Weathersplits</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202597"/>
		<updated>2026-02-10T02:16:33Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name = Weather Conditions&lt;br /&gt;
| title = [[Weather]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| border = {{{1|}}}&lt;br /&gt;
| state = {{{state|expanded}}}&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Weather#Normal Weather Conditions|Normal Weather Conditions]]&lt;br /&gt;
| list1 = &lt;br /&gt;
*[[Astromagnetic Storm]] &lt;br /&gt;
*[[Blizzards]] &lt;br /&gt;
*[[Clear Skies]] &lt;br /&gt;
*[[Clouds]] &lt;br /&gt;
*[[Dust Storms]] &lt;br /&gt;
*[[Fair Skies]] &lt;br /&gt;
*[[Fog]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Moon Dust]] &lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Rain]] &lt;br /&gt;
*[[Showers]] &lt;br /&gt;
*[[Snow]] &lt;br /&gt;
*[[Thunder (Weather)|Thunder]]&lt;br /&gt;
*[[Thunderstorms]] &lt;br /&gt;
*[[Umbral Static]] &lt;br /&gt;
*[[Umbral Wind]] &lt;br /&gt;
*[[Wind]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Weather#Special Weather Conditions|Special Weather Conditions]]&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
 |group1 = Dungeons&lt;br /&gt;
 |list1 = &lt;br /&gt;
*[[Darkness (Weather)|Darkness]] &lt;br /&gt;
*[[Sandstorms]] &lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Starshower]] &lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Inevitability]] &lt;br /&gt;
*[[Projection]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Dimensional Disruption]] &lt;br /&gt;
*[[Electrostatic Dust]] &lt;br /&gt;
 |group2 = Trials&lt;br /&gt;
 |list2 =&lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Eruptions]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Louring]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Rough Seas]] &lt;br /&gt;
*[[Storm Clouds]] &lt;br /&gt;
*[[Irradiance]] &lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Smoke]] &lt;br /&gt;
*[[Shelf Clouds]] &lt;br /&gt;
*[[Oppression]] &lt;br /&gt;
*[[Multiplicity]] &lt;br /&gt;
*[[Dragonstorms]] &lt;br /&gt;
*[[Concordance]] &lt;br /&gt;
*[[Demonic Infinity]] &lt;br /&gt;
*[[Revelstorms]] &lt;br /&gt;
*[[Eternal Bliss]] &lt;br /&gt;
*[[Wyrmstorms]] &lt;br /&gt;
*[[White Cyclones]] &lt;br /&gt;
*[[Moonlight]] &lt;br /&gt;
*[[Scarlet (Weather)|Scarlet]] &lt;br /&gt;
*[[True Blue (Weather)|True Blue]] &lt;br /&gt;
*[[Dreams]] &lt;br /&gt;
*[[Brilliance (Weather)|Brilliance]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Delirium (Weather)|Delirium]] &lt;br /&gt;
*[[Climactic]] &lt;br /&gt;
*[[Polarization]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Liminality]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Dying Breath]] &lt;br /&gt;
 |group3 = Raids&lt;br /&gt;
 |list3 = r&lt;br /&gt;
 |group4 = Story-based&lt;br /&gt;
 |list4 =&lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Starshower]]&lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Ominous Clouds]] &lt;br /&gt;
*[[Reminiscence]] &lt;br /&gt;
 |group5 = FATE-based&lt;br /&gt;
 |list5 =&lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Royal Levin]] &lt;br /&gt;
*[[Hyperelectricity]] &lt;br /&gt;
*[[Quicklevin]]&lt;br /&gt;
 |group6 = Field Operations&lt;br /&gt;
 |list6 =&lt;br /&gt;
*[[Umbral Turbulence]] &lt;br /&gt;
*[[Atmospheric Phantasms]] &lt;br /&gt;
*[[Illusory Disturbances]] &lt;br /&gt;
*[[Auroral Mirages]] &lt;br /&gt;
 |group7 = Gathering Forays&lt;br /&gt;
 |list7 =&lt;br /&gt;
*[[Umbral Flare (Weather)|Umbral Flare]] &lt;br /&gt;
*[[Umbral Duststorm]] &lt;br /&gt;
*[[Umbral Levin]] &lt;br /&gt;
*[[Umbral Tempest]] &lt;br /&gt;
*[[Spectral Current]] &lt;br /&gt;
 |group8 = Cosmic Exploration&lt;br /&gt;
 |list8 =&lt;br /&gt;
*[[Meteor Showers]] &lt;br /&gt;
*[[Sporing Mist]] &lt;br /&gt;
*[[Annealing Winds]] &lt;br /&gt;
*[[Glass Storms]]&lt;br /&gt;
*[[Gravitational Flux]]&lt;br /&gt;
*[[Bubble Bloom]]&lt;br /&gt;
 |group9 = Solo Instances&lt;br /&gt;
 |list9 =&lt;br /&gt;
*[[Ultimatum (Weather)|Ultimatum]] &lt;br /&gt;
*[[Lyrical Catharsis]] &lt;br /&gt;
 |group10 = Retired&lt;br /&gt;
 |list10 =&lt;br /&gt;
*[[Hot Spells]] &lt;br /&gt;
*[[Auroras]] &lt;br /&gt;
 |list11=&lt;br /&gt;
*[[Hot Spells]] &lt;br /&gt;
*[[Sandstorms]] &lt;br /&gt;
*[[Auroras]] &lt;br /&gt;
*[[Darkness (Weather)|Darkness]] &lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Storm Clouds]] &lt;br /&gt;
*[[Rough Seas]] &lt;br /&gt;
&lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Eruptions]] &lt;br /&gt;
*[[Irradiance]] &lt;br /&gt;
*[[Core Radiation]] &lt;br /&gt;
*[[Shelf Clouds]] &lt;br /&gt;
*[[Oppression]] &lt;br /&gt;
*[[Smoke]] &lt;br /&gt;
*[[Royal Levin]] &lt;br /&gt;
*[[Hyperelectricity]] &lt;br /&gt;
*[[Multiplicity]] &lt;br /&gt;
*[[Dragonstorms]] &lt;br /&gt;
*[[Concordance]] &lt;br /&gt;
*[[Beyond Time]] &lt;br /&gt;
*[[Demonic Infinity]] &lt;br /&gt;
*[[Dimensional Disruption]] &lt;br /&gt;
*[[Revelstorms]] &lt;br /&gt;
*[[Eternal Bliss]] &lt;br /&gt;
*[[Wyrmstorms]] &lt;br /&gt;
*[[Quicklevin]] &lt;br /&gt;
*[[White Cyclones]] &lt;br /&gt;
*[[Ultimania]] &lt;br /&gt;
*[[Moonlight]] &lt;br /&gt;
*[[Scarlet (Weather)|Scarlet]] &lt;br /&gt;
*[[Flames]] &lt;br /&gt;
*[[Tsunamis]] &lt;br /&gt;
*[[Cyclones]] &lt;br /&gt;
*[[Geostorms]] &lt;br /&gt;
*[[True Blue (Weather)|True Blue]] &lt;br /&gt;
*[[Umbral Turbulence]] &lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Dreams]] &lt;br /&gt;
*[[Brilliance (Weather)|Brilliance]] &lt;br /&gt;
*[[Umbral Flare (Weather)|Umbral Flare]] &lt;br /&gt;
*[[Umbral Duststorm]] &lt;br /&gt;
*[[Umbral Levin]] &lt;br /&gt;
*[[Umbral Tempest]] &lt;br /&gt;
*[[Firestorm]] &lt;br /&gt;
*[[Spectral Current]] &lt;br /&gt;
*[[Climactic]] &lt;br /&gt;
*[[Delirium (Weather)|Delirium]] &lt;br /&gt;
*[[Starshower]] &lt;br /&gt;
*[[Polarization]] &lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Ultimatum (Weather)|Ultimatum]] &lt;br /&gt;
*[[Inevitability]] &lt;br /&gt;
*[[Projection]]  &lt;br /&gt;
*[[Pandæmonium (Weather)|Pandæmonium]] &lt;br /&gt;
*[[Transcendence]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Lyrical Catharsis]] &lt;br /&gt;
*[[Liminality]] &lt;br /&gt;
*[[Ominous Clouds]] &lt;br /&gt;
*[[Reminiscence]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Electrostatic Dust]] &lt;br /&gt;
*[[Meteor Showers]] &lt;br /&gt;
*[[Sporing Mist]] &lt;br /&gt;
*[[Atmospheric Phantasms]] &lt;br /&gt;
*[[Illusory Disturbances]] &lt;br /&gt;
*[[Auroral Mirages]] &lt;br /&gt;
*[[Dying Breath]] &lt;br /&gt;
*[[Annealing Winds]] &lt;br /&gt;
*[[Glass Storms]]&lt;br /&gt;
*[[Gravitational Flux]]&lt;br /&gt;
*[[Bubble Bloom]]&lt;br /&gt;
}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202595</id>
		<title>User:Conqueringwill/Weathersplits</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Conqueringwill/Weathersplits&amp;diff=1202595"/>
		<updated>2026-02-10T02:00:12Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: Created page with &amp;quot;{{Navbox | name = Weather Conditions | title = Weather | listclass = hlist | border = {{{1|}}} | state = {{{state|expanded}}}  | group1 = Normal Weather Conditions | list1 =  *Astromagnetic Storm  *Blizzards  *Clear Skies  *Clouds  *Dust Storms  *Fair Skies  *Fog  *Gales  *Gloom  *Moon Dust  *Heat Waves  *Rain  *Showers  *Snow  *Thunder...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name = Weather Conditions&lt;br /&gt;
| title = [[Weather]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| border = {{{1|}}}&lt;br /&gt;
| state = {{{state|expanded}}}&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Weather#Normal Weather Conditions|Normal Weather Conditions]]&lt;br /&gt;
| list1 = &lt;br /&gt;
*[[Astromagnetic Storm]] &lt;br /&gt;
*[[Blizzards]] &lt;br /&gt;
*[[Clear Skies]] &lt;br /&gt;
*[[Clouds]] &lt;br /&gt;
*[[Dust Storms]] &lt;br /&gt;
*[[Fair Skies]] &lt;br /&gt;
*[[Fog]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Moon Dust]] &lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Rain]] &lt;br /&gt;
*[[Showers]] &lt;br /&gt;
*[[Snow]] &lt;br /&gt;
*[[Thunder (Weather)|Thunder]]&lt;br /&gt;
*[[Thunderstorms]] &lt;br /&gt;
*[[Umbral Static]] &lt;br /&gt;
*[[Umbral Wind]] &lt;br /&gt;
*[[Wind]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Weather#Special Weather Conditions|Special Weather Conditions]]&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
 |group1 = Dungeons&lt;br /&gt;
 |list1 = &lt;br /&gt;
*[[Darkness (Weather)|Darkness]] &lt;br /&gt;
*[[Sandstorms]] &lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Termination]] &lt;br /&gt;
*[[Starshower]] &lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Inevitability]] &lt;br /&gt;
*[[Projection]] &lt;br /&gt;
*[[Vacuity]] &lt;br /&gt;
*[[Projection (Dawntrail)|Projection]] &lt;br /&gt;
*[[Dimensional Disruption]] &lt;br /&gt;
*[[Electrostatic Dust]] &lt;br /&gt;
 |group2 = Trials&lt;br /&gt;
 |list2 = t&lt;br /&gt;
 |group3 = Raids&lt;br /&gt;
 |list3 = r&lt;br /&gt;
 |group4 = Story-based&lt;br /&gt;
 |list4 =&lt;br /&gt;
*[[Everlasting Light]] &lt;br /&gt;
*[[Starshower]]&lt;br /&gt;
*[[Apocalypse (Weather)|Apocalypse]] &lt;br /&gt;
*[[Ominous Clouds]] &lt;br /&gt;
*[[Reminiscence]] &lt;br /&gt;
 |group5 = FATE-based&lt;br /&gt;
 |list5 =&lt;br /&gt;
*[[Tension]] &lt;br /&gt;
*[[Royal Levin]] &lt;br /&gt;
*[[Hyperelectricity]] &lt;br /&gt;
*[[Quicklevin]]&lt;br /&gt;
 |group6 = Field Operations&lt;br /&gt;
 |list6 =&lt;br /&gt;
*[[Umbral Turbulence]] &lt;br /&gt;
*[[Atmospheric Phantasms]] &lt;br /&gt;
*[[Illusory Disturbances]] &lt;br /&gt;
*[[Auroral Mirages]] &lt;br /&gt;
 |group7 = Gathering Forays&lt;br /&gt;
 |list7 =&lt;br /&gt;
*[[Umbral Flare (Weather)|Umbral Flare]] &lt;br /&gt;
*[[Umbral Duststorm]] &lt;br /&gt;
*[[Umbral Levin]] &lt;br /&gt;
*[[Umbral Tempest]] &lt;br /&gt;
*[[Spectral Current]] &lt;br /&gt;
 |group8 = Cosmic Exploration&lt;br /&gt;
 |list8 =&lt;br /&gt;
*[[Meteor Showers]] &lt;br /&gt;
*[[Sporing Mist]] &lt;br /&gt;
*[[Annealing Winds]] &lt;br /&gt;
*[[Glass Storms]]&lt;br /&gt;
*[[Gravitational Flux]]&lt;br /&gt;
*[[Bubble Bloom]]&lt;br /&gt;
 |group9 = Solo Instances&lt;br /&gt;
 |list9 =&lt;br /&gt;
*[[Ultimatum (Weather)|Ultimatum]] &lt;br /&gt;
*[[Lyrical Catharsis]] &lt;br /&gt;
 |group10 = Retired&lt;br /&gt;
 |list10 =&lt;br /&gt;
*[[Hot Spells]] &lt;br /&gt;
*[[Auroras]] &lt;br /&gt;
 |list11=&lt;br /&gt;
*[[Storm Clouds]] &lt;br /&gt;
*[[Rough Seas]] &lt;br /&gt;
*[[Louring]] &lt;br /&gt;
*[[Heat Waves]] &lt;br /&gt;
*[[Gloom]] &lt;br /&gt;
*[[Gales (Weather)|Gales]] &lt;br /&gt;
*[[Eruptions]] &lt;br /&gt;
*[[Irradiance]] &lt;br /&gt;
*[[Core Radiation]] &lt;br /&gt;
*[[Shelf Clouds]] &lt;br /&gt;
*[[Oppression]] &lt;br /&gt;
*[[Smoke]] &lt;br /&gt;
*[[Multiplicity]] &lt;br /&gt;
*[[Dragonstorms]] &lt;br /&gt;
*[[Concordance]] &lt;br /&gt;
*[[Beyond Time]] &lt;br /&gt;
*[[Demonic Infinity]] &lt;br /&gt;
*[[Dimensional Disruption]] &lt;br /&gt;
*[[Revelstorms]] &lt;br /&gt;
*[[Eternal Bliss]] &lt;br /&gt;
*[[Wyrmstorms]]  &lt;br /&gt;
*[[White Cyclones]] &lt;br /&gt;
*[[Ultimania]] &lt;br /&gt;
*[[Moonlight]] &lt;br /&gt;
*[[Scarlet (Weather)|Scarlet]] &lt;br /&gt;
*[[Flames]] &lt;br /&gt;
*[[Tsunamis]] &lt;br /&gt;
*[[Cyclones]] &lt;br /&gt;
*[[Geostorms]] &lt;br /&gt;
*[[True Blue (Weather)|True Blue]] &lt;br /&gt;
*[[Dreams]] &lt;br /&gt;
*[[Brilliance (Weather)|Brilliance]] &lt;br /&gt;
*[[Firestorm]] &lt;br /&gt;
*[[Climactic]] &lt;br /&gt;
*[[Delirium (Weather)|Delirium]] &lt;br /&gt;
*[[Polarization]] &lt;br /&gt;
*[[Pandæmonium (Weather)|Pandæmonium]] &lt;br /&gt;
*[[Transcendence]] &lt;br /&gt;
*[[Liminality]] &lt;br /&gt;
*[[Dying Breath]] &lt;br /&gt;
}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202565</id>
		<title>The Ageless Necropolis</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202565"/>
		<updated>2026-02-09T22:00:52Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the story-mode Main Scenario [[trial]]|the level 100 challenge-mode trial|The Minstrel&#039;s Ballad: Necron&#039;s Embrace}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Ageless Necropolis&lt;br /&gt;
| description = By entrusting their memories of departed loved ones to the cloud, Alexandrians have long escaped the grief of separation. Being thus forced to confront the realities of mortal existence, what then filled their hearts was a dark and unreasoning terror. Harnessing this heightened fear of death for his own ends, a genius of an age gone by now channels the people&#039;s desperate prayers for succor into a new primal incarnation. It falls to the Warrior of Light to stand unflinching in the face of fear-made-manifest, and claim victory over this inexorable entity.&lt;br /&gt;
| image = The Ageless Necropolis.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 725&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (Dawntrail)&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 mathematics + 7 mnemonics&lt;br /&gt;
| location = The Ageless Necropolis, The Lightless Abyss&lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| modes = Duty Support&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Terminal Invitation&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| echo = trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Duty Support==&lt;br /&gt;
*Party member selection is available.&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
! &lt;br /&gt;
! Wuk Lamat&lt;br /&gt;
! G&#039;raha Tia&lt;br /&gt;
! Alphinaud&lt;br /&gt;
! Sphene&lt;br /&gt;
! Krile&lt;br /&gt;
! Alisaie&lt;br /&gt;
! Y&#039;shtola&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[File:DS Wuk Lamat.png]]&lt;br /&gt;
| [[File:DS G&#039;raha Tia1.png]]&lt;br /&gt;
| [[File:DS Alphinaud3.png]]&lt;br /&gt;
| [[File:DS Sphene.png]]&lt;br /&gt;
| [[File:DS Krile.png]]&lt;br /&gt;
| [[File:DS Alisaie3.png]]&lt;br /&gt;
| [[File:DS Y&#039;shtola2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| {{WAR}} [[File:Red warrior.png|Warrior|20px|link=]] Intrepid&lt;br /&gt;
| {{PLD}} {{WHM}} All-rounder&lt;br /&gt;
| {{SGE}} [[Sage]]&lt;br /&gt;
| {{ACN}} [[Arcanist|Zoemancer]]&lt;br /&gt;
| {{PCT}} [[Pictomancer]]&lt;br /&gt;
| {{RDM}} [[Red Mage]]&lt;br /&gt;
| {{BLM}} Sorceress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| Tank or DPS&lt;br /&gt;
| Tank or Healer&lt;br /&gt;
| Healer&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
This trial can be undertaken with other players or with a party of NPCs through Duty Support. If using Duty Support, you will begin the battle with two stacks of {{status effect|debuff|File:Willful icon1.png}} &#039;&#039;&#039;Willful&#039;&#039;&#039;. If you would be KO&#039;d, instead a stack of Willful will be consumed to ignite the {{status effect|debuff|File:Will to live icon1.png}} &#039;&#039;&#039;Will to Live&#039;&#039;&#039;, immobilizing you and protecting from most damage for several seconds. Note that falling off the arena will reset the battle regardless of this buff.&lt;br /&gt;
&lt;br /&gt;
Being hit by avoidable AoEs will result in a 1 minute stacking {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Grasping Eternity: [[Necron]]===&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fear of Death&#039;&#039;&#039;: Party-wide magical damage and summons eight untargetable &#039;&#039;&#039;[[Icy Hands]]&#039;&#039;&#039; adds at various locations. The add spawn locations will be denoted by purple circles, and standing in them when the adds spawn will damage the player. Each add will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE, at a random direction. &lt;br /&gt;
*&#039;&#039;&#039;Cold Grip&#039;&#039;&#039;: Telegraphed line AoEs covering the outer edges of the arena, leaving the middle third safe. One of the boss&#039;s sides will glow, indicating that after the first set of AoEs resolve, either the left or right two-thirds will be hit with a follow-up late telegraphed line AoE (&#039;&#039;&#039;Existential Dread&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Memento Mori&#039;&#039;&#039;: A telegraphed line AoE through the middle of the room, leaving behind a persistent danger zone that will inflict {{status effect|bleeding}} bleeding. Five &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; will spawn in this zone and face either west or east, indicating late telegraphed line AoEs in the direction they face. Shortly afterwards, the persistent AoE will disappear.&lt;br /&gt;
*&#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039;: A 90 degree cleaving magical tankbuster that originates from the center of the boss. The AoE range is telegraphed.&lt;br /&gt;
*&#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;: The boss will display either a donut or a filled circle on its ring, storing an attack for later, indicated by a blue diamond on the ring. {{combat message|Necron draws in aether...}}&lt;br /&gt;
*&#039;&#039;&#039;Aetherblight&#039;&#039;&#039;: The boss releases its stored attack. A donut AoE will leave &#039;&#039;well inside&#039;&#039; its hitbox safe, while a circle AoE will leave outside its hitbox safe.&lt;br /&gt;
*The boss will store another attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, but will follow with a &#039;&#039;&#039;Memento Mori&#039;&#039;&#039; prior to releasing the stored attack.&lt;br /&gt;
*&#039;&#039;&#039;Grand Cross&#039;&#039;&#039;: Party-wide magical damage and compresses the arena to a much smaller circle. Four untargetable [[Azure Aether]] orbs will begin rotating outside, each with a line AoE telegraph that rotates with opposite orbs. The telegraphs will gradually fill from the middle, and at the same time, a timer will begin counting down. Once they expire, the AoE will resolve, and the orbs will prepare another delayed AoE. Each pair of orbs rotates at different speeds. At the same time, multiple small circle AoE telegraphs will appear on the ground.&lt;br /&gt;
**The orbs will eventually stop at the cardinals and use a plus-shaped proximity AoE. Move to any intercardinal to mitigate the damage.&lt;br /&gt;
*&#039;&#039;&#039;Neutron Ring&#039;&#039;&#039;: Party-wide magical damage and restores the arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adds Phase&#039;&#039;&#039;&lt;br /&gt;
*The boss will become untargetable while a &#039;&#039;&#039;Rising Fear of Death&#039;&#039;&#039; duty gauge appears and becomes incrementing.&lt;br /&gt;
*Multiple targetable &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; adds will appear in pairs. The adds will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE.&lt;br /&gt;
*All adds must be defeated before the gauge reaches 100, or the boss will wipe the party with its next attack.&lt;br /&gt;
*&#039;&#039;&#039;Darkness of Eternity&#039;&#039;&#039;: The boss briefly becomes targetable and uses a party-wide magical attack before becoming untargetable again. Each party member will be individually transported to a new area.&lt;br /&gt;
*In the new area, each player will be inflicted with a 40-second {{status effect|doom}} doom and must defeat three Icy Hand adds by themselves. After defeating the adds, a teleport circle will appear that the player can use to move up three additional platforms before being transported back to the main arena. If they are successful, the doom will be removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specter of Death&#039;&#039;&#039;: The boss tethers two locations, one east and one west, indicating the spawn locations of two large hands (&#039;&#039;&#039;Looming Specters&#039;&#039;&#039;). They will each do a late telegraphed horizontal line AoE (&#039;&#039;&#039;Invitation&#039;&#039;&#039;), leaving a third of the arena safe. Anyone who is hit will be dragged into the abyss and will need to repeat the solo adds fight.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Reaping&#039;&#039;&#039;: The boss will show sequentially four AoE telegraphs on its ring, either circle &amp;gt; donut &amp;gt; circle &amp;gt; donut, or donut &amp;gt; circle &amp;gt; donut &amp;gt; circle. Each telegraph will be stored in a symbol with 1-4 diamonds in order, starting from 1 south and going clockwise.&lt;br /&gt;
*&#039;&#039;&#039;Crop Rotation&#039;&#039;&#039;: The boss will rotate its ring to a new orientation, then resolve the stored AoEs starting from south and going clockwise. &lt;br /&gt;
**If the first symbol is an odd number, the sequence of AoEs will be the same as the initial telegraphs.&lt;br /&gt;
**If the first symbol is an even number, the sequence of AoEs will be reversed from the initial telegraphs.&lt;br /&gt;
*&#039;&#039;&#039;Mass Macabre&#039;&#039;&#039;: Spawns four four-person summoning circles. Each one must be soaked by four people at once to be disarmed. Towers that are soaked in time will summon an untargetable add that will explode for party-wide damage (&#039;&#039;&#039;Spreading Fear&#039;&#039;&#039;).&lt;br /&gt;
*Later on, the boss will store an attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, then use &#039;&#039;&#039;Memento Mori&#039;&#039;&#039;, &#039;&#039;&#039;Specter of Death&#039;&#039;&#039;, and &#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039; in rapid sequence. Afterwards, it will release its single stored attack.&lt;br /&gt;
*Mechanics then repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Necron Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Calyx: Those who obstruct evolution...&lt;br /&gt;
 Calyx: ...Shall suffer the rotting fate of all flesh.&lt;br /&gt;
&lt;br /&gt;
 Calyx: You are bound by the limits of flesh. It will betray you.&lt;br /&gt;
 Sphene: Limited though we may be, we defy you nonetheless!&lt;br /&gt;
 Wuk Lamat: Your plans end here with you!&lt;br /&gt;
 Calyx: Drag them to their graves.&lt;br /&gt;
 Alisaie: Eurgh!&amp;lt;br&amp;gt;Keep your hands off me!&lt;br /&gt;
 G&#039;raha Tia: Stay alert!&lt;br /&gt;
 Calyx: There.&lt;br /&gt;
 Alphinaud: What was that!?&lt;br /&gt;
 Krile: A barrage of attacks...&lt;br /&gt;
 Sphene: Where will it strike next...?&lt;br /&gt;
 Y&#039;shtola: Watch the arms!&amp;lt;br&amp;gt;They betray the intent!&lt;br /&gt;
 Alisaie: You won&#039;t catch me again!&lt;br /&gt;
 Calyx: Do you not see? Death is upon you...&lt;br /&gt;
 Wuk Lamat: Lead it away from the group!&lt;br /&gt;
 Calyx: Perhaps this.&lt;br /&gt;
 Krile: It&#039;s gathering aether!&lt;br /&gt;
 Necron draws in aether...&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 G&#039;raha Tia: Ungh!&amp;lt;br&amp;gt;The sheer strength of it...&lt;br /&gt;
 Y&#039;shtola: The aether gathers again...&amp;lt;br&amp;gt;A different shape this time!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Bothersome.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: So that&#039;s what that shape means!&lt;br /&gt;
 Alphinaud: The stored aether...&amp;lt;br&amp;gt;Its effects can be delayed.&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 G&#039;raha Tia: It&#039;s bringing some new attack to bear!&lt;br /&gt;
 Sphene: The ground... Where did it go!?&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: You will die for me now.&lt;br /&gt;
 Sphene: The ground has sprouted hands...&lt;br /&gt;
 Alisaie: Destroy them!&amp;lt;br&amp;gt;Quickly as you can!&lt;br /&gt;
 Calyx: Accepting death is the greatest sin a life can commit.&lt;br /&gt;
 Krile: Brace yourselves!&lt;br /&gt;
 Wuk Lamat: Be strong!&amp;lt;br&amp;gt;We can take it!&lt;br /&gt;
 Calyx: The endless darkness engulfs you...&lt;br /&gt;
 Alphinaud: We&#039;re being pulled down!&lt;br /&gt;
 G&#039;raha Tia: Hold fast to your reason!&lt;br /&gt;
 System: You have been dragged into the abyss...&lt;br /&gt;
 System: You have escaped the abyss!&lt;br /&gt;
 Calyx: Still alive. But there are ways to change that.&lt;br /&gt;
 Sphene: Is everyone all right!?&lt;br /&gt;
 Alisaie: Well, that was exciting...&amp;lt;br&amp;gt;Back to it, then!&lt;br /&gt;
 Krile: Giant hands...everywhere!&lt;br /&gt;
 Y&#039;shtola: It wants to drag us into the abyss.&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
 Wuk Lamat: Look! It&#039;s storing aether again...&lt;br /&gt;
 Alphinaud: It means to discharge in rapid succession!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 G&#039;raha Tia: I counted four...&amp;lt;br&amp;gt;Be ready!&lt;br /&gt;
 Calyx: I am prepared for you.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: Here it comes!&lt;br /&gt;
 Krile: The next one is...this way!&lt;br /&gt;
 Y&#039;shtola: A successive pattern, as we suspected.&lt;br /&gt;
 Sphene: And this is the last...&lt;br /&gt;
 Calyx: Fight if you must.&lt;br /&gt;
 Alphinaud: Arcane circles!&lt;br /&gt;
 G&#039;raha Tia: Together, we can undo its magicks!&lt;br /&gt;
 Calyx: You struggle in vain.&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Once the terror takes root, it will only continue to grow.&lt;br /&gt;
 Sphene: Watch out for those giant hands!&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 Alisaie: Ugh, not this again...&lt;br /&gt;
 Y&#039;shtola: Breathe. We&#039;ve dealt with worse.&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
&lt;br /&gt;
 Alphinaud: Now&#039;s our chance!&lt;br /&gt;
 Alisaie: Calyx has nothing else to throw at us.&lt;br /&gt;
 Sphene: We did it!&lt;br /&gt;
 G&#039;raha Tia: A primal of all things...&lt;br /&gt;
 Krile: Something doesn&#039;t feel right...&lt;br /&gt;
 Y&#039;shtola: Is that truly the end of it...?&lt;br /&gt;
 Wuk Lamat: We&#039;ve beaten you, Calyx...&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|FINAL FANTASY IX: The Final Battle (Dawntrail)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Ageless Necropolis NM.jpg&lt;br /&gt;
Ageless Necropolis boss.jpg&lt;br /&gt;
The Ageless Necropolis1.jpg&lt;br /&gt;
Necron render.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202563</id>
		<title>The Ageless Necropolis</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202563"/>
		<updated>2026-02-09T21:58:12Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the story-mode Main Scenario [[trial]]|the level 100 challenge-mode trial|The Minstrel&#039;s Ballad: Necron&#039;s Embrace}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Ageless Necropolis&lt;br /&gt;
| description = By entrusting their memories of departed loved ones to the cloud, Alexandrians have long escaped the grief of separation. Being thus forced to confront the realities of mortal existence, what then filled their hearts was a dark and unreasoning terror. Harnessing this heightened fear of death for his own ends, a genius of an age gone by now channels the people&#039;s desperate prayers for succor into a new primal incarnation. It falls to the Warrior of Light to stand unflinching in the face of fear-made-manifest, and claim victory over this inexorable entity.&lt;br /&gt;
| image = The Ageless Necropolis.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 725&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (Dawntrail)&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 mathematics + 7 mnemonics&lt;br /&gt;
| location = The Ageless Necropolis, The Lightless Abyss&lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| modes = Duty Support&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Terminal Invitation&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| echo = trial&lt;br /&gt;
|weather=dying breath}} {{TOC limit|3}}&lt;br /&gt;
==Duty Support==&lt;br /&gt;
*Party member selection is available.&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
! &lt;br /&gt;
! Wuk Lamat&lt;br /&gt;
! G&#039;raha Tia&lt;br /&gt;
! Alphinaud&lt;br /&gt;
! Sphene&lt;br /&gt;
! Krile&lt;br /&gt;
! Alisaie&lt;br /&gt;
! Y&#039;shtola&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[File:DS Wuk Lamat.png]]&lt;br /&gt;
| [[File:DS G&#039;raha Tia1.png]]&lt;br /&gt;
| [[File:DS Alphinaud3.png]]&lt;br /&gt;
| [[File:DS Sphene.png]]&lt;br /&gt;
| [[File:DS Krile.png]]&lt;br /&gt;
| [[File:DS Alisaie3.png]]&lt;br /&gt;
| [[File:DS Y&#039;shtola2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| {{WAR}} [[File:Red warrior.png|Warrior|20px|link=]] Intrepid&lt;br /&gt;
| {{PLD}} {{WHM}} All-rounder&lt;br /&gt;
| {{SGE}} [[Sage]]&lt;br /&gt;
| {{ACN}} [[Arcanist|Zoemancer]]&lt;br /&gt;
| {{PCT}} [[Pictomancer]]&lt;br /&gt;
| {{RDM}} [[Red Mage]]&lt;br /&gt;
| {{BLM}} Sorceress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| Tank or DPS&lt;br /&gt;
| Tank or Healer&lt;br /&gt;
| Healer&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
This trial can be undertaken with other players or with a party of NPCs through Duty Support. If using Duty Support, you will begin the battle with two stacks of {{status effect|debuff|File:Willful icon1.png}} &#039;&#039;&#039;Willful&#039;&#039;&#039;. If you would be KO&#039;d, instead a stack of Willful will be consumed to ignite the {{status effect|debuff|File:Will to live icon1.png}} &#039;&#039;&#039;Will to Live&#039;&#039;&#039;, immobilizing you and protecting from most damage for several seconds. Note that falling off the arena will reset the battle regardless of this buff.&lt;br /&gt;
&lt;br /&gt;
Being hit by avoidable AoEs will result in a 1 minute stacking {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Grasping Eternity: [[Necron]]===&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fear of Death&#039;&#039;&#039;: Party-wide magical damage and summons eight untargetable &#039;&#039;&#039;[[Icy Hands]]&#039;&#039;&#039; adds at various locations. The add spawn locations will be denoted by purple circles, and standing in them when the adds spawn will damage the player. Each add will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE, at a random direction. &lt;br /&gt;
*&#039;&#039;&#039;Cold Grip&#039;&#039;&#039;: Telegraphed line AoEs covering the outer edges of the arena, leaving the middle third safe. One of the boss&#039;s sides will glow, indicating that after the first set of AoEs resolve, either the left or right two-thirds will be hit with a follow-up late telegraphed line AoE (&#039;&#039;&#039;Existential Dread&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Memento Mori&#039;&#039;&#039;: A telegraphed line AoE through the middle of the room, leaving behind a persistent danger zone that will inflict {{status effect|bleeding}} bleeding. Five &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; will spawn in this zone and face either west or east, indicating late telegraphed line AoEs in the direction they face. Shortly afterwards, the persistent AoE will disappear.&lt;br /&gt;
*&#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039;: A 90 degree cleaving magical tankbuster that originates from the center of the boss. The AoE range is telegraphed.&lt;br /&gt;
*&#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;: The boss will display either a donut or a filled circle on its ring, storing an attack for later, indicated by a blue diamond on the ring. {{combat message|Necron draws in aether...}}&lt;br /&gt;
*&#039;&#039;&#039;Aetherblight&#039;&#039;&#039;: The boss releases its stored attack. A donut AoE will leave &#039;&#039;well inside&#039;&#039; its hitbox safe, while a circle AoE will leave outside its hitbox safe.&lt;br /&gt;
*The boss will store another attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, but will follow with a &#039;&#039;&#039;Memento Mori&#039;&#039;&#039; prior to releasing the stored attack.&lt;br /&gt;
*&#039;&#039;&#039;Grand Cross&#039;&#039;&#039;: Party-wide magical damage and compresses the arena to a much smaller circle. Four untargetable [[Azure Aether]] orbs will begin rotating outside, each with a line AoE telegraph that rotates with opposite orbs. The telegraphs will gradually fill from the middle, and at the same time, a timer will begin counting down. Once they expire, the AoE will resolve, and the orbs will prepare another delayed AoE. Each pair of orbs rotates at different speeds. At the same time, multiple small circle AoE telegraphs will appear on the ground.&lt;br /&gt;
**The orbs will eventually stop at the cardinals and use a plus-shaped proximity AoE. Move to any intercardinal to mitigate the damage.&lt;br /&gt;
*&#039;&#039;&#039;Neutron Ring&#039;&#039;&#039;: Party-wide magical damage and restores the arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adds Phase&#039;&#039;&#039;&lt;br /&gt;
*The boss will become untargetable while a &#039;&#039;&#039;Rising Fear of Death&#039;&#039;&#039; duty gauge appears and becomes incrementing.&lt;br /&gt;
*Multiple targetable &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; adds will appear in pairs. The adds will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE.&lt;br /&gt;
*All adds must be defeated before the gauge reaches 100, or the boss will wipe the party with its next attack.&lt;br /&gt;
*&#039;&#039;&#039;Darkness of Eternity&#039;&#039;&#039;: The boss briefly becomes targetable and uses a party-wide magical attack before becoming untargetable again. Each party member will be individually transported to a new area.&lt;br /&gt;
*In the new area, each player will be inflicted with a 40-second {{status effect|doom}} doom and must defeat three Icy Hand adds by themselves. After defeating the adds, a teleport circle will appear that the player can use to move up three additional platforms before being transported back to the main arena. If they are successful, the doom will be removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specter of Death&#039;&#039;&#039;: The boss tethers two locations, one east and one west, indicating the spawn locations of two large hands (&#039;&#039;&#039;Looming Specters&#039;&#039;&#039;). They will each do a late telegraphed horizontal line AoE (&#039;&#039;&#039;Invitation&#039;&#039;&#039;), leaving a third of the arena safe. Anyone who is hit will be dragged into the abyss and will need to repeat the solo adds fight.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Reaping&#039;&#039;&#039;: The boss will show sequentially four AoE telegraphs on its ring, either circle &amp;gt; donut &amp;gt; circle &amp;gt; donut, or donut &amp;gt; circle &amp;gt; donut &amp;gt; circle. Each telegraph will be stored in a symbol with 1-4 diamonds in order, starting from 1 south and going clockwise.&lt;br /&gt;
*&#039;&#039;&#039;Crop Rotation&#039;&#039;&#039;: The boss will rotate its ring to a new orientation, then resolve the stored AoEs starting from south and going clockwise. &lt;br /&gt;
**If the first symbol is an odd number, the sequence of AoEs will be the same as the initial telegraphs.&lt;br /&gt;
**If the first symbol is an even number, the sequence of AoEs will be reversed from the initial telegraphs.&lt;br /&gt;
*&#039;&#039;&#039;Mass Macabre&#039;&#039;&#039;: Spawns four four-person summoning circles. Each one must be soaked by four people at once to be disarmed. Towers that are soaked in time will summon an untargetable add that will explode for party-wide damage (&#039;&#039;&#039;Spreading Fear&#039;&#039;&#039;).&lt;br /&gt;
*Later on, the boss will store an attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, then use &#039;&#039;&#039;Memento Mori&#039;&#039;&#039;, &#039;&#039;&#039;Specter of Death&#039;&#039;&#039;, and &#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039; in rapid sequence. Afterwards, it will release its single stored attack.&lt;br /&gt;
*Mechanics then repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Necron Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Calyx: Those who obstruct evolution...&lt;br /&gt;
 Calyx: ...Shall suffer the rotting fate of all flesh.&lt;br /&gt;
&lt;br /&gt;
 Calyx: You are bound by the limits of flesh. It will betray you.&lt;br /&gt;
 Sphene: Limited though we may be, we defy you nonetheless!&lt;br /&gt;
 Wuk Lamat: Your plans end here with you!&lt;br /&gt;
 Calyx: Drag them to their graves.&lt;br /&gt;
 Alisaie: Eurgh!&amp;lt;br&amp;gt;Keep your hands off me!&lt;br /&gt;
 G&#039;raha Tia: Stay alert!&lt;br /&gt;
 Calyx: There.&lt;br /&gt;
 Alphinaud: What was that!?&lt;br /&gt;
 Krile: A barrage of attacks...&lt;br /&gt;
 Sphene: Where will it strike next...?&lt;br /&gt;
 Y&#039;shtola: Watch the arms!&amp;lt;br&amp;gt;They betray the intent!&lt;br /&gt;
 Alisaie: You won&#039;t catch me again!&lt;br /&gt;
 Calyx: Do you not see? Death is upon you...&lt;br /&gt;
 Wuk Lamat: Lead it away from the group!&lt;br /&gt;
 Calyx: Perhaps this.&lt;br /&gt;
 Krile: It&#039;s gathering aether!&lt;br /&gt;
 Necron draws in aether...&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 G&#039;raha Tia: Ungh!&amp;lt;br&amp;gt;The sheer strength of it...&lt;br /&gt;
 Y&#039;shtola: The aether gathers again...&amp;lt;br&amp;gt;A different shape this time!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Bothersome.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: So that&#039;s what that shape means!&lt;br /&gt;
 Alphinaud: The stored aether...&amp;lt;br&amp;gt;Its effects can be delayed.&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 G&#039;raha Tia: It&#039;s bringing some new attack to bear!&lt;br /&gt;
 Sphene: The ground... Where did it go!?&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: You will die for me now.&lt;br /&gt;
 Sphene: The ground has sprouted hands...&lt;br /&gt;
 Alisaie: Destroy them!&amp;lt;br&amp;gt;Quickly as you can!&lt;br /&gt;
 Calyx: Accepting death is the greatest sin a life can commit.&lt;br /&gt;
 Krile: Brace yourselves!&lt;br /&gt;
 Wuk Lamat: Be strong!&amp;lt;br&amp;gt;We can take it!&lt;br /&gt;
 Calyx: The endless darkness engulfs you...&lt;br /&gt;
 Alphinaud: We&#039;re being pulled down!&lt;br /&gt;
 G&#039;raha Tia: Hold fast to your reason!&lt;br /&gt;
 System: You have been dragged into the abyss...&lt;br /&gt;
 System: You have escaped the abyss!&lt;br /&gt;
 Calyx: Still alive. But there are ways to change that.&lt;br /&gt;
 Sphene: Is everyone all right!?&lt;br /&gt;
 Alisaie: Well, that was exciting...&amp;lt;br&amp;gt;Back to it, then!&lt;br /&gt;
 Krile: Giant hands...everywhere!&lt;br /&gt;
 Y&#039;shtola: It wants to drag us into the abyss.&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
 Wuk Lamat: Look! It&#039;s storing aether again...&lt;br /&gt;
 Alphinaud: It means to discharge in rapid succession!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 G&#039;raha Tia: I counted four...&amp;lt;br&amp;gt;Be ready!&lt;br /&gt;
 Calyx: I am prepared for you.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: Here it comes!&lt;br /&gt;
 Krile: The next one is...this way!&lt;br /&gt;
 Y&#039;shtola: A successive pattern, as we suspected.&lt;br /&gt;
 Sphene: And this is the last...&lt;br /&gt;
 Calyx: Fight if you must.&lt;br /&gt;
 Alphinaud: Arcane circles!&lt;br /&gt;
 G&#039;raha Tia: Together, we can undo its magicks!&lt;br /&gt;
 Calyx: You struggle in vain.&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Once the terror takes root, it will only continue to grow.&lt;br /&gt;
 Sphene: Watch out for those giant hands!&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 Alisaie: Ugh, not this again...&lt;br /&gt;
 Y&#039;shtola: Breathe. We&#039;ve dealt with worse.&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
&lt;br /&gt;
 Alphinaud: Now&#039;s our chance!&lt;br /&gt;
 Alisaie: Calyx has nothing else to throw at us.&lt;br /&gt;
 Sphene: We did it!&lt;br /&gt;
 G&#039;raha Tia: A primal of all things...&lt;br /&gt;
 Krile: Something doesn&#039;t feel right...&lt;br /&gt;
 Y&#039;shtola: Is that truly the end of it...?&lt;br /&gt;
 Wuk Lamat: We&#039;ve beaten you, Calyx...&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|FINAL FANTASY IX: The Final Battle (Dawntrail)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Ageless Necropolis NM.jpg&lt;br /&gt;
Ageless Necropolis boss.jpg&lt;br /&gt;
The Ageless Necropolis1.jpg&lt;br /&gt;
Necron render.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Template:Weather_icon&amp;diff=1202562</id>
		<title>Template:Weather icon</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Template:Weather_icon&amp;diff=1202562"/>
		<updated>2026-02-09T21:57:58Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Possible values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span class=&amp;quot;map-icons&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[File:{{#switch:{{lc:{{{1|}}}}}&lt;br /&gt;
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          | meteor showers                           = Meteor Showers weather.png{{!}}{{{size|24}}}px{{!}}link=Meteor Showers&lt;br /&gt;
          | sporing mist                             = Sporing Mist weather.png{{!}}{{{size|24}}}px{{!}}link=Sporing Mist&lt;br /&gt;
          | atmospheric phantasms                    = Atmospheric phantasms (map icon).png{{!}}{{{size|24}}}px{{!}}link=Atmospheric Phantasms&lt;br /&gt;
          | illusory disturbances                    = Illusory disturbances (map icon).png{{!}}{{{size|24}}}px{{!}}link=Illusory Disturbances&lt;br /&gt;
          | auroral mirages                          = Auroral mirages (map icon).png{{!}}{{{size|24}}}px{{!}}link=Auroral Mirages&lt;br /&gt;
          | dying breath                             = Dying Breath weather.png{{!}}{{{size|24}}}px{{!}}link=Dying Breath&lt;br /&gt;
          | #default                                 = {{ucfirst:{{{1|}}}}} (map icon).png{{!}}{{{size|24}}}px{{!}}link={{ucfirst:{{{1|}}}}}&lt;br /&gt;
          }}]]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Used to display any icons related to map articles.&lt;br /&gt;
&amp;lt;pre&amp;gt;{{weather icon|&amp;lt;name&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
; &#039;&#039;unnamed parameter 1&#039;&#039;: Required. See the tables below for all of the available options.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{weather icon|clear skies}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; → {{weather icon|clear skies}}&lt;br /&gt;
&lt;br /&gt;
== Possible values ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Parameter !! Icon&lt;br /&gt;
|-&lt;br /&gt;
| clear skies || {{weather icon|clear skies}}&lt;br /&gt;
|-&lt;br /&gt;
| fair skies || {{weather icon|fair skies}}&lt;br /&gt;
|-&lt;br /&gt;
| clouds || {{weather icon|clouds}}&lt;br /&gt;
|-&lt;br /&gt;
| fog || {{weather icon|fog}}&lt;br /&gt;
|-&lt;br /&gt;
| wind || {{weather icon|wind}}&lt;br /&gt;
|-&lt;br /&gt;
| gales || {{weather icon|gales}}&lt;br /&gt;
|-&lt;br /&gt;
| rain || {{weather icon|rain}}&lt;br /&gt;
|-&lt;br /&gt;
| showers || {{weather icon|showers}}&lt;br /&gt;
|-&lt;br /&gt;
| thunder || {{weather icon|thunder}}&lt;br /&gt;
|-&lt;br /&gt;
| thunderstorms || {{weather icon|thunderstorms}}&lt;br /&gt;
|-&lt;br /&gt;
| dust storms || {{weather icon|dust storms}}&lt;br /&gt;
|-&lt;br /&gt;
| sandstorms || {{weather icon|sandstorms}}&lt;br /&gt;
|-&lt;br /&gt;
| hot spells || {{weather icon|hot spells}}&lt;br /&gt;
|-&lt;br /&gt;
| heat waves || {{weather icon|heat waves}}&lt;br /&gt;
|-&lt;br /&gt;
| snow || {{weather icon|snow}}&lt;br /&gt;
|-&lt;br /&gt;
| blizzards || {{weather icon|blizzards}}&lt;br /&gt;
|-&lt;br /&gt;
| gloom || {{weather icon|gloom}}&lt;br /&gt;
|-&lt;br /&gt;
| auroras || {{weather icon|auroras}}&lt;br /&gt;
|-&lt;br /&gt;
| darkness || {{weather icon|darkness}}&lt;br /&gt;
|-&lt;br /&gt;
| tension || {{weather icon|tension}}&lt;br /&gt;
|-&lt;br /&gt;
| storm clouds || {{weather icon|storm clouds}}&lt;br /&gt;
|-&lt;br /&gt;
| rough seas || {{weather icon|rough seas}}&lt;br /&gt;
|-&lt;br /&gt;
| louring || {{weather icon|louring}}&lt;br /&gt;
|-&lt;br /&gt;
| heat waves other || {{weather icon|heat waves other}}&lt;br /&gt;
|-&lt;br /&gt;
| gloom other || {{weather icon|gloom other}}&lt;br /&gt;
|-&lt;br /&gt;
| gales other || {{weather icon|gales other}}&lt;br /&gt;
|-&lt;br /&gt;
| eruptions || {{weather icon|eruptions}}&lt;br /&gt;
|-&lt;br /&gt;
| irradiance || {{weather icon|irradiance}}&lt;br /&gt;
|-&lt;br /&gt;
| core radiation || {{weather icon|core radiation}}&lt;br /&gt;
|-&lt;br /&gt;
| shelf clouds || {{weather icon|shelf clouds}}&lt;br /&gt;
|-&lt;br /&gt;
| oppression || {{weather icon|oppression}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral wind || {{weather icon|umbral wind}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral static || {{weather icon|umbral static}}&lt;br /&gt;
|-&lt;br /&gt;
| smoke || {{weather icon|smoke}}&lt;br /&gt;
|-&lt;br /&gt;
| royal levin || {{weather icon|royal levin}}&lt;br /&gt;
|-&lt;br /&gt;
| hyperelectricity || {{weather icon|hyperelectricity}}&lt;br /&gt;
|-&lt;br /&gt;
| multiplicity || {{weather icon|multiplicity}}&lt;br /&gt;
|-&lt;br /&gt;
| dragonstorms || {{weather icon|dragonstorms}}&lt;br /&gt;
|-&lt;br /&gt;
| concordance || {{weather icon|concordance}}&lt;br /&gt;
|-&lt;br /&gt;
| beyond time || {{weather icon|beyond time}}&lt;br /&gt;
|-&lt;br /&gt;
| demonic infinity || {{weather icon|demonic infinity}}&lt;br /&gt;
|-&lt;br /&gt;
| dimensional disruption || {{weather icon|dimensional disruption}}&lt;br /&gt;
|-&lt;br /&gt;
| revelstorms || {{weather icon|revelstorms}}&lt;br /&gt;
|-&lt;br /&gt;
| eternal bliss || {{weather icon|eternal bliss}}&lt;br /&gt;
|-&lt;br /&gt;
| wyrmstorms || {{weather icon|wyrmstorms}}&lt;br /&gt;
|-&lt;br /&gt;
| quicklevin || {{weather icon|quicklevin}}&lt;br /&gt;
|-&lt;br /&gt;
| white cyclones || {{weather icon|white cyclones}}&lt;br /&gt;
|-&lt;br /&gt;
| ultimania || {{weather icon|ultimania}}&lt;br /&gt;
|-&lt;br /&gt;
| moonlight || {{weather icon|moonlight}}&lt;br /&gt;
|-&lt;br /&gt;
| scarlet || {{weather icon|scarlet}}&lt;br /&gt;
|-&lt;br /&gt;
| flames || {{weather icon|flames}}&lt;br /&gt;
|-&lt;br /&gt;
| tsunamis || {{weather icon|tsunamis}}&lt;br /&gt;
|-&lt;br /&gt;
| cyclones || {{weather icon|cyclones}}&lt;br /&gt;
|-&lt;br /&gt;
| geostorms || {{weather icon|geostorms}}&lt;br /&gt;
|-&lt;br /&gt;
| true blue || {{weather icon|true blue}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral turbulence || {{weather icon|umbral turbulence}}&lt;br /&gt;
|-&lt;br /&gt;
| everlasting light || {{weather icon|everlasting light}}&lt;br /&gt;
|-&lt;br /&gt;
| termination || {{weather icon|termination}}&lt;br /&gt;
|-&lt;br /&gt;
| dreams || {{weather icon|dreams}}&lt;br /&gt;
|-&lt;br /&gt;
| brilliance || {{weather icon|brilliance}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral flare || {{weather icon|umbral flare}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral duststorm || {{weather icon|umbral duststorm}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral levin || {{weather icon|umbral levin}}&lt;br /&gt;
|-&lt;br /&gt;
| umbral tempest || {{weather icon|umbral tempest}}&lt;br /&gt;
|-&lt;br /&gt;
| firestorm || {{weather icon|firestorm}}&lt;br /&gt;
|-&lt;br /&gt;
| spectral current || {{weather icon|spectral current}}&lt;br /&gt;
|-&lt;br /&gt;
| climactic || {{weather icon|climactic}}&lt;br /&gt;
|-&lt;br /&gt;
| delirium || {{weather icon|delirium}}&lt;br /&gt;
|-&lt;br /&gt;
| starshower || {{weather icon|starshower}}&lt;br /&gt;
|-&lt;br /&gt;
| moon dust || {{weather icon|moon dust}}&lt;br /&gt;
|-&lt;br /&gt;
| astromagnetic storm || {{weather icon|astromagnetic storm}}&lt;br /&gt;
|-&lt;br /&gt;
| apocalypse || {{weather icon|apocalypse}}&lt;br /&gt;
|-&lt;br /&gt;
| projection || {{weather icon|projection}}&lt;br /&gt;
|-&lt;br /&gt;
| polarization || {{weather icon|polarization}}&lt;br /&gt;
|-&lt;br /&gt;
| ultimatum || {{weather icon|ultimatum}}&lt;br /&gt;
|-&lt;br /&gt;
| inevitability || {{weather icon|inevitability}}&lt;br /&gt;
|-&lt;br /&gt;
| pandaemonium || {{weather icon|pandaemonium}}&lt;br /&gt;
|-&lt;br /&gt;
| transcendence || {{weather icon|transcendence}}&lt;br /&gt;
|-&lt;br /&gt;
| vacuity || {{weather icon|vacuity}}&lt;br /&gt;
|-&lt;br /&gt;
| night || {{weather icon|night}}&lt;br /&gt;
|-&lt;br /&gt;
| lyrical catharsis || {{weather icon|lyrical catharsis}}&lt;br /&gt;
|-&lt;br /&gt;
| liminality || {{weather icon|liminality}}&lt;br /&gt;
|-&lt;br /&gt;
| ominous clouds || {{weather icon|ominous clouds}}&lt;br /&gt;
|-&lt;br /&gt;
| reminiscence || {{weather icon|reminiscence}}&lt;br /&gt;
|-&lt;br /&gt;
| projection dawntrail || {{weather icon|projection dawntrail}}&lt;br /&gt;
|-&lt;br /&gt;
| electrostatic dust || {{weather icon|electrostatic dust}}&lt;br /&gt;
|-&lt;br /&gt;
| meteor showers || {{weather icon|meteor showers}}&lt;br /&gt;
|-&lt;br /&gt;
| sporing mist || {{weather icon|sporing mist}}&lt;br /&gt;
|-&lt;br /&gt;
| atmospheric phantasms || {{weather icon|atmospheric phantasms}}&lt;br /&gt;
|-&lt;br /&gt;
| illusory disturbances || {{weather icon|illusory disturbances}}&lt;br /&gt;
|-&lt;br /&gt;
| auroral mirages || {{weather icon|auroral mirages}}&lt;br /&gt;
|-&lt;br /&gt;
| dying breath || {{weather icon|dying breath}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Icon templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202560</id>
		<title>The Ageless Necropolis</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ageless_Necropolis&amp;diff=1202560"/>
		<updated>2026-02-09T21:56:22Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the story-mode Main Scenario [[trial]]|the level 100 challenge-mode trial|The Minstrel&#039;s Ballad: Necron&#039;s Embrace}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Ageless Necropolis&lt;br /&gt;
| description = By entrusting their memories of departed loved ones to the cloud, Alexandrians have long escaped the grief of separation. Being thus forced to confront the realities of mortal existence, what then filled their hearts was a dark and unreasoning terror. Harnessing this heightened fear of death for his own ends, a genius of an age gone by now channels the people&#039;s desperate prayers for succor into a new primal incarnation. It falls to the Warrior of Light to stand unflinching in the face of fear-made-manifest, and claim victory over this inexorable entity.&lt;br /&gt;
| image = The Ageless Necropolis.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 725&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (Dawntrail)&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 mathematics + 7 mnemonics&lt;br /&gt;
| location = The Ageless Necropolis, The Lightless Abyss&lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| modes = Duty Support&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = A Terminal Invitation&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| echo = trial&lt;br /&gt;
|weather=Dying Breath weather}} {{TOC limit|3}}&lt;br /&gt;
==Duty Support==&lt;br /&gt;
*Party member selection is available.&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
! &lt;br /&gt;
! Wuk Lamat&lt;br /&gt;
! G&#039;raha Tia&lt;br /&gt;
! Alphinaud&lt;br /&gt;
! Sphene&lt;br /&gt;
! Krile&lt;br /&gt;
! Alisaie&lt;br /&gt;
! Y&#039;shtola&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[File:DS Wuk Lamat.png]]&lt;br /&gt;
| [[File:DS G&#039;raha Tia1.png]]&lt;br /&gt;
| [[File:DS Alphinaud3.png]]&lt;br /&gt;
| [[File:DS Sphene.png]]&lt;br /&gt;
| [[File:DS Krile.png]]&lt;br /&gt;
| [[File:DS Alisaie3.png]]&lt;br /&gt;
| [[File:DS Y&#039;shtola2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| {{WAR}} [[File:Red warrior.png|Warrior|20px|link=]] Intrepid&lt;br /&gt;
| {{PLD}} {{WHM}} All-rounder&lt;br /&gt;
| {{SGE}} [[Sage]]&lt;br /&gt;
| {{ACN}} [[Arcanist|Zoemancer]]&lt;br /&gt;
| {{PCT}} [[Pictomancer]]&lt;br /&gt;
| {{RDM}} [[Red Mage]]&lt;br /&gt;
| {{BLM}} Sorceress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| Tank or DPS&lt;br /&gt;
| Tank or Healer&lt;br /&gt;
| Healer&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
This trial can be undertaken with other players or with a party of NPCs through Duty Support. If using Duty Support, you will begin the battle with two stacks of {{status effect|debuff|File:Willful icon1.png}} &#039;&#039;&#039;Willful&#039;&#039;&#039;. If you would be KO&#039;d, instead a stack of Willful will be consumed to ignite the {{status effect|debuff|File:Will to live icon1.png}} &#039;&#039;&#039;Will to Live&#039;&#039;&#039;, immobilizing you and protecting from most damage for several seconds. Note that falling off the arena will reset the battle regardless of this buff.&lt;br /&gt;
&lt;br /&gt;
Being hit by avoidable AoEs will result in a 1 minute stacking {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Grasping Eternity: [[Necron]]===&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fear of Death&#039;&#039;&#039;: Party-wide magical damage and summons eight untargetable &#039;&#039;&#039;[[Icy Hands]]&#039;&#039;&#039; adds at various locations. The add spawn locations will be denoted by purple circles, and standing in them when the adds spawn will damage the player. Each add will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE, at a random direction. &lt;br /&gt;
*&#039;&#039;&#039;Cold Grip&#039;&#039;&#039;: Telegraphed line AoEs covering the outer edges of the arena, leaving the middle third safe. One of the boss&#039;s sides will glow, indicating that after the first set of AoEs resolve, either the left or right two-thirds will be hit with a follow-up late telegraphed line AoE (&#039;&#039;&#039;Existential Dread&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Memento Mori&#039;&#039;&#039;: A telegraphed line AoE through the middle of the room, leaving behind a persistent danger zone that will inflict {{status effect|bleeding}} bleeding. Five &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; will spawn in this zone and face either west or east, indicating late telegraphed line AoEs in the direction they face. Shortly afterwards, the persistent AoE will disappear.&lt;br /&gt;
*&#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039;: A 90 degree cleaving magical tankbuster that originates from the center of the boss. The AoE range is telegraphed.&lt;br /&gt;
*&#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;: The boss will display either a donut or a filled circle on its ring, storing an attack for later, indicated by a blue diamond on the ring. {{combat message|Necron draws in aether...}}&lt;br /&gt;
*&#039;&#039;&#039;Aetherblight&#039;&#039;&#039;: The boss releases its stored attack. A donut AoE will leave &#039;&#039;well inside&#039;&#039; its hitbox safe, while a circle AoE will leave outside its hitbox safe.&lt;br /&gt;
*The boss will store another attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, but will follow with a &#039;&#039;&#039;Memento Mori&#039;&#039;&#039; prior to releasing the stored attack.&lt;br /&gt;
*&#039;&#039;&#039;Grand Cross&#039;&#039;&#039;: Party-wide magical damage and compresses the arena to a much smaller circle. Four untargetable [[Azure Aether]] orbs will begin rotating outside, each with a line AoE telegraph that rotates with opposite orbs. The telegraphs will gradually fill from the middle, and at the same time, a timer will begin counting down. Once they expire, the AoE will resolve, and the orbs will prepare another delayed AoE. Each pair of orbs rotates at different speeds. At the same time, multiple small circle AoE telegraphs will appear on the ground.&lt;br /&gt;
**The orbs will eventually stop at the cardinals and use a plus-shaped proximity AoE. Move to any intercardinal to mitigate the damage.&lt;br /&gt;
*&#039;&#039;&#039;Neutron Ring&#039;&#039;&#039;: Party-wide magical damage and restores the arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adds Phase&#039;&#039;&#039;&lt;br /&gt;
*The boss will become untargetable while a &#039;&#039;&#039;Rising Fear of Death&#039;&#039;&#039; duty gauge appears and becomes incrementing.&lt;br /&gt;
*Multiple targetable &#039;&#039;&#039;Icy Hands&#039;&#039;&#039; adds will appear in pairs. The adds will use &#039;&#039;&#039;Choking Grasp&#039;&#039;&#039;, a telegraphed line AoE.&lt;br /&gt;
*All adds must be defeated before the gauge reaches 100, or the boss will wipe the party with its next attack.&lt;br /&gt;
*&#039;&#039;&#039;Darkness of Eternity&#039;&#039;&#039;: The boss briefly becomes targetable and uses a party-wide magical attack before becoming untargetable again. Each party member will be individually transported to a new area.&lt;br /&gt;
*In the new area, each player will be inflicted with a 40-second {{status effect|doom}} doom and must defeat three Icy Hand adds by themselves. After defeating the adds, a teleport circle will appear that the player can use to move up three additional platforms before being transported back to the main arena. If they are successful, the doom will be removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specter of Death&#039;&#039;&#039;: The boss tethers two locations, one east and one west, indicating the spawn locations of two large hands (&#039;&#039;&#039;Looming Specters&#039;&#039;&#039;). They will each do a late telegraphed horizontal line AoE (&#039;&#039;&#039;Invitation&#039;&#039;&#039;), leaving a third of the arena safe. Anyone who is hit will be dragged into the abyss and will need to repeat the solo adds fight.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Reaping&#039;&#039;&#039;: The boss will show sequentially four AoE telegraphs on its ring, either circle &amp;gt; donut &amp;gt; circle &amp;gt; donut, or donut &amp;gt; circle &amp;gt; donut &amp;gt; circle. Each telegraph will be stored in a symbol with 1-4 diamonds in order, starting from 1 south and going clockwise.&lt;br /&gt;
*&#039;&#039;&#039;Crop Rotation&#039;&#039;&#039;: The boss will rotate its ring to a new orientation, then resolve the stored AoEs starting from south and going clockwise. &lt;br /&gt;
**If the first symbol is an odd number, the sequence of AoEs will be the same as the initial telegraphs.&lt;br /&gt;
**If the first symbol is an even number, the sequence of AoEs will be reversed from the initial telegraphs.&lt;br /&gt;
*&#039;&#039;&#039;Mass Macabre&#039;&#039;&#039;: Spawns four four-person summoning circles. Each one must be soaked by four people at once to be disarmed. Towers that are soaked in time will summon an untargetable add that will explode for party-wide damage (&#039;&#039;&#039;Spreading Fear&#039;&#039;&#039;).&lt;br /&gt;
*Later on, the boss will store an attack with &#039;&#039;&#039;Soul Reaping&#039;&#039;&#039;, then use &#039;&#039;&#039;Memento Mori&#039;&#039;&#039;, &#039;&#039;&#039;Specter of Death&#039;&#039;&#039;, and &#039;&#039;&#039;Blue Shockwave&#039;&#039;&#039; in rapid sequence. Afterwards, it will release its single stored attack.&lt;br /&gt;
*Mechanics then repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Necron Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Calyx: Those who obstruct evolution...&lt;br /&gt;
 Calyx: ...Shall suffer the rotting fate of all flesh.&lt;br /&gt;
&lt;br /&gt;
 Calyx: You are bound by the limits of flesh. It will betray you.&lt;br /&gt;
 Sphene: Limited though we may be, we defy you nonetheless!&lt;br /&gt;
 Wuk Lamat: Your plans end here with you!&lt;br /&gt;
 Calyx: Drag them to their graves.&lt;br /&gt;
 Alisaie: Eurgh!&amp;lt;br&amp;gt;Keep your hands off me!&lt;br /&gt;
 G&#039;raha Tia: Stay alert!&lt;br /&gt;
 Calyx: There.&lt;br /&gt;
 Alphinaud: What was that!?&lt;br /&gt;
 Krile: A barrage of attacks...&lt;br /&gt;
 Sphene: Where will it strike next...?&lt;br /&gt;
 Y&#039;shtola: Watch the arms!&amp;lt;br&amp;gt;They betray the intent!&lt;br /&gt;
 Alisaie: You won&#039;t catch me again!&lt;br /&gt;
 Calyx: Do you not see? Death is upon you...&lt;br /&gt;
 Wuk Lamat: Lead it away from the group!&lt;br /&gt;
 Calyx: Perhaps this.&lt;br /&gt;
 Krile: It&#039;s gathering aether!&lt;br /&gt;
 Necron draws in aether...&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 G&#039;raha Tia: Ungh!&amp;lt;br&amp;gt;The sheer strength of it...&lt;br /&gt;
 Y&#039;shtola: The aether gathers again...&amp;lt;br&amp;gt;A different shape this time!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Bothersome.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: So that&#039;s what that shape means!&lt;br /&gt;
 Alphinaud: The stored aether...&amp;lt;br&amp;gt;Its effects can be delayed.&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 G&#039;raha Tia: It&#039;s bringing some new attack to bear!&lt;br /&gt;
 Sphene: The ground... Where did it go!?&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: You will die for me now.&lt;br /&gt;
 Sphene: The ground has sprouted hands...&lt;br /&gt;
 Alisaie: Destroy them!&amp;lt;br&amp;gt;Quickly as you can!&lt;br /&gt;
 Calyx: Accepting death is the greatest sin a life can commit.&lt;br /&gt;
 Krile: Brace yourselves!&lt;br /&gt;
 Wuk Lamat: Be strong!&amp;lt;br&amp;gt;We can take it!&lt;br /&gt;
 Calyx: The endless darkness engulfs you...&lt;br /&gt;
 Alphinaud: We&#039;re being pulled down!&lt;br /&gt;
 G&#039;raha Tia: Hold fast to your reason!&lt;br /&gt;
 System: You have been dragged into the abyss...&lt;br /&gt;
 System: You have escaped the abyss!&lt;br /&gt;
 Calyx: Still alive. But there are ways to change that.&lt;br /&gt;
 Sphene: Is everyone all right!?&lt;br /&gt;
 Alisaie: Well, that was exciting...&amp;lt;br&amp;gt;Back to it, then!&lt;br /&gt;
 Krile: Giant hands...everywhere!&lt;br /&gt;
 Y&#039;shtola: It wants to drag us into the abyss.&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
 Wuk Lamat: Look! It&#039;s storing aether again...&lt;br /&gt;
 Alphinaud: It means to discharge in rapid succession!&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 G&#039;raha Tia: I counted four...&amp;lt;br&amp;gt;Be ready!&lt;br /&gt;
 Calyx: I am prepared for you.&lt;br /&gt;
 Calyx: Kill them.&lt;br /&gt;
 Alisaie: Here it comes!&lt;br /&gt;
 Krile: The next one is...this way!&lt;br /&gt;
 Y&#039;shtola: A successive pattern, as we suspected.&lt;br /&gt;
 Sphene: And this is the last...&lt;br /&gt;
 Calyx: Fight if you must.&lt;br /&gt;
 Alphinaud: Arcane circles!&lt;br /&gt;
 G&#039;raha Tia: Together, we can undo its magicks!&lt;br /&gt;
 Calyx: You struggle in vain.&lt;br /&gt;
 System: Necron draws in aether...&lt;br /&gt;
 Calyx: Once the terror takes root, it will only continue to grow.&lt;br /&gt;
 Sphene: Watch out for those giant hands!&lt;br /&gt;
 Calyx: Fear compounds fear, eroding your strength.&lt;br /&gt;
 Alisaie: Ugh, not this again...&lt;br /&gt;
 Y&#039;shtola: Breathe. We&#039;ve dealt with worse.&lt;br /&gt;
 Wuk Lamat: How do we deal with this!?&lt;br /&gt;
 Y&#039;shtola: Do not be fooled by the movements.&lt;br /&gt;
 Krile: Keep a clear head.&amp;lt;br&amp;gt;We can handle this.&lt;br /&gt;
 Alphinaud: Over to the edge and hunker down!&lt;br /&gt;
 Calyx: I will reduce you to aether.&lt;br /&gt;
 Y&#039;shtola: &#039;Tis one thing after another!&lt;br /&gt;
 Calyx: Those who do not resist death deserve it.&lt;br /&gt;
&lt;br /&gt;
 Alphinaud: Now&#039;s our chance!&lt;br /&gt;
 Alisaie: Calyx has nothing else to throw at us.&lt;br /&gt;
 Sphene: We did it!&lt;br /&gt;
 G&#039;raha Tia: A primal of all things...&lt;br /&gt;
 Krile: Something doesn&#039;t feel right...&lt;br /&gt;
 Y&#039;shtola: Is that truly the end of it...?&lt;br /&gt;
 Wuk Lamat: We&#039;ve beaten you, Calyx...&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|FINAL FANTASY IX: The Final Battle (Dawntrail)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Ageless Necropolis NM.jpg&lt;br /&gt;
Ageless Necropolis boss.jpg&lt;br /&gt;
The Ageless Necropolis1.jpg&lt;br /&gt;
Necron render.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tension&amp;diff=1202548</id>
		<title>Tension</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tension&amp;diff=1202548"/>
		<updated>2026-02-09T21:32:06Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{weather icon|tension}} [[Tension]] is a [[Weather#Special Weather Conditions|Special]] [[Weather|Weather Condition]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*Description: Crackling with tension&lt;br /&gt;
*Formerly known as &amp;quot;Hopelessness&amp;quot;&lt;br /&gt;
*Does not block catching weather-dependent fish or completing weather-dependent [[Sightseeing Log]] entries, if the overridden weather is correct&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
*{{questlink|fate-boss|Steel Reign}} [[FATE]] in [[The Black Shroud]]&lt;br /&gt;
*{{questlink|trial|Urth&#039;s Fount}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery Heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Fallgourd Tension.jpg|Fallgourd Float seen during Tension&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{Weather Conditions}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tension&amp;diff=1202547</id>
		<title>Tension</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tension&amp;diff=1202547"/>
		<updated>2026-02-09T21:28:41Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{weather icon|tension}} [[Tension]] is a [[Weather#Special Weather Conditions|Special]] [[Weather|Weather Condition]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*Description: Crackling with tension&lt;br /&gt;
*Formerly known as &amp;quot;Hopelessness&amp;quot;&lt;br /&gt;
*Does not block the completion of [[Sightseeing Log]] entries if the overridden weather is correct.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
*{{questlink|fate-boss|Steel Reign}} [[FATE]] in [[The Black Shroud]]&lt;br /&gt;
*{{questlink|trial|Urth&#039;s Fount}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery Heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Fallgourd Tension.jpg|Fallgourd Float seen during Tension&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{Weather Conditions}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1202537</id>
		<title>The Pâtisserie</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1202537"/>
		<updated>2026-02-09T19:18:27Z</updated>

		<summary type="html">&lt;p&gt;Conqueringwill: /* Guide */ - boldface enemy, attack, and debuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Valentione&#039;s Day (2026)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Pâtisserie&lt;br /&gt;
| image = The Pâtisserie.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 1&lt;br /&gt;
| size = flex4&lt;br /&gt;
| time-limit = 10&lt;br /&gt;
| req-quest = The Icing on the Cake&lt;br /&gt;
| entrance = Old Gridania&lt;br /&gt;
| entrance-coordinates = 10.4, 8.7&lt;br /&gt;
| patch = 7.41&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
There are no class, job, or level requirements for participation. &lt;br /&gt;
&lt;br /&gt;
This instance is available for a limited time only on [[Valentione&#039;s Day (2026)]].&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players can enter the seasonal event instance [[The Pâtisserie]] solo or with up to 4 players, with an option to matchmake. This is done by speaking to a [[House Valentione Pâtissier]], located at Mih Khetto&#039;s Amphitheatre in [[Old Gridania]] or the Acorn Orchard in [[New Gridania]].&lt;br /&gt;
&lt;br /&gt;
During the instance, players need to collect ingredients from the shelves at the edge of the room, and carry them to the cakes in the middle of the room, while avoiding the [[Mammet Pâtissier|&#039;&#039;&#039;Mammet Pâtissiers&#039;&#039;&#039;]] that patrol the area. Should a player be spotted by a mammet, it will follow them and fire large conal ice AoEs (&#039;&#039;&#039;Sugar Blizzard&#039;&#039;&#039;). Being hit by a mammet&#039;s AoE will inflict {{status effect|deep freeze}} [[Deep Freeze|&#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;]] for 10 seconds and cause the player to lose any ingredient they are currently carrying.&lt;br /&gt;
&lt;br /&gt;
Many different types of cakes can be made, each of which requires a different combination of ingredients. The party can create up to five cakes. The first cake will always be a heart berry cake using the simpler recipe. The second, third and fourth cakes will be randomly chosen recipes. The fifth and final cake has no specific ingredient requirements, only needing 4 ingredients submitted per category. The NPC Kupka Kupp will automatically update the duty progress with the needed ingredients, and the shelves with the correct ingredients will sparkle. Upon completing the second cake, the background music will change and the mammets will move faster. This happens again upon completing the fourth cake.&lt;br /&gt;
&lt;br /&gt;
Players have access to the duty action &amp;quot;Bake: Off&amp;quot;, which will temporarily disable mammets in a cone in front of the user, causing them to lose aggro. This can hold up to 3 charges, with a charge recovering every 15 seconds. However, this action has an animation lock (which can leave the user vulnerable to a mammet&#039;s AoE), and it cannot be used while carrying an ingredient.&lt;br /&gt;
&lt;br /&gt;
The duty has a time limit of 10 minutes from when Kupka Kupp calls out the first batch of ingredients. When this time limit runs out, the duty ends, even if some cakes are not yet finished. If in a matched party, players will then have an opportunity to give [[Player Commendation]]s to their matched party members.&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
*Given that there are four different sections in the map each containing one category of ingredient, and each cake requires four items from each ingredient category, it is recommended for players in a light party to split up so each player is responsible for one section only.&lt;br /&gt;
*Sprint and all class/job actions except for Bake: Off are disabled in this duty, so players cannot use jobs with movement actions (e.g. dancer) to gain an advantage.&lt;br /&gt;
*If players find they are carrying an excess ingredient when the quota is filled, they can right-click off the &amp;quot;Carrying&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
==Cake Recipes==&lt;br /&gt;
There are 25 cake presets, each with two possible recipes. The recipe is given to the party. If players make it that far, the fifth and final cake allows four of any type of ingredient in each category.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item mw-collapsed mw-collapsible}}&lt;br /&gt;
! Cake !! Ingredient 1 !! Ingredient 2 !! Ingredient 3 !! Ingredient 4 !! Ingredient 5 !! Ingredient 6&lt;br /&gt;
|-&lt;br /&gt;
| Heart Berry Cake || Berry Frosting x4 || Rolanberries x4 || Chocolate Hearts x4 || Heart Cake Toppers x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Heart Berry Cake || Berry Frosting x4 || White Rolanberries x2 || Almonds x2 || Sugar Pearls x2 || Chocolate Cubes x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Berry Cake || Berry Frosting x4 || Almonds x2 || Sun Lemons x2 || Chocolate Cubes x2 || Chocolate Flowers x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Berry Cake || Berry Frosting x4 || Sun Lemons x2 || Rolanberries x2 || Lemon Macarons x2 || Chocolate Hearts x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Berry Cake || Berry Frosting x4 || Branchberries x2 || White Rolanberries x2 || Chocolate Flowers x2 || Lemon Macarons x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Berry Cake || Berry Frosting x4 || Rolanberries x2 || Sun Lemons x2 || Chocolate Hearts x2 || Sugar Pearls x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Berry Cake || Berry Frosting x4 || White Rolanberries x2 || Sun Lemons x2 || Sugar Pearls x2 || Chocolate Flowers x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Berry Cake || Berry Frosting x4 || Almonds x2 || Branchberries x2 || Chocolate Cubes x2 || Chocolate Hearts x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Berry Cake || Berry Frosting x4 || Sun Lemons x2 || Branchberries x2 || Lemon Macarons x2 || Chocolate Cubes x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Berry Cake || Berry Frosting x4 || Branchberries x2 || Rolanberries x2 || Chocolate Flowers x2 || Chocolate Hearts x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Cream Cake || Whipped Cream Frosting x4 || White Rolanberries x2 || Almonds x2 || Chocolate Hearts x2 || Chocolate Cubes x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Cream Cake || Whipped Cream Frosting x4 || Almonds x2 || Sun Lemons x2 || Sugar Pearls x2 || Chocolate Cubes x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Cream Cake || Whipped Cream Frosting x4 || White Rolanberries x4 || Sugar Pearls x4 || Moogle Cake Toppers x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Moogle Cream Cake || Whipped Cream Frosting x4 || Sun Lemons x2 || Rolanberries x2 || Chocolate Cubes x2 || Lemon Macarons x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Cream Cake || Whipped Cream Frosting x4 || Branchberries x2 || White Rolanberries x2 || Lemon Macarons x2 || Sugar Pearls x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Cream Cake || Whipped Cream Frosting x4 || Rolanberries x2 || Sun Lemons x2 || Chocolate Flowers x2 || Chocolate Hearts x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Cream Cake || Whipped Cream Frosting x4 || White Rolanberries x2 || Sun Lemons x2 || Sugar Pearls x2 || Chocolate Hearts x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Cream Cake || Whipped Cream Frosting x4 || Almonds x2 || Branchberries x2 || Chocolate Cubes x2 || Lemon Macarons x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Cream Cake || Whipped Cream Frosting x4 || Sun Lemons x2 || Branchberries x2 || Lemon Macarons x2 || Chocolate Flowers x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Cream Cake || Whipped Cream Frosting x4 || Branchberries x2 || Rolanberries x2 || Chocolate Flowers x2 || Sugar Pearls x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Chocolate Cake || Chocolate Frosting x4 || Branchberries x2 || Rolanberries x2 || Sugar Pearls x2 || Lemon Macarons x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Chocolate Cake || Chocolate Frosting x4 || Sun Lemons x2 || Branchberries x2 || Chocolate Cubes x2 || Chocolate Flowers x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Chocolate Cake || Chocolate Frosting x4 || Almonds x2 || Branchberries x2 || Lemon Macarons x2 || Chocolate Hearts x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Chocolate Cake || Chocolate Frosting x4 || White Rolanberries x2 || Sun Lemons x2 || Chocolate Flowers x2 || Lemon Macarons x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Double Chocolate Cake || Chocolate Frosting x4 || Almonds x4 || Chocolate Cubes x4 || Chocolate Egg Cake Toppers x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Double Chocolate Cake || Chocolate Frosting x4 || Rolanberries x2 || Sun Lemons x2 || Sugar Pearls x2 || Chocolate Flowers x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Chocolate Cake || Chocolate Frosting x4 || Branchberries x2 || White Rolanberries x2 || Chocolate Cubes x2 || Lemon Macarons x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Chocolate Cake || Chocolate Frosting x4 || Sun Lemons x2 || Rolanberries x2 || Lemon Macarons x2 || Chocolate Flowers x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Chocolate Cake || Chocolate Frosting x4 || Almonds x2 || Sun Lemons x2 || Chocolate Flowers x2 || Lemon Macarons x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Chocolate Cake || Chocolate Frosting x4 || White Rolanberries x2 || Almonds x2 || Chocolate Hearts x2 || Sugar Pearls x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Lemon Cake || Lemon Frosting x4 || Sun Lemons x2 || Rolanberries x2 || Sugar Pearls x2 || Lemon Macarons x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Lemon Cake || Lemon Frosting x4 || Almonds x2 || Sun Lemons x2 || Chocolate Cubes x2 || Lemon Macarons x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Lemon Cake || Lemon Frosting x4 || White Rolanberries x2 || Almonds x2 || Chocolate Flowers x2 || Sugar Pearls x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Lemon Cake || Lemon Frosting x4 || Almonds x2 || Sun Lemons x2 || Chocolate Cubes x2 || Lemon Macarons x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Lemon Cake || Lemon Frosting x4 || Rolanberries x2 || Sun Lemons x2 || Chocolate Flowers x2 || Lemon Macarons x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Lemon Cake || Lemon Frosting x4 || Branchberries x2 || White Rolanberries x2 || Sugar Pearls x2 || Chocolate Cubes x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Lemon Cake || Lemon Frosting x4 || Sun Lemons x4 || Lemon Macarons x4 || Chocobo Cake Toppers x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Lemon Cake || Lemon Frosting x4 || Sun Lemons x2 || Branchberries x2 || Chocolate Cubes x2 || Chocolate Flowers x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Lemon Cake || Lemon Frosting x4 || Almonds x2 || Branchberries x2 || Lemon Macarons x2 || Sugar Pearls x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Lemon Cake || Lemon Frosting x4 || White Rolanberries x2 || Sun Lemons x2 || Chocolate Flowers x2 || Sugar Pearls x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Pistachio Cake || Pistachio Frosting x4 || White Rolanberries x2 || Almonds x2 || Chocolate Hearts x2 || Chocolate Flowers x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Heart Pistachio Cake || Pistachio Frosting x4 || Almonds x2 || Rolanberries x2 || Chocolate Cubes x2 || Sugar Pearls x2 || Heart Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Pistachio Cake || Pistachio Frosting x4 || Rolanberries x2 || Sun Lemons x2 || Chocolate Flowers x2 || Sugar Pearls x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Moogle Pistachio Cake || Pistachio Frosting x4 || Branchberries x2 || White Rolanberries x2 || Lemon Macarons x2 || Chocolate Hearts x2 || Moogle Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Pistachio Cake || Pistachio Frosting x4 || Sun Lemons x2 || Branchberries x2 || Chocolate Flowers x2 || Chocolate Cubes x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Egg Pistachio Cake || Pistachio Frosting x4 || Almonds x2 || Branchberries x2 || Sugar Pearls x2 || Chocolate Hearts x2 || Chocolate Egg Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Pistachio Cake || Pistachio Frosting x4 || White Rolanberries x2 || Sun Lemons x2 || Chocolate Hearts x2 || Chocolate Flowers x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Chocobo Pistachio Cake || Pistachio Frosting x4 || Sun Lemons x2 || Rolanberries x2 || Chocolate Cubes x2 || Sugar Pearls x2 || Chocobo Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Pistachio Cake || Pistachio Frosting x4 || Branchberries x4 || Chocolate Flowers x4 || Cactuar Cake Toppers x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Cactuar Pistachio Cake || Pistachio Frosting x4 || Almonds x2 || Sun Lemons x2 || Chocolate Hearts x2 || Chocolate Cubes x2 || Cactuar Cake Toppers x4&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer Special || Your Chosen Frosting x4 || Your Chosen Delicacy x4 || Your Chosen Garnish x4 || Your Chosen Cake Topper x4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Players are awarded {{item icon|Valentione&#039;s Day Chocolate}}s based on how many cakes they finished (plus the progression of the next one), and these chocolates can be traded to a [[House Valentione Maid]] vendor for event items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
! Cakes completed !! {{item icon|Valentione&#039;s Day Chocolate}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if the party finished two cakes and contributed 5 ingredients to the third one before time runs out, each player would receive 65 chocolates.&lt;br /&gt;
&lt;br /&gt;
A total of 55 chocolates are needed to buy all of the gear and orchestrion roll items from the vendor.&lt;br /&gt;
&lt;br /&gt;
Buying one of each furniture item costs 13 chocolates (ignoring the {{item icon|Rolanberry Valentione Cake}}, as the quest gives one for free).&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Kupka Kupp: Thank you for agreeing to help decorate the cakes, kupo!&lt;br /&gt;
Kupka Kupp: &#039;Tis a simple matter of carrying the ingredients from the shelves around the room to the central cake stands.&lt;br /&gt;
Kupka Kupp: The ingredients you need are no doubt twinkling with anticipation, kupo!&lt;br /&gt;
Kupka Kupp: There is, of course, the matter of the mammet pâtissiers. Should they spot you, use the whistle to temporarily disable them!&lt;br /&gt;
Kupka Kupp: First up: one heart berry cake, if you please!&lt;br /&gt;
Kupka Kupp: Ready, steady...decorate!&lt;br /&gt;
Kupka Kupp: The ingredients are on shelves around the room! Fetch the ingredients in the recipe, kupo!&lt;br /&gt;
System: The ingredients and decorations needed for the cake in progress are displayed in the duty list.&lt;br /&gt;
System: Carry the ingredient to the central cake stand!&lt;br /&gt;
System: You artfully decorate the cake with [ingredient]!&lt;br /&gt;
Kupka Kupp: The [cake type] cake is almost complete!&lt;br /&gt;
Kupka Kupp: The [cake type] cake is complete! And what a fine cake it looks!&lt;br /&gt;
Kupka Kupp: Next, let us see if we can create a [random cake type] cake! &lt;br /&gt;
Kupka Kupp: The mammets are moving more quickly. Take care, kupo!&lt;br /&gt;
Kupka Kupp: It&#039;s the final cake! Let your inspiration guide you!&lt;br /&gt;
Kupka Kupp: Choose the frosting, decorations, and cake toppers that make your heart sing!&lt;br /&gt;
Kupka Kupp: But we haven&#039;t much time, kupo... Make haste!&lt;br /&gt;
Kupka Kupp: Kupopo! Watch out─the mammets seem even madder than before!&lt;br /&gt;
Kupka Kupp: The adventurer special is halfway to completion!&lt;br /&gt;
Kupka Kupp: The adventurer special is almost complete!&lt;br /&gt;
&lt;br /&gt;
===Mammet speech bubbles===&lt;br /&gt;
Mammet Pâtissier: NiBbLiNg WiLl Be PuNiShEd!&lt;br /&gt;
Mammet Pâtissier: PrOtEcT tHe CaKe! PrOtEcT!!!&lt;br /&gt;
Mammet Pâtissier: HaLt RiGhT tHeRe!&lt;br /&gt;
&lt;br /&gt;
===Time reminders===&lt;br /&gt;
System: Half your time has elapsed.&lt;br /&gt;
System: Less than one minute remaining!&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
&amp;gt; If no cakes finished&lt;br /&gt;
Kupka Kupp: I believe we&#039;re out of time, kupo!&lt;br /&gt;
Kupka Kupp: Everyone has their off days─do not take it to heart!&lt;br /&gt;
[Duty Failed.]&lt;br /&gt;
&amp;gt; If one cake finished&lt;br /&gt;
Kupka Kupp: I believe we&#039;re out of time, kupo!&lt;br /&gt;
Kupka Kupp: This cake shall more than suffice. As long as you put your heart into it, you&#039;ve captured the spirit of Valentione&#039;s Day, kupo!&lt;br /&gt;
&amp;gt; If two cakes finished&lt;br /&gt;
Kupka Kupp: I believe we&#039;re out of time, kupo!&lt;br /&gt;
Kupka Kupp: Two cakes─this makes you a fully fledged pâtissier, kupo!&lt;br /&gt;
&amp;gt; If three cakes finished&lt;br /&gt;
Kupka Kupp: I believe we&#039;re out of time, kupo!&lt;br /&gt;
Kupka Kupp: Three cakes, kupo! This should be a feast!&lt;br /&gt;
&amp;gt; If four cakes finished&lt;br /&gt;
Kupka Kupp: I believe we&#039;re out of time, kupo!&lt;br /&gt;
Kupka Kupp: Four cakes is quite something. You have a knack for cake decorating, kupo!&lt;br /&gt;
&amp;gt; If five cakes finished&lt;br /&gt;
Kupka Kupp: To think you&#039;d decorate five whole cakes... You have proven yourself the master of confection and affection alike, kupo!&lt;br /&gt;
---&lt;br /&gt;
Kupka Kupp: Thank you for your wonderful help, kupo! I can hardly wait to complete our delivery...&lt;br /&gt;
Kupka Kupp: Our guests will be most delighted. Let us return to the festivities posthaste!&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|1st and 2nd cake|Affection Confections}}&lt;br /&gt;
{{music table row|3rd and 4th cake|Flavors of the Heart}}&lt;br /&gt;
{{music table row|5th cake|A Heartfelt Finish}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
The Pâtisserie intro.jpg&lt;br /&gt;
The Pâtisserie map.png&lt;br /&gt;
The Pâtisserie 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cake Ingredients===&lt;br /&gt;
====Frosting====&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Patisserie Whipped Cream Frosting.jpg|Whipped Cream&lt;br /&gt;
Patisserie Chocolate Frosting.jpg|Chocolate&lt;br /&gt;
Patisserie Pistachio Frosting.jpg|Pistachio&lt;br /&gt;
Patisserie Berry Frosting.jpg|Berry&lt;br /&gt;
Patisserie Lemon Frosting.jpg|Lemon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Delicacies====&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Patisserie White Rolanberries.jpg|White Rolanberries&lt;br /&gt;
Patisserie Almonds.jpg|Almonds&lt;br /&gt;
Patisserie Branchberries.jpg|Branchberries&lt;br /&gt;
Patisserie Rolanberries.jpg|Rolanberries&lt;br /&gt;
Patisserie Sun Lemons.jpg|Sun Lemons&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Garnishes====&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Patisserie Sugar Pearls.jpg|Sugar Pearls&lt;br /&gt;
Patisserie Chocolate Cubes.jpg|Chocolate Cubes&lt;br /&gt;
Patisserie Chocolate Flowers.jpg|Chocolate Flowers&lt;br /&gt;
Patisserie Chocolate Hearts.jpg|Chocolate Hearts&lt;br /&gt;
Patisserie Lemon Macarons.jpg|Lemon Macarons&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cake Toppers====&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Patisserie Moogle Cake Toppers.jpg|Moogle Cake Toppers&lt;br /&gt;
Patisserie Chocolate Egg Cake Toppers.jpg|Chocolate Egg Cake Toppers&lt;br /&gt;
Patisserie Cactuar Cake Toppers.jpg|Cactuar Cake Toppers&lt;br /&gt;
Patisserie Heart Cake Toppers.jpg|Heart Cake Toppers&lt;br /&gt;
Patisserie Chocobo Cake Toppers.jpg|Chocobo Cake Toppers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cakes===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Heart Berry Cake.jpeg|Heart Berry Cake&lt;br /&gt;
Moogle Berry Cake.jpeg|Moogle Berry Cake&lt;br /&gt;
Chocolate Egg Berry Cake.jpeg|Chocolate Egg Berry Cake&lt;br /&gt;
Chocobo Berry Cake.jpeg|Chocobo Berry Cake&lt;br /&gt;
Cactuar Berry Cake.jpeg|Cactuar Berry Cake&lt;br /&gt;
Heart Cream Cake.jpeg|Heart Cream Cake&lt;br /&gt;
Moogle Cream Cake.jpeg|Moogle Cream Cake&lt;br /&gt;
Chocolate Egg Cream Cake.jpeg|Chocolate Egg Cream Cake&lt;br /&gt;
Chocobo Cream Cake.jpeg|Chocobo Cream Cake&lt;br /&gt;
Cactuar Cream Cake.jpeg|Cactuar Cream Cake&lt;br /&gt;
Heart Chocolate Cake.jpeg|Heart Chocolate Cake&lt;br /&gt;
Moogle Chocolate Cake.jpeg|Moogle Chocolate Cake&lt;br /&gt;
Double Chocolate Cake.jpeg|Double Chocolate Cake&lt;br /&gt;
Chocobo Chocolate Cake.jpeg|Chocobo Chocolate Cake&lt;br /&gt;
Cactuar Chocolate Cake.jpeg|Cactuar Chocolate Cake&lt;br /&gt;
Heart Lemon Cake.jpeg|Heart Lemon Cake&lt;br /&gt;
Moogle Lemon Cake.jpeg|Moogle Lemon Cake&lt;br /&gt;
Chocolate Egg Lemon Cake.jpeg|Chocolate Egg Lemon Cake&lt;br /&gt;
Chocobo Lemon Cake.jpeg|Chocobo Lemon Cake&lt;br /&gt;
Cactuar Lemon Cake.jpeg|Cactuar Lemon Cake&lt;br /&gt;
Heart Pistachio Cake.jpeg|Heart Pistachio Cake&lt;br /&gt;
Moogle Pistachio Cake.jpeg|Moogle Pistachio Cake&lt;br /&gt;
Chocolate Egg Pistachio Cake.jpeg|Chocolate Egg Pistachio Cake&lt;br /&gt;
Chocobo Pistachio Cake.jpeg|Chocobo Pistachio Cake&lt;br /&gt;
Cactuar Pistachio Cake.jpeg|Cactuar Pistachio Cake&lt;br /&gt;
Adventurer Special Cake.jpeg|Example of an Adventurer Special Cake&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Note that because any items can be placed on an Adventurer Special Cake, and the order in which they are placed affects the appearance of the finished cake, there are 5&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; (152,587,890,625) possible Adventurer Special Cakes. As such, only one example has been provided.&lt;br /&gt;
&lt;br /&gt;
===Completion Banners===&lt;br /&gt;
&amp;lt;gallery mode=packed heights=100px&amp;gt;&lt;br /&gt;
Patisserie Good.png|1 cake&lt;br /&gt;
Patisserie Great.png|2 cakes&lt;br /&gt;
Patisserie Splendid.png|3 cakes&lt;br /&gt;
Patisserie Excellent.png|4 cakes&lt;br /&gt;
Patisserie Magnifique.png|5 cakes&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/dungeon}}&lt;/div&gt;</summary>
		<author><name>Conqueringwill</name></author>
	</entry>
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