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	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hubry</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
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	<updated>2026-05-19T00:30:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Focus_L&amp;diff=1309842</id>
		<title>Focus L</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Focus_L&amp;diff=1309842"/>
		<updated>2026-05-16T14:01:47Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Logos Action Synthesis */ document a little known recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Focus L&lt;br /&gt;
| icon = Focus L.png&lt;br /&gt;
| description = Grants a stack of ``Boost``, up to a maximum of 16.&lt;br /&gt;
| facts = {{action fact|Boost Bonus|Increases potency of next weaponskill by 30% per stack.}}{{action fact|duration|30}}{{action fact|Shares a recast timer with all weaponskills.}}&lt;br /&gt;
| acquired = tank, healer, melee dps, physical ranged dps, magic ranged dps&lt;br /&gt;
| level = 70&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting =&lt;br /&gt;
| pvp =&lt;br /&gt;
| number = 15&lt;br /&gt;
| uses = 99&lt;br /&gt;
| patch = 4.45&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Logos Action]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Logos Action Synthesis===&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 1 Wisdom of the Skirmisher (item)&lt;br /&gt;
|ingredient2 = 1 Bloodbath L (item)&lt;br /&gt;
}}&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 3 Bloodbath L (item)&lt;br /&gt;
}}&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 1 Wisdom of the Martialist (item)&lt;br /&gt;
|ingredient2 = 2 Stoneskin L (item)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|4.45}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logos Actions]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Neo_Queen%27s_Tiara&amp;diff=1309122</id>
		<title>Neo Queen&#039;s Tiara</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Neo_Queen%27s_Tiara&amp;diff=1309122"/>
		<updated>2026-05-15T11:28:50Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor infobox&lt;br /&gt;
| name = Neo Queen&#039;s Tiara&lt;br /&gt;
| icon = neo queen&#039;s tiara icon1.png&lt;br /&gt;
| image = &lt;br /&gt;
| image-male = &lt;br /&gt;
| image-female = &lt;br /&gt;
| model = 6257-1-0-0&lt;br /&gt;
| requires = any&lt;br /&gt;
| type = head&lt;br /&gt;
| level = 1&lt;br /&gt;
| ilvl = 1&lt;br /&gt;
| attributes = &lt;br /&gt;
| defense = 8&lt;br /&gt;
| defense-hq = &lt;br /&gt;
| magic-defense = 14&lt;br /&gt;
| magic-defense-hq = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| flavor-text = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = &lt;br /&gt;
| value-hq = &lt;br /&gt;
| repair = goldsmith&lt;br /&gt;
| set-name = &lt;br /&gt;
| materia-slots = &lt;br /&gt;
| adv-melding = &lt;br /&gt;
| convertible = y&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = y&lt;br /&gt;
| dyeable = y&lt;br /&gt;
| dye-count = 2&lt;br /&gt;
| projectable = y&lt;br /&gt;
| desynthesizable = &lt;br /&gt;
| crest-worthy = &lt;br /&gt;
| storable = y&lt;br /&gt;
| armoire-category = Costumes&lt;br /&gt;
| armoire-subcategory = Sphene&lt;br /&gt;
| patch = 7.5&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-edb = &lt;br /&gt;
| id-gt = 52404&lt;br /&gt;
| display-on-hrothgar = y&lt;br /&gt;
| display-on-viera = y&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
*{{onlinestore|12}} - part of [[Neo Queen&#039;s Attire]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vedrfolnir_Devoteth&amp;diff=1301214</id>
		<title>Vedrfolnir Devoteth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vedrfolnir_Devoteth&amp;diff=1301214"/>
		<updated>2026-05-07T18:11:24Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FATE infobox&lt;br /&gt;
| title = Vedrfolnir Devoteth&lt;br /&gt;
| description = Thoroughly impressed with your valor in the slaying of Darkscale, Vedrfolnir has granted you a boon─the honor of matching strength on the field of battle with the white dragon himself.&lt;br /&gt;
| starting-npc = &lt;br /&gt;
| location = The Churning Mists&lt;br /&gt;
| location-x = 11.0&lt;br /&gt;
| location-y = 36.0&lt;br /&gt;
| type = notorious monster&lt;br /&gt;
| level = 56&lt;br /&gt;
| duration = 30&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 11,583&lt;br /&gt;
| gil = 112&lt;br /&gt;
| bicolor gemstone = &lt;br /&gt;
| seals = 322&lt;br /&gt;
| mettle = &lt;br /&gt;
| boss = Vedrfolnir&lt;br /&gt;
| enemies = &lt;br /&gt;
| item-reward1 = 1 Ishgardian Half Barding&lt;br /&gt;
| item-reward2 = 1 A Worthy Adversary&lt;br /&gt;
| prev-fate = Darkscale Devoureth&lt;br /&gt;
| next-fate = &lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| id-gt = 871&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==FATE Chain Information==&lt;br /&gt;
[[File:Vedrfolnir Devoteth.png|thumb|right|FATE chain map]]&lt;br /&gt;
This is part of the [[Achievement FATEs|FATE chain]] that awards two achievements:&lt;br /&gt;
# {{i|Darkscale Descendeth}} (x:18.0, y:12.0); has a cooldown of one hour to respawn&lt;br /&gt;
# {{i|Darkscale Disappeareth}} (x:18.0, y:12.0)&lt;br /&gt;
# {{i|Darkscale Devoureth}} (x:18.0, y:9.0) — Awards {{Item icon|Tipping the Scales}} achievement&lt;br /&gt;
# These three FATEs must be completed (in any order) to spawn Vedrfolnir Devoteth, either before or after Darkscale Devoureth is completed:&lt;br /&gt;
#* {{i|Rastaban Vibration}} (x:14.0, y:13.0)&lt;br /&gt;
#* {{i|Mogicide}} (x:22.0, y:21.0)&lt;br /&gt;
#* {{i|End of the Rainbow}} (x:13.0, y:24.0), started by [[Zenith Dragonling]]&lt;br /&gt;
# {{i|Vedrfolnir Devoteth}} (x:11.0, y:36.0) — Awards {{Item icon|A Worthy Adversary}} achievement&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Vedrfolnir: Who dares disturb─? Oho, it is you.&lt;br /&gt;
 I daresay this encounter is no mere chance.&lt;br /&gt;
 If you would test your strength against me, I would be honored to meet your challenge!&lt;br /&gt;
 To think that one of your kind could boast the strength to fell Nidhogg&#039;s trusted general...&lt;br /&gt;
 You intrigue me, mortal.&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 75%===&lt;br /&gt;
 Vedrfolnir: You are strong, yes!&lt;br /&gt;
 Yet you have not tapped the depths of your potential!&lt;br /&gt;
 Show me the strength by which you did slay the mighty Darkscale!&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 50%===&lt;br /&gt;
 Vedrfolnir: Yes! I knew that it was so...&lt;br /&gt;
 The power ensconced within you is great indeed, mortal...&lt;br /&gt;
 Yes, the power to make even a mighty dragon tremble...&lt;br /&gt;
 I would see you harness your power to its limits, and beyond!&lt;br /&gt;
 There is more power in you yet, mortal!&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 25%===&lt;br /&gt;
 Vedrfolnir: Impressive!&lt;br /&gt;
 To think a mortal could wield such might!&lt;br /&gt;
 Truly, there is no limit to your powers.&lt;br /&gt;
 This battle is not over yet.&lt;br /&gt;
&lt;br /&gt;
 Vedrfolnir: No, I have only scratched the surface of my strength...&lt;br /&gt;
&lt;br /&gt;
===FATE Complete===&lt;br /&gt;
 Vedrfolnir: That is enough, mortal.&lt;br /&gt;
 You are possessed of great power─and the strength of will to control it.&lt;br /&gt;
 It was an honor and a pleasure to meet you on the battlefield.&lt;br /&gt;
 Farewell, hero among mortals. I will remember you.&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tether_(mechanic)&amp;diff=1279804</id>
		<title>Tether (mechanic)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tether_(mechanic)&amp;diff=1279804"/>
		<updated>2026-04-18T10:45:05Z</updated>

		<summary type="html">&lt;p&gt;Hubry: hopefully this fixes the header in mobile view?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Spread / Far Tether ===&lt;br /&gt;
[[File:Chain Proximity Tether Markers.png|alt=Two players chained together.|thumb|310x310px|Two players chained together.]]&lt;br /&gt;
A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.&lt;br /&gt;
&lt;br /&gt;
These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Paired / Close Tether ===&lt;br /&gt;
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.&lt;br /&gt;
&lt;br /&gt;
These types of tethers may appear as red and green chains (&amp;quot;Christmas tethers&amp;quot;). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Blue Green tethers.jpg|Example close tethers (green) and far tethers (blue) that must be satisfied until debuffs expire&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Transferable Tether ===&lt;br /&gt;
[[File:Interceptible Tether Markers.png|alt=A Transferable Tether aimed at a Bomb enemy.|thumb|399x399px|A Transferable Tether indicating that an attack aimed at the Bomb must be blocked.]]&lt;br /&gt;
These tethers are commonly dotted orange lines and have a pulsating circle attached to the target, indicating they can be transferred to an entity that walks through it. Some Transferable Tethers will swap to whatever entity walks through it, while others will instead only transfer while the blocker remains between the attacker and its target.&lt;br /&gt;
&lt;br /&gt;
Depending on the encounter, transferable tethers have various effects, for example:&lt;br /&gt;
&lt;br /&gt;
* A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.&lt;br /&gt;
* A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.&lt;br /&gt;
&lt;br /&gt;
Note that this tether visual was added in &#039;&#039;Stormblood&#039;&#039;&#039;.&#039;&#039;&#039;&#039;&#039; Prior expansions will use various different visuals for this type of tether mechanic.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Proximity Tether ===&lt;br /&gt;
[[File:Proximity Tether Markers.png|alt=A proximity tether attached to a player.|thumb|400x400px|A proximity tether attached to a player, visually changing once a safe distance has been reached.]]&lt;br /&gt;
A tether from an enemy to a player. The tethered players will take increased damage from an upcoming attack unless they reach a safe distance from the target.&lt;br /&gt;
&lt;br /&gt;
Tethers will often change appearance as an indication that a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Chase Tether ===&lt;br /&gt;
A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Magnetic Tethers ===&lt;br /&gt;
A tether that applies a {{Status effect|debuff|File:PositiveCharge debuff.png}} positive or {{Status effect|debuff|File:NegativeCharge debuff.png}} negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aggression&amp;diff=1278204</id>
		<title>Aggression</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aggression&amp;diff=1278204"/>
		<updated>2026-04-12T14:43:39Z</updated>

		<summary type="html">&lt;p&gt;Hubry: field op level difference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Enmity}}&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; refers to the game mechanics behind attracting creatures towards players or friendly [[NPC]]s. In Final Fantasy XIV, a creature&#039;s aggression varies in type and rank.&lt;br /&gt;
&lt;br /&gt;
There are two types of aggression behavior in the game:&lt;br /&gt;
* &#039;&#039;&#039;Passive:&#039;&#039;&#039; Passive creatures will not aggro on the player or other friendly NPCs, unless that creature is attacked. It&#039;s denoted by a light blue icon.&lt;br /&gt;
* &#039;&#039;&#039;Aggressive:&#039;&#039;&#039; Aggressive creatures will aggro on the player or other friendly NPCs as soon as they enter a specific aggro radius, or trigger other special conditions. These are denoted by a yellow icon within a red triangle.&lt;br /&gt;
Creatures are also categorized by aggression rank. It refers to how strong a certain creature is (relative to its level), and range from rank 1 to 6, each with their own icon.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Aggressive !! Passive !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Aggressive difficulty r1.png|26px|top|link=]] || [[File:Passive difficulty r1.png|26px|top|link=]] || Regular overworld enemies; additional enemies in dungeon, trial, and raid bosses&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Aggressive difficulty r2.png|26px|top|link=]] || [[File:Passive difficulty r2.png|26px|top|link=]] || Regular [[Dungeon]] enemies&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Aggressive difficulty r3.png|26px|top|link=]] || [[File:Passive difficulty r3.png|26px|top|link=]] || Regular [[Raids|8-player raid]] enemies (levels 50 and 60 only)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Aggressive difficulty r4.png|26px|top|link=]] || [[File:Passive difficulty r4.png|26px|top|link=]] || {{i|FATE}} Bosses&amp;lt;br&amp;gt;[[The Hunt#Mark Identification|Elite Hunt Marks]]&amp;lt;br&amp;gt;Strong overworld enemies&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Aggressive difficulty r5.png|26px|top|link=]] || [[File:Passive difficulty r5.png|26px|top|link=]] || [[Dungeon]] mid-bosses&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:Aggressive difficulty r6.png|26px|top|link=]] || [[File:Passive difficulty r6.png|26px|top|link=]]  || [[Dungeon]], [[Trial]], and [[Raid]] final bosses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the overworld, aggressive creatures will not attack players 11+ levels higher than the creature&#039;s level. In {{i|The Forbidden Land, Eureka}} they don&#039;t attack players 2+ elemental levels higher, in the {{i|Occult Crescent}} - 1+ knowledge level higher.&lt;br /&gt;
&lt;br /&gt;
==Aggro conditions==&lt;br /&gt;
Enemies listed as aggressive may aggro to players based on the following conditions. Each enemy has a different aggro type. The most common types are &#039;&#039;&#039;sight&#039;&#039;&#039; and &#039;&#039;&#039;proximity&#039;&#039;&#039;. Other aggro types are less commonly used but become important in areas such as {{i|Deep Dungeons}} and {{i|Field Operations}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sight&#039;&#039;&#039;: Will aggro to players in the enemy&#039;s field of vision, which is a cone in front of them.&lt;br /&gt;
* &#039;&#039;&#039;Proximity&#039;&#039;&#039;: Will aggro if a player moves within a certain distance of the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Group&#039;&#039;&#039;: Enemies that are &amp;quot;linked&amp;quot;, which are indicated with semi-transparent curves, will all aggro to players if one of the enemies is aggro&#039;d. Most commonly seen in dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: Will aggro to players who generate &amp;quot;sound&amp;quot;, such as running close to the enemy. This can be prevented by switching to walking. An example of this is the sleeping [[Frozen Void Dragon]]s in {{i|the Forbidden Land, Eureka Pagos}}.&lt;br /&gt;
* &#039;&#039;&#039;Spell / Magic&#039;&#039;&#039;: Will aggro to a player who uses an action classified as a [[spell]] near them. Only located in Field Operations, particularly for sprites.&lt;br /&gt;
* &#039;&#039;&#039;Low Health / Blood&#039;&#039;&#039;: Will aggro to a nearby player at low/critical HP. Only located in Field Operation zones, particularly for certain [[:Category:Ashkin|undead enemies]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Occult_Crescent:_South_Horn&amp;diff=1278201</id>
		<title>The Occult Crescent: South Horn</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Occult_Crescent:_South_Horn&amp;diff=1278201"/>
		<updated>2026-04-12T14:30:32Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Occult Crescent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Occult Crescent: South Horn&lt;br /&gt;
| weather = fair skies, clear skies, clouds, rain, atmospheric phantasms, illusory disturbances, auroral mirages&lt;br /&gt;
| description =&lt;br /&gt;
| image = Occult Crescent South Horn banner.png&lt;br /&gt;
| icon = occult_crescent_icon1.png&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 = 1&lt;br /&gt;
| size = flex72&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = ???&lt;br /&gt;
| entrance = Phantom Village&lt;br /&gt;
| entrance-coordinates = 4.5, 6.6&lt;br /&gt;
| location = South Horn&lt;br /&gt;
| req-quest = Unfamiliar Territory&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
It is the first of two field zones in the {{i|Occult Crescent}} series. The 48-player high-difficulty raid {{i|The Forked Tower: Blood}} is located within the zone.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level Requirement: Disciple of War or Magic level 100&lt;br /&gt;
*Item Level Sync: 700&lt;br /&gt;
*Party Size: One to eight players&lt;br /&gt;
**While up to 72 players can simultaneously be in the instance, only party sizes of up to eight players are allowed. Players can freely join or leave parties inside the instance, but [[Party Finder]] is disabled.&lt;br /&gt;
*Role Restrictions: None&lt;br /&gt;
*Time Limit: 180 minutes&lt;br /&gt;
**The instance timer is specific to each player and commences upon entering the duty.&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*[[Limited Job]]s not allowed&lt;br /&gt;
&lt;br /&gt;
A preformed alliance of at least 24 players who enters the South Horn will be guaranteed an exclusive instance to them that is closed for public entry until either of the following conditions have been met:&lt;br /&gt;
*Five minutes pass, and the alliance does not meet entry requirements for {{i|The Forked Tower: Blood}}&lt;br /&gt;
*Ten minutes pass&lt;br /&gt;
*The alliance enters {{i|The Forked Tower: Blood}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{i|Unfamiliar Territory}}&lt;br /&gt;
*Level: Disciple of War or Magic level 100&lt;br /&gt;
*Starting NPC: [[Archive]]&lt;br /&gt;
*Starting NPC Location: [[Phantom Village]] (X:6.1 Y:6.4)&lt;br /&gt;
*Prerequisite: {{i|The Phantom Village}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
Unlike Eureka and Bozja, all aetherytes are immediately available for attunement with no Knowledge Level prerequisite, provided that players can navigate around high-level enemies.&lt;br /&gt;
&lt;br /&gt;
Like other field operations zones, players may use [[mounts]], but cannot fly in this zone. &#039;&#039;&#039;It is highly recommended to purchase a {{item icon|South Horn Riding Map}} for {{enlightenment silver piece|3000}} from the [[Expedition Antiquarian]] at the base camp as soon as possible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The action {{action icon|Occult Return}} automatically replaces {{action icon|Return}} and can be used on demand to return to the base camp.&lt;br /&gt;
&lt;br /&gt;
{{location table header|The Occult Crescent: South Horn}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Southdown Heath]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Expedition Base Camp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heathcliff]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Crystallized Caverns]]&lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Stonemarsh]]&lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Eldergrowth]]&lt;br /&gt;
: {{map icon|landmark}} [[Solitary Pavilion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vanishing Slope]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[The Wanderer&#039;s Haven]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Wanderer&#039;s Haven]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Crystallized Caverns]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Abandoned Ascent]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|landmark}} [[Occult Cloister]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonemarsh]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Eldergrowth]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed City]]&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Citadel]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{main|Occult Crescent Quests}}&lt;br /&gt;
&lt;br /&gt;
{{quest list header|unlocks=y}}&lt;br /&gt;
{{quest list row|Unfamiliar Territory}}&lt;br /&gt;
{{quest list row|New Job, Old Tricks}}&lt;br /&gt;
{{quest list row|The Ancient Arts of War}}&lt;br /&gt;
{{quest list row|Creatures of the Crescent}}&lt;br /&gt;
{{quest list row|A Ruined Land}}&lt;br /&gt;
{{quest list row|A Common Thread}}&lt;br /&gt;
{{quest list row|Past and Crescent}}&lt;br /&gt;
{{quest list row|Mysteries Abide}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
{{merchant list|South Horn}}&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Regular===&lt;br /&gt;
The following enemies reside in certain areas of the map and are eligible for EXP chains provided that the player&#039;s or party&#039;s synced knowledge level is within a [[Occult Crescent#EXP Chains|certain range]] of the enemy&#039;s level. These are the only sources of {{enlightenment gold piece}} [[Enlightenment Gold Piece]]s. None of these enemies provide unique drops, although weather-restricted enemies drop more gold. Defeating a variable number of certain enemies is a prerequisite for spawning certain [[The Occult Crescent: South Horn#Critical Encounters|Critical Encounters]].&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent Enemy South Horn table}}&lt;br /&gt;
Note: &amp;quot;Night&amp;quot; has a more restricted time window (10:30PM to 3:59AM [[Eorzean Time]]) in [[Occult Crescent]] compared to the normal 6PM to 5:59AM window in other zones.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
The [[Sanguine Recluse]] is a special enemy that spawns in certain areas of the map while {{i|The Forked Tower: Blood}} raid is occurring in the instance and if players inside solve the lockward puzzle near the end of the raid. Its location is marked on a ground render of the South Horn map in a room within the tower, and the coordinates can be communicated to outside players via /shout chat. Defeating this enemy will reward 2 {{item icon|Sanguinite}}, making it the only source of this item outside of the tower. In addition, its defeat will cause a bonus treasure coffer to appear at the end of the raid that rewards an extra 5 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
==FATEs==&lt;br /&gt;
FATEs are short open battles either against either a single boss (purple symbols) or multiple waves of enemies (blue symbols), the latter of which are tied to the [[Persistent Pot]] minigame. Up to one boss FATE may spawn at a time per instance. The pot FATEs spawn on a 30 minute timer and alternate between the two possible FATEs.&lt;br /&gt;
&lt;br /&gt;
All FATE spawns are automatic with no prerequisite mobs.&lt;br /&gt;
{{Fate list OC|Occult Crescent: South Horn|show-boss=true|context=FATE}}&lt;br /&gt;
&lt;br /&gt;
==Critical Encounters==&lt;br /&gt;
Being hit with any avoidable AoEs will inflict a stack of {{status effect|vulnerability up}} [[Vulnerability Up]] that lasts indefinitely for the rest of the encounter or until the player dies. Unlike with Bozja, there appears to be no tangible reward for completing Critical Encounters with no vulnerability stacks.&lt;br /&gt;
&lt;br /&gt;
Upon completing a Critical Encounter, 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. Critical encounters have an extremely rare chance of dropping the following [[Occult Accessories]]:&lt;br /&gt;
*{{item icon|Occult Earrings of Blood}}&lt;br /&gt;
*{{item icon|Occult Necklace of Blood}}&lt;br /&gt;
*{{item icon|Occult Bracelet of Blood}}&lt;br /&gt;
*{{item icon|Occult Earrings of Magic}}&lt;br /&gt;
*{{item icon|Occult Necklace of Magic}}&lt;br /&gt;
*{{item icon|Occult Bracelet of Magic}}&lt;br /&gt;
&lt;br /&gt;
The demiatma in the table below can only drop if {{i|Arcane Artistry}} active. Also, each CE will drop 5 {{item icon|Crystal Paste}} if {{i|In Pursuit of Perfection}} is active.&lt;br /&gt;
&lt;br /&gt;
{{Fate list OC|Occult Crescent: South Horn|show-boss=true|context=Critical engagement}}&lt;br /&gt;
&lt;br /&gt;
==Treasure Coffers==&lt;br /&gt;
{{main|The Occult Crescent: South Horn/Treasure Coffers}}&lt;br /&gt;
&lt;br /&gt;
Personal treasure coffers will spawn in this zone, which can be claimed individually without needing to dismount. For possible spawn locations and drop tables, please see the above link.&lt;br /&gt;
&lt;br /&gt;
Bronze coffers may rarely drop a {{item icon|Fortune Carrot}}, which can be used on chewed carrots randomly found on the ground in certain locations to spawn a [[Happy Bunny (Mob)|Happy Bunny]], which will offer a golden treasure coffers with a different reward pool.&lt;br /&gt;
&lt;br /&gt;
==Persistent Pots==&lt;br /&gt;
{{main|Persistent Pot}}&lt;br /&gt;
Rescue Persistent Pots by completing the {{i|Persistent Pots}} or {{i|Pleading Pots}} FATEs to start a minigame that will lead the player to a hidden treasure coffer in certain locations.&lt;br /&gt;
&lt;br /&gt;
Persistent Pots are highly desirable due to their rewards, so it is common for players to ask for respawn timers in an instance. A common format is X:AA N and X:BB S, corresponding to the north FATE (Persistent Fots) and south FATE (Pleading Pots) respectively. For example, X:15 N, X:45 S means that the north FATE will spawn at 15 minutes on the hour for the player&#039;s local time, and the south FATE will spawn at 45 minutes on the hour.&lt;br /&gt;
&lt;br /&gt;
==The Forked Tower: Blood==&lt;br /&gt;
{{main|The Forked Tower: Blood}}&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
[[File:Forked Tower icon.png|left]] &#039;&#039;&#039;The Forked Tower: Blood&#039;&#039;&#039; is an optional high-end raid within the South Horn instance that serves as a capstone for Occult Crescent. There is no story progression associated with this duty. However, players may earn exclusive rewards such as entries 26-30 in the [[Occult Record]], {{item icon|Sanguinite}} that is used to upgrade [[Arcanaut&#039;s Armor +1]] to [[Arcanaut&#039;s Armor +2|+2]] and purchase other rewards, the {{item icon|Magitaur Card}}, {{item icon|Demon Haul}} mount, achievements, and titles. It is much more comparable to {{i|The Baldesion Arsenal}} than normal-difficulty content such as {{i|Castrum Lacus Litore}}. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers].&lt;br /&gt;
&lt;br /&gt;
To enter, 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 players on the glowing platform 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;
&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;
==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|Highly Crescentialed}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Occult Crescent: South Horn}}&lt;br /&gt;
{{achievement table row|Observing the Occult}}&lt;br /&gt;
{{achievement table row|Critical Thinking I}}&lt;br /&gt;
{{achievement table row|Critical Thinking II}}&lt;br /&gt;
{{achievement table row|Critical Thinking III}}&lt;br /&gt;
{{achievement table row|Critical Thinking IV}}&lt;br /&gt;
{{achievement table row|Horns of Plenty I}}&lt;br /&gt;
{{achievement table row|Horns of Plenty II}}&lt;br /&gt;
{{achievement table row|Horns of Plenty III}}&lt;br /&gt;
{{achievement table row|Horns of Plenty IV}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit I}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit II}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit III}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit IV}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine I}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine II}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine III}}&lt;br /&gt;
{{achievement table row|Occult Erudition I}}&lt;br /&gt;
{{achievement table row|Occult Erudition II}}&lt;br /&gt;
{{achievement table row|Occult Erudition III}}&lt;br /&gt;
{{achievement table row|Occult Erudition IV}}&lt;br /&gt;
{{achievement table row|Phantomastery I}}&lt;br /&gt;
{{achievement table row|Phantomastery II}}&lt;br /&gt;
{{achievement table row|Phantomastery III}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam I}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam II}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam III}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Garden Relics}}&lt;br /&gt;
{{music table row|The Wanderer&#039;s Haven|A Tonberry&#039;s Tears|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Crystallized Caverns|Far From Home|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Shadowed City|Shadow of the Body|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Lost Citadel|Aftermath|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Battle|Garden Ruins}}&lt;br /&gt;
{{music table row|FATEs|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Critical Encounters|A New World (Dawntrail)}}&lt;br /&gt;
{{music table row|Persistent Pot minigame|By Design}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=400px mode=packed&amp;gt;&lt;br /&gt;
South Horn Level Zones.jpg | Enemy Level Zones&lt;br /&gt;
South Horn Enemy Locations.png | Normal Enemy Locations&lt;br /&gt;
South Horn Weather Mobs.jpg|Weather-restricted Enemy Locations. Green denotes Crescent Fool patrols.&lt;br /&gt;
South Horn Survey Points.png|Survey Points&lt;br /&gt;
South Horn Random Coffers.jpg| Random Overworld Treasure Coffer Locations&lt;br /&gt;
South Horn Pot Coffers.jpg| Persistent Pot Coffer Locations&lt;br /&gt;
South Horn Carrots.jpg|Chewed Carrot Locations&lt;br /&gt;
South Horn Annotated Map.jpg| Annotated Map&lt;br /&gt;
South Horn demiatma map V2.jpg| Demiatma Locations for {{i|Arcane Artistry}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
South Horn intro.jpg&lt;br /&gt;
Occult Crescent2.jpg&lt;br /&gt;
Occult Crescent3.jpg&lt;br /&gt;
Occult Crescent5.jpg&lt;br /&gt;
Occult Crescent7.jpg&lt;br /&gt;
Occult Crescent8.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.4|&lt;br /&gt;
**Three new phantom jobs—Phantom Mystic Knight, Phantom Gladiator, and Phantom Dancer—have been added.&lt;br /&gt;
**New accessories offering bonus effects only active on the Occult Crescent have been added.&lt;br /&gt;
**New items are available from the expedition antiquarian on the south horn (X:38.1 Y:7.0).&lt;br /&gt;
**New rewards are available from treasure coffers in the field.}}&lt;br /&gt;
*{{patch|7.3|&lt;br /&gt;
**When entering with an alliance of 24 members or more, you will always enter a new instance.&lt;br /&gt;
***This newly created instance will be considered &amp;quot;occupied,&amp;quot; preventing entry by players that are not part of the alliance.&lt;br /&gt;
***If an alliance meets the entry requirements for the Forked Tower, the Auroral Mirage weather effect will begin five minutes after entering the Occult Crescent. Once the alliance completes entry into the tower, or ten minutes have passed, the weather will clear and the instance will no longer be considered occupied.&lt;br /&gt;
***If an alliance fails to meet the entry requirements for the Forked Tower, the instance will no longer be considered occupied five minutes after entering the Occult Crescent.&lt;br /&gt;
**The minimum number of players that must offer Sanguine Ciphers to enter the Forked Tower: Blood has been increased from 16 to 24 players.&lt;br /&gt;
**The window displayed when using Sanguine Ciphers has been updated to show detailed information on the number of players who have secured entry and those yet seeking entry.&lt;br /&gt;
**Only players who have used a Sanguine Cipher will now be eligible for selection to enter the Forked Tower: Blood.&lt;br /&gt;
**While a critical encounter is in progress, the appearance of the Auroral Mirage weather effect will be put on hold.&lt;br /&gt;
***If its occurrence has been deferred, it will begin immediately after the encounter has ended.&lt;br /&gt;
**During the critical encounter Calamity Bound, the Seal Asunder mechanic will function differently with a lower number of participants.&lt;br /&gt;
**The items obtained from treasure coffers revealed by persistent pots and happy bunnies have been changed.}}&lt;br /&gt;
*&amp;lt;span style=&amp;quot;display:inline-block; min-width: 40px; text-align:center&amp;quot;&amp;gt;{{DT}}&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hotfix (2025-07-03):&#039;&#039;&#039;&lt;br /&gt;
**The “Alliance” tab in the Party Finder screen now includes “The Occult Crescent: South Horn.” Using this feature, players can form alliances of up to 48 players and enter “The Occult Crescent: South Horn.”&lt;br /&gt;
**In “The Occult Crescent: South Horn,” the time until “Weather: Mirage” occurs when a new instance is generated has been shortened.&lt;br /&gt;
*{{patch|7.25}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Upon entering certain regions, the background music will change to reflect the theme of the respective [[Fifth Astral Era]] civilization featured in previous [[dungeons]] or [[raids]]:&lt;br /&gt;
** The Wanderer&#039;s Haven (Nym): [[The Wanderer&#039;s Palace]]&lt;br /&gt;
** Crystallized Caverns (Skalla): [[The Drowned City of Skalla]]&lt;br /&gt;
** Shadowed City (Mhach): [[Dun Scaith]]&lt;br /&gt;
** Lost Citadel (Amdapor): [[Amdapor Keep]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://lynn.pet/map/southhorn?x=21.08&amp;amp;y=-20.96&amp;amp;zoom=4.5 Interactive Map - lynn.pet]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1xAPJgrmlATNQPlXkQWIZay7giSYS54AlXlsFUCmL5SY/edit?gid=1168848000#gid=1168848000 South Horn Bestiary]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1oWuDtRxYUsVo2HxzvUecnzXpyRo1ozxuw_s6Lr2gepU/edit?gid=2005261057#gid=2005261057 Enemy Status Resistances]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1yqCALcL1BvJPDd9J7KQWuV8SbAeS-PReKMtGKgs-acc/edit?gid=199871173#gid=199871173 Miscellaneous Information Spreadsheet]&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;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1278185</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1278185"/>
		<updated>2026-04-12T13:08:13Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Recommendations */ convert to game icons, minor tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{i|Hunting Log}}&amp;lt;br /&amp;gt;{{i|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{i|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{i|Guildhests}}&amp;lt;br /&amp;gt;{{i|Levequests|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{i|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{i|Challenge Log}}&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{i|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{i|Hunting Log}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Duty Support}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{i|Palace of the Dead}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{i|Duty Roulette: Alliance Raids}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&amp;lt;br /&amp;gt;{{i|Daily Challenge: Frontline}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{i|Challenge Log}}&amp;lt;br /&amp;gt;{{i|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{i|Duty Support}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{i|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{i|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{i|Zadnor}}&amp;lt;br /&amp;gt;{{i|Duty Support}} / {{i|Trust}}&amp;lt;br /&amp;gt;{{i|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{i|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{i|Duty Support}} / {{i|Trust}}&amp;lt;br /&amp;gt;{{i|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{i|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&amp;lt;br /&amp;gt;{{i|Variant Dungeons}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide 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;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276208</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=1276208"/>
		<updated>2026-04-06T13:05:37Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* East: Guardian Bat x3 */ shirahadori for weapon raidwide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&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;
| region = ???&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 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 and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&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&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&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;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&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;
| Up to 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;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&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 explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&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;
| 1 (only if no Dancer)&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 per berserker&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;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&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;
==== Southeast: [[Guardian Weapon]] ====&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 (&#039;&#039;&#039;Keen Wind&#039;&#039;&#039;). It isn&#039;t impossible to defeat with tanks using their invulnerability skills, {{phantom job|samurai|name=y}}&#039;s {{action icon|Shirahadori}}, and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable, only to be used as a last resort. 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;
*In [[patch 7.4]], cipher costs were lowered by 67%.&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>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276205</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=1276205"/>
		<updated>2026-04-06T12:32:21Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Phantom Job Requirements */ reflect the current meta a little more accurately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&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;
| region = ???&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 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 and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&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&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&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;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&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;
| Up to 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;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&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 explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&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;
| 1 (only if no Dancer)&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 per berserker&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;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&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;
*In [[patch 7.4]], cipher costs were lowered by 67%.&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>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos:_Transcription&amp;diff=1272771</id>
		<title>Necrologos: Transcription</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos:_Transcription&amp;diff=1272771"/>
		<updated>2026-03-29T17:26:45Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Hubry moved page Necrologos: Transcription to Necrologos Transcription over redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Necrologos Transcription]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos_Transcription&amp;diff=1272770</id>
		<title>Necrologos Transcription</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos_Transcription&amp;diff=1272770"/>
		<updated>2026-03-29T17:26:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Hubry moved page Necrologos: Transcription to Necrologos Transcription over redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Necrologos Transcription&lt;br /&gt;
| icon = necrologos transcription icon1.png&lt;br /&gt;
| description = While appearing to be gibberish, the words written within this tome fiendishly incorporate a summoning spell. Readers are advised to exercise caution lest they inadvertently unleash an army of voidsent.&lt;br /&gt;
| type = other&lt;br /&gt;
| material-type = Tabletop&lt;br /&gt;
| rarity = white&lt;br /&gt;
| value = 30&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 8d2ded9a990&lt;br /&gt;
| id-gt = 33277&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Duties===&lt;br /&gt;
*{{i|The Great Gubal Library (Hard)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
*[[Player Housing]] decoration item&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*[https://forum.square-enix.com/ffxiv/threads/309286 SE Official Forum: Attempted player translation]&lt;br /&gt;
* NOTE: Despite being a &amp;quot;tabletop&amp;quot; item, this is larger than many tables.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Necrologos Transcription front.png&lt;br /&gt;
File:Necrologos Transcription rear.png&lt;br /&gt;
File:Necrologos Transcription scale.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Fishing_data_revamp&amp;diff=1207695</id>
		<title>FFXIV Wiki:Fishing data revamp</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Fishing_data_revamp&amp;diff=1207695"/>
		<updated>2026-02-20T23:52:16Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* To-Dos */ some info sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project&lt;br /&gt;
| status = In Progress&lt;br /&gt;
| members = OnyxVindicator, Bagelchips, Hubry, Skissors-Wolf, Vchiru&lt;br /&gt;
| needs help = y&lt;br /&gt;
| discord = https://discord.com/channels/312060255469305856/1403437292349030523&lt;br /&gt;
| Updating all fishing data across the wiki.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* This project is to clean up and standardize Fishing data so that it can be viewed in a reasonable and accurate manner, and also have semantic data populated for use on other pages.&lt;br /&gt;
* The data will be set up similar to the Miner/Botanist pages, such that most of the Fish data exists on the Fish pages but the location availability will be on the Fishing Log pages (mirroring MIN/BTN&#039;s setup on Area pages).&lt;br /&gt;
* Work in earnest is planned for 7.5x, but may happen sooner.&lt;br /&gt;
* OnyxVindicator is the primary contact person for this project.&lt;br /&gt;
&lt;br /&gt;
==To-Dos==&lt;br /&gt;
* Find good sources for the data elements listed in later sections&lt;br /&gt;
** [https://github.com/ffxiv-teamcraft/ffxiv-teamcraft/blob/staging/libs/data/src/lib/json/fishing-sources.json Teamcraft&#039;s Allagan Reports data for fishing], contains most of the manual data that can&#039;t be datamined (need to source intuition duration from elsewhere though, probably Carby)&lt;br /&gt;
** [https://github.com/ffxiv-teamcraft/ffxiv-teamcraft/blob/staging/libs/data/src/lib/json/spearfishing-sources.json Same data for spearfishing]&lt;br /&gt;
** [https://github.com/icykoneko/ff14-fish-tracker-app/blob/master/private/fishData.yaml Carby data] (*mostly* the same as TC but does not contain most common fish, and recommends worse baits in many places)&lt;br /&gt;
** [https://docs.google.com/spreadsheets/d/1R0Nt8Ye7EAQtU8CXF1XRRj67iaFpUk1BXeDgt6abxsQ/edit Tyo&#039;to Tayuun&#039;s ocean fishing spreadsheet]&lt;br /&gt;
** Tracky data for desynthesis&lt;br /&gt;
** Game sheets: FishParameter, FishingSpot, SpearfishingItem, AquariumFish, CollectablesShopItem (+ linked sheets for reward details), probably others missed&lt;br /&gt;
* Compile that data into a CSV file for upload&lt;br /&gt;
* Update the fishing data on fish pages&lt;br /&gt;
* Make semantic tables on the Fishing Log pages&lt;br /&gt;
** Make related templates&lt;br /&gt;
* Make semantic tables on the Big Fish page&lt;br /&gt;
** Make related templates&lt;br /&gt;
&lt;br /&gt;
==Preliminary List of Parameters/Properties and Categories==&lt;br /&gt;
Parameters&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
! Parameter !! Data&lt;br /&gt;
|-&lt;br /&gt;
| name || Fish Name&lt;br /&gt;
|-&lt;br /&gt;
| icon || Item icon image&lt;br /&gt;
|-&lt;br /&gt;
| item-description || item description&lt;br /&gt;
|-&lt;br /&gt;
| log-description || fishing log description&lt;br /&gt;
|-&lt;br /&gt;
| gathering || Gathering Requirement&lt;br /&gt;
|-&lt;br /&gt;
| time-start || Start of window&lt;br /&gt;
|-&lt;br /&gt;
| time-end || End of window&lt;br /&gt;
|-&lt;br /&gt;
| weather-previous || delimited list&lt;br /&gt;
|-&lt;br /&gt;
| weather-current || delimited list&lt;br /&gt;
|-&lt;br /&gt;
| intuition || Fisher&#039;s Intuition - [delimited list of &amp;quot;# fish name&amp;quot;]&lt;br /&gt;
|-&lt;br /&gt;
| bite || Bite Strength† - !/!!/!!!&lt;br /&gt;
|-&lt;br /&gt;
| lure-action || Patience Hookset/Powerful Hookset or Modest Lure/Ambitious Lure (weak, strong)&lt;br /&gt;
|-&lt;br /&gt;
| lure-message || Modest Lure/Ambitious Lure + Required Lure Message&lt;br /&gt;
|-&lt;br /&gt;
| preferred-bait || Preferred Bait† - if mooch, list the mooch fish and the prereqs for that mooch fish&lt;br /&gt;
|-&lt;br /&gt;
| allowed-bait || Other Allowed Bait&lt;br /&gt;
|-&lt;br /&gt;
| release || Patch Release (currently on the infobox; could stay here)&lt;br /&gt;
|-&lt;br /&gt;
| legendary-type || Fishing Rarity -  Normal (default), Big Fish, Legendary Fish, Fabled Legendary Fish&lt;br /&gt;
|-&lt;br /&gt;
| habitat || Fishing Type  - Freshwater, Saltwater, Sand, Sky, Clouds, Magma, Aetherochemical, Salt Lake, Space, Spearfishing, Ocean Fishing, Spectral Ocean Fishing&lt;br /&gt;
|-&lt;br /&gt;
| is-swimbait || Is Mooch Bait flag (might have better name for this; can ask fishing community)&lt;br /&gt;
|-&lt;br /&gt;
| gives-intuition || Gives Intuition flag (for getting Fisher&#039;s Intuition)&lt;br /&gt;
|-&lt;br /&gt;
| is-collectable || Collectable flag&lt;br /&gt;
|-&lt;br /&gt;
| collectability || Collectability score&lt;br /&gt;
|-&lt;br /&gt;
| scrip-value || &amp;lt;-- not sure if we want this here or if this can be put on the Collectable Appraiser page instead&lt;br /&gt;
|-&lt;br /&gt;
| ocean-fishing-value || Value for ocean vishing score&lt;br /&gt;
|-&lt;br /&gt;
| is-spectral || Is a fish that can trigger Spectral Currents for Ocean Fishing&lt;br /&gt;
|-&lt;br /&gt;
| req-snagging || Snagging Required flag&lt;br /&gt;
|-&lt;br /&gt;
| req-intuition || Is Intuition Fish (might have better name for this)&lt;br /&gt;
|-&lt;br /&gt;
| req-tome || Requires a Tome of Ichthyological Folklore&lt;br /&gt;
|-&lt;br /&gt;
| req-other || Fish that require a specific quest or rod (&amp;quot;quest:QUESTNAME&amp;quot; or &amp;quot;rod:FISHINGROD&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| length || Size - min-max&lt;br /&gt;
|-&lt;br /&gt;
| desynth-results || Desynth&lt;br /&gt;
|-&lt;br /&gt;
| fishing-level || Fishing Level&lt;br /&gt;
|-&lt;br /&gt;
| canvas-size || Canvas Size (S, M, L, XL)&lt;br /&gt;
|-&lt;br /&gt;
| aquarium-type || Aquarium Type (freshwater, saltwater, none)&lt;br /&gt;
|-&lt;br /&gt;
| aquarium-image || Image file for fish in aquarium&lt;br /&gt;
|-&lt;br /&gt;
| spearfish-size || Icon Size - small/medium/large&lt;br /&gt;
|-&lt;br /&gt;
| spearfish-speed || Swim Speed - slow/average/fast/very fast (might be better terms; check FruitySnacks guides)&lt;br /&gt;
|-&lt;br /&gt;
| eph-node-spawned || If this fish is used to spawn an ephemeral node, list it; else null&lt;br /&gt;
|-&lt;br /&gt;
| id-edb || EDB link&lt;br /&gt;
|-&lt;br /&gt;
| id-gt || TC/GT link&lt;br /&gt;
|-&lt;br /&gt;
| video-link || FruitySnacks video guide link (Carby has this)&lt;br /&gt;
|-&lt;br /&gt;
| id-cp ?? || Look into links for CarbunclePlushy - I don&#039;t think we can do this&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Parameters for Fishing Log pages:&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
| prime-loc || Primary Fishing Spot flag (yes/no; default yes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Categories:&lt;br /&gt;
* [expansion] Fish&lt;br /&gt;
* [expansion] Big Fish / Big Fish&lt;br /&gt;
* [expansion] Legendary Fish / Legendary Fish&lt;br /&gt;
* Fabled Legendary Fish&lt;br /&gt;
* Collectable Fish (?)&lt;br /&gt;
* Custom Delivery Fish (?)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199460</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=1199460"/>
		<updated>2026-02-02T20:12:42Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Undo revision 1199458 by Hubry (talk) nvm, not sure on progress into the second&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 = ???&lt;br /&gt;
| entrance-coordinates = &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]]s that patrol the area. Should a player be spotted by a mammet, it will follow them and fire large conal ice AoEs. Being hit by a mammet&#039;s AoE will inflict {{status effect|deep freeze}} [[Deep Freeze]] for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
4 different types of cakes can be made, each of which requires a different combination of ingredients. 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 2nd cake onwards, the background music will change and the mammets will move faster. The 5th cake has no specific ingredient requirements, only needing 4 ingredients submitted per category.&lt;br /&gt;
&lt;br /&gt;
Players have access to the duty action &amp;quot;Bake: Off&amp;quot;, which will temporarily stun mammets in a cone in front of the user. 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. Players will then have an opportunity to give [[Player Commendation]]s to their party members.&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 || 34&lt;br /&gt;
|-&lt;br /&gt;
| 2 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 123&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 150&lt;br /&gt;
|}&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;
* 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;
&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;
{{Duties nav/dungeon}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199458</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=1199458"/>
		<updated>2026-02-02T20:11:27Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Rewards */ two cake reward&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 = ???&lt;br /&gt;
| entrance-coordinates = &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]]s that patrol the area. Should a player be spotted by a mammet, it will follow them and fire large conal ice AoEs. Being hit by a mammet&#039;s AoE will inflict {{status effect|deep freeze}} [[Deep Freeze]] for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
4 different types of cakes can be made, each of which requires a different combination of ingredients. 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 2nd cake onwards, the background music will change and the mammets will move faster. The 5th cake has no specific ingredient requirements, only needing 4 ingredients submitted per category.&lt;br /&gt;
&lt;br /&gt;
Players have access to the duty action &amp;quot;Bake: Off&amp;quot;, which will temporarily stun mammets in a cone in front of the user. 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. Players will then have an opportunity to give [[Player Commendation]]s to their party members.&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 || 34&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 73&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 123&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 150&lt;br /&gt;
|}&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;
* 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;
&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;
{{Duties nav/dungeon}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199239</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199239"/>
		<updated>2026-02-02T19:20:46Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Low efficiency side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&amp;lt;br /&amp;gt;{{questlink|feature|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{questlink|guildhest|Guildhests}}&amp;lt;br /&amp;gt;{{questlink|levequest|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{questlink|ddungeon|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dungeon|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Alliance Raids}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;&#039;&#039;(60+) {{questlink|dutyroulette|Duty Roulette: Normal Raids}}&#039;&#039;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&amp;lt;br /&amp;gt;{{item icon|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{questlink|ddungeon|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{questlink|bsf|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{questlink|bsf|Zadnor}}&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|ddungeon|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{questlink|ddungeon|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide 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;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199229</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199229"/>
		<updated>2026-02-02T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: leveling table wip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Low efficiency side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&amp;lt;br /&amp;gt;{{questlink|feature|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{questlink|guildhest|Guildhests}}&amp;lt;br /&amp;gt;{{questlink|levequest|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{questlink|ddungeon|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dungeon|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Alliance Raids}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&amp;lt;br /&amp;gt;&#039;&#039;(60+) {{questlink|dutyroulette|Duty Roulette: Normal Raids}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&amp;lt;br /&amp;gt;{{item icon|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{questlink|ddungeon|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{questlink|bsf|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{questlink|bsf|Zadnor}}&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|ddungeon|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{questlink|ddungeon|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide 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;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Revelation&amp;diff=1126258</id>
		<title>Forgotten Fragment of Revelation</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Revelation&amp;diff=1126258"/>
		<updated>2025-11-16T17:25:49Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Revelation&lt;br /&gt;
| icon = forgotten fragment of revelation icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 25&amp;lt;br&amp;gt;Potential memories contained: Resistance Elixir, Lost Full Cure&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 34fb0070806&lt;br /&gt;
| id-gt = 33778&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Revelation&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}} (x3)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Resistance Elixir}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Full Cure}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Cunning&amp;diff=1126256</id>
		<title>Forgotten Fragment of Cunning</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Cunning&amp;diff=1126256"/>
		<updated>2025-11-16T17:25:26Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Cunning&lt;br /&gt;
| icon = forgotten fragment of cunning icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 25&amp;lt;br&amp;gt;Potential memories contained: Resistance Elixir, Lost Blood Rage&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 4bf54345844&lt;br /&gt;
| id-gt = 33779&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Cunning&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}} (x3)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Resistance Elixir}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Blood Rage}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Heroism&amp;diff=1126252</id>
		<title>Forgotten Fragment of Heroism</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Heroism&amp;diff=1126252"/>
		<updated>2025-11-16T17:24:51Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Heroism&lt;br /&gt;
| icon = forgotten fragment of heroism icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 25&amp;lt;br&amp;gt;Potential memories contained: Resistance Elixir, Lost Excellence&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 60a808bddf4&lt;br /&gt;
| id-gt = 33777&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Heroism&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}} (x3)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Resistance Elixir}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Excellence}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Artistry&amp;diff=1126238</id>
		<title>Forgotten Fragment of Artistry</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Artistry&amp;diff=1126238"/>
		<updated>2025-11-16T17:19:43Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Artistry&lt;br /&gt;
| icon = forgotten fragment of artistry icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 18&amp;lt;br&amp;gt;Potential memories contained: Lost Chainspell, Lost Assassination&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 0dd8a20e589&lt;br /&gt;
| id-gt = 33773&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Artistry&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Where Eagles Roost}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|Zadnor}} - The Western Plateau (zone 2)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Chainspell}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Assassination}} (~50%)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Easy to farm in {{questlink|bsf|Zadnor}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Water Sprites during Rain weather have the highest drop rates, however the drop rates for all ranks are lower than for other sprite fragments.&lt;br /&gt;
* Alternatively, {{aicon|Lost Death}} used on star ranks on the Western Plateau (typically combined with {{aicon|Sleep}}/{{aicon|Repose}} and {{aicon|Essence of the Ordained}}) can provide a decent number of fragments.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/artistry Upcoming Zadnor Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Inspiration&amp;diff=1126227</id>
		<title>Forgotten Fragment of Inspiration</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Inspiration&amp;diff=1126227"/>
		<updated>2025-11-16T17:13:21Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Inspiration&lt;br /&gt;
| icon = forgotten fragment of inspiration icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 22&amp;lt;br&amp;gt;Potential memories contained: Lost Impetus&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 8b02263ea76&lt;br /&gt;
| id-gt = 33776&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Inspiration&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|In Their Shadow}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Impetus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126224</id>
		<title>Forgotten Fragment of History</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126224"/>
		<updated>2025-11-16T17:09:10Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of History&lt;br /&gt;
| icon = forgotten fragment of history icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 16&amp;lt;br&amp;gt;Potential memories contained: Lodestone&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = add392b3ff9&lt;br /&gt;
| id-gt = 33768&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of History&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Resolve Unshaken}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
*{{questlink|skirmish-boss|Another Pilot Episode}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Breaking the Ice}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|Zadnor}} - The Southern Plateau (zone 1)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lodestone}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very easy to farm in large quantities in {{questlink|bsf|Zadnor}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Wind Sprites during Wind weather have the highest drop rates.&lt;br /&gt;
* Alternatively, {{aicon|Lost Death}} used on star ranks on the Southern Plateau (typically combined with {{aicon|Sleep}}/{{aicon|Repose}} and {{aicon|Essence of the Ordained}}) can provide a decent number of fragments.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/history Upcoming Zadnor Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126223</id>
		<title>Forgotten Fragment of History</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126223"/>
		<updated>2025-11-16T17:09:00Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of History&lt;br /&gt;
| icon = forgotten fragment of history icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 16&amp;lt;br&amp;gt;Potential memories contained: Lodestone&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = add392b3ff9&lt;br /&gt;
| id-gt = 33768&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of History&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Resolve Unshaken}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
*{{questlink|skirmish-boss|Another Pilot Episode}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Breaking the Ice}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|Zadnor}} - The Southern Plateau (zone 1)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lodestone}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very easy to farm in large quantities in {{questlink|bsf|Zadnor}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Wind Sprites during Wind weather have the highest drop rates.&lt;br /&gt;
* Alternatively, {{aicon|Lost Death}} used on star ranks on the Southern Plateau (typically combined with {{aicon|Sleep}}/{{aicon|Repose}} and {{aicon|Essence of the Ordained}}) can provide a decent number of fragments.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/history Upcoming BSF Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126220</id>
		<title>Forgotten Fragment of History</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_History&amp;diff=1126220"/>
		<updated>2025-11-16T17:08:34Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of History&lt;br /&gt;
| icon = forgotten fragment of history icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 16&amp;lt;br&amp;gt;Potential memories contained: Lodestone&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = add392b3ff9&lt;br /&gt;
| id-gt = 33768&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of History&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Resolve Unshaken}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
*{{questlink|skirmish-boss|Another Pilot Episode}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Breaking the Ice}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|Zadnor}} - The Southern Plateau (zone 1)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lodestone}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very easy to farm in large quantities in {{questlink|bsf|Zadnor}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Wind Sprites during Wind weather have the highest drop rates.&lt;br /&gt;
* Alternatively, {{aicon|Lost Death}} used on star ranks on the Southern Plateau (typically combined with {{aicon|Sleep}}/{{aicon|Repose}} and {{aicon|Essence of the Ordained}}) can provide a decent number of fragments.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[https://lynn.pet/forecast/history Upcoming BSF Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Tenacity&amp;diff=1126218</id>
		<title>Forgotten Fragment of Tenacity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Tenacity&amp;diff=1126218"/>
		<updated>2025-11-16T16:48:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Tenacity&lt;br /&gt;
| icon = forgotten fragment of tenacity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 22&amp;lt;br&amp;gt;Potential memories contained: Lost Bubble&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 4c5acc303c5&lt;br /&gt;
| id-gt = 33775&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Tenacity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|In Their Shadow}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes and Critical Engagements===&lt;br /&gt;
*{{questlink|skirmish-enemies|Attack of the Machines}}&lt;br /&gt;
*{{questlink|ce-nm|Feeling the Burn}}&lt;br /&gt;
*{{questlink|ce-wave|Lean, Mean, Magitek Machines}}&lt;br /&gt;
*{{questlink|ce-nm|Looks to Die For}}&lt;br /&gt;
*{{questlink|skirmish-boss|Still Only Counts as One}}&lt;br /&gt;
*{{questlink|ce-nm|Worn to a Shadow}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Bubble}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Typically the cheapest [[market board]] fragment thanks to low usage of Lost Bubble combined with dropping in the best [[mettle]] farm area, making it a cheap option for completion of {{item icon|Lost and Found IV}} for the {{item icon|Bozjan Earring}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Desperation&amp;diff=1126217</id>
		<title>Forgotten Fragment of Desperation</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Desperation&amp;diff=1126217"/>
		<updated>2025-11-16T16:35:46Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Desperation&lt;br /&gt;
| icon = forgotten fragment of desperation icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 22&amp;lt;br&amp;gt;Potential memories contained: Lost Protect II, Lost Shell II&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = d0546a9743b&lt;br /&gt;
| id-gt = 33774&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Desperation&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|In Their Shadow}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Protect II}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Shell II}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Ferocity&amp;diff=1126216</id>
		<title>Forgotten Fragment of Ferocity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Ferocity&amp;diff=1126216"/>
		<updated>2025-11-16T16:33:08Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Ferocity&lt;br /&gt;
| icon = forgotten fragment of ferocity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 16&amp;lt;br&amp;gt;Potential memories contained: Lost Stoneskin II, Lost Rampage&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 1199421258d&lt;br /&gt;
| id-gt = 33770&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Ferocity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Resolve Unshaken}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Stoneskin II}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Rampage}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Rage&amp;diff=1126215</id>
		<title>Forgotten Fragment of Rage</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Rage&amp;diff=1126215"/>
		<updated>2025-11-16T16:32:30Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Rage&lt;br /&gt;
| icon = forgotten fragment of rage icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 16&amp;lt;br&amp;gt;Potential memories contained: Lost Stoneskin II, Lost Burst&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = dfde29d8505&lt;br /&gt;
| id-gt = 33769&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Rage&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Resolve Unshaken}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Lost Stoneskin II}} (~50%)&lt;br /&gt;
* {{Item icon|Lost Burst}} (~50%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Moonlight&amp;diff=1126214</id>
		<title>Forgotten Fragment of Moonlight</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Moonlight&amp;diff=1126214"/>
		<updated>2025-11-16T16:31:52Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Moonlight&lt;br /&gt;
| icon = forgotten fragment of moonlight icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 18&amp;lt;br&amp;gt;Potential memories contained: Light Curtain&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 2d2229b0ea0&lt;br /&gt;
| id-gt = 33771&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Moonlight&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Where Eagles Roost}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{Item icon|Light Curtain}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Hope&amp;diff=1126213</id>
		<title>Forgotten Fragment of Hope</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Hope&amp;diff=1126213"/>
		<updated>2025-11-16T16:30:47Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Hope&lt;br /&gt;
| icon = forgotten fragment of hope icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 18&amp;lt;br&amp;gt;Potential memories contained: Lost Reraise&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = cfdba750460&lt;br /&gt;
| id-gt = 33772&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Hope&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Where Eagles Roost}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
*  {{Item icon|Lost Reraise}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Observation&amp;diff=1126212</id>
		<title>Forgotten Fragment of Observation</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Observation&amp;diff=1126212"/>
		<updated>2025-11-16T16:26:06Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Observation&lt;br /&gt;
| icon = forgotten fragment of observation icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 10&amp;lt;br&amp;gt;Potential memory contained: Lost Perception&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 586fa54a14f&lt;br /&gt;
| id-gt = 32162&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Observation&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|A Sign of What&#039;s to Come}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Perception}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Loss&amp;diff=1126211</id>
		<title>Forgotten Fragment of Loss</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Loss&amp;diff=1126211"/>
		<updated>2025-11-16T16:22:37Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Loss&lt;br /&gt;
| icon = forgotten fragment of loss icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 14&amp;lt;br&amp;gt;Potential memory contained: Lost Sacrifice&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 2e33b4c54b6&lt;br /&gt;
| id-gt = 32164&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&#039;&#039;&#039;Forgotten Fragment of Loss&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Sacrifice}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Fortitude&amp;diff=1126210</id>
		<title>Forgotten Fragment of Fortitude</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Fortitude&amp;diff=1126210"/>
		<updated>2025-11-16T16:08:07Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Fortitude&lt;br /&gt;
| icon = forgotten fragment of fortitude icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Pure Essence of the Indomitable, Lost Aethershield&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = cb3cbb1ad19&lt;br /&gt;
| id-gt = 32833&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Fortitude&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Indomitable}} (~33%)&lt;br /&gt;
* {{item icon|Lost Aethershield}} (~67%)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Finesse&amp;diff=1126209</id>
		<title>Forgotten Fragment of Finesse</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Finesse&amp;diff=1126209"/>
		<updated>2025-11-16T16:07:39Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Finesse&lt;br /&gt;
| icon = forgotten fragment of finesse icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Pure Essence of the Fiendhunter, Lost Dervish&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = ccd6cc46100&lt;br /&gt;
| id-gt = 32832&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Finesse&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Fiendhunter}} (~33%)&lt;br /&gt;
* {{item icon|Lost Dervish}} (~67%)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Divinity&amp;diff=1126208</id>
		<title>Forgotten Fragment of Divinity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Divinity&amp;diff=1126208"/>
		<updated>2025-11-16T16:06:20Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Divinity&lt;br /&gt;
| icon = forgotten fragment of divinity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Pure Essence of the Divine, Lost Seraph Strike&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = c28e88edb56&lt;br /&gt;
| id-gt = 32834&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Divinity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Divine}} (~33%)&lt;br /&gt;
* {{item icon|Lost Seraph Strike}}  (~67%)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Deception&amp;diff=1126207</id>
		<title>Forgotten Fragment of Deception</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Deception&amp;diff=1126207"/>
		<updated>2025-11-16T16:05:25Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Deception&lt;br /&gt;
| icon = forgotten fragment of deception icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 13&amp;lt;br&amp;gt;Potential memory contained: Pure Essence of the Gambler&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = fb5d3fb91cf&lt;br /&gt;
| id-gt = 32163&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Deception&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Gambler}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Contention&amp;diff=1126206</id>
		<title>Forgotten Fragment of Contention</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Contention&amp;diff=1126206"/>
		<updated>2025-11-16T16:02:38Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Contention&lt;br /&gt;
| icon = forgotten fragment of contention icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Pure Essence of the Duelist, Lost Rend Armor&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = d3591474114&lt;br /&gt;
| id-gt = 32831&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Contention&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Duelist}} (~33%)&lt;br /&gt;
* {{item icon|Lost Rend Armor}} (~67%)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Clarity&amp;diff=1126205</id>
		<title>Forgotten Fragment of Clarity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Clarity&amp;diff=1126205"/>
		<updated>2025-11-16T16:01:16Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Clarity&lt;br /&gt;
| icon = forgotten fragment of clarity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Pure Essence of the Elder, Lost Flare Star&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 14944f07488&lt;br /&gt;
| id-gt = 32165&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Clarity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
===Duties===&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae}}&lt;br /&gt;
* {{questlink|del-reg|Delubrum Reginae (Savage)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Pure Essence of the Elder}} (~33%)&lt;br /&gt;
* {{item icon|Lost Flare Star}} (~67%)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Caprice&amp;diff=1126204</id>
		<title>Forgotten Fragment of Caprice</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Caprice&amp;diff=1126204"/>
		<updated>2025-11-16T15:51:17Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Caprice&lt;br /&gt;
| icon = forgotten fragment of caprice icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 15&amp;lt;br&amp;gt;Potential memories contained: Lost Fair Trade, Mimic, Dynamis Dice&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 14ec56f3d61&lt;br /&gt;
| id-gt = 30899&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Caprice&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Fair Trade}} (~10%)&lt;br /&gt;
* {{item icon|Mimic}} (~20%)&lt;br /&gt;
* {{item icon|Dynamis Dice}} (~70%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Becoming&amp;diff=1126203</id>
		<title>Forgotten Fragment of Becoming</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Becoming&amp;diff=1126203"/>
		<updated>2025-11-16T15:43:58Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Becoming&lt;br /&gt;
| icon = forgotten fragment of becoming icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 13&amp;lt;br&amp;gt;Potential memories contained: Deep Essence of the Guardian, Deep Essence of the Ordained, Deep Essence of the Skirmisher, Deep Essence of the Watcher, Deep Essence of the Profane, Deep Essence of the Irregular, Deep Essence of the Breathtaker&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 0daf5ec33e1&lt;br /&gt;
| id-gt = 30897&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Becoming&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Deep Essence of the Guardian}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Ordained}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Skirmisher}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Watcher}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Profane}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Irregular}} (~14%)&lt;br /&gt;
* {{item icon|Deep Essence of the Breathtaker}} (~14%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Transcendence&amp;diff=1126202</id>
		<title>Forgotten Fragment of Transcendence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Transcendence&amp;diff=1126202"/>
		<updated>2025-11-16T15:42:58Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Transcendence&lt;br /&gt;
| icon = forgotten fragment of transcendence icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 14&amp;lt;br&amp;gt;Potential memories contained: Deep Essence of the Bloodsucker, Deep Essence of the Beast, Deep Essence of the Templar&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 425af0db74d&lt;br /&gt;
| id-gt = 30898&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Transcendence&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Deep Essence of the Bloodsucker}} (~33%)&lt;br /&gt;
* {{item icon|Deep Essence of the Beast}} (~33%)&lt;br /&gt;
* {{item icon|Deep Essence of the Templar}} (~33%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Superstition&amp;diff=1126201</id>
		<title>Forgotten Fragment of Superstition</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Superstition&amp;diff=1126201"/>
		<updated>2025-11-16T15:42:17Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Superstition&lt;br /&gt;
| icon = forgotten fragment of superstition icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 11&amp;lt;br&amp;gt;Potential memories contained: Essence of the Bloodsucker, Essence of the Beast, Essence of the Templar&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 00c98d0a259&lt;br /&gt;
| id-gt = 30894&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Superstition&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Essence of the Bloodsucker}} (~33%)&lt;br /&gt;
* {{item icon|Essence of the Beast}} (~33%)&lt;br /&gt;
* {{item icon|Essence of the Templar}} (~33%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Sagacity&amp;diff=1126200</id>
		<title>Forgotten Fragment of Sagacity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Sagacity&amp;diff=1126200"/>
		<updated>2025-11-16T15:40:55Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Sagacity&lt;br /&gt;
| icon = forgotten fragment of sagacity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 12&amp;lt;br&amp;gt;Potential memories contained: Lost Font of Magic, Lost Font of Skill, Lost Font of Power&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 9c1df3006fd&lt;br /&gt;
| id-gt = 30896&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Sagacity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
==={{questlink|zadnor|Zadnor|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|The Dalriada}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Font of Magic}} (~45.5%)&lt;br /&gt;
* {{item icon|Lost Font of Skill}} (~9%)&lt;br /&gt;
* {{item icon|Lost Font of Power}} (~45.5%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Mastery&amp;diff=1126198</id>
		<title>Forgotten Fragment of Mastery</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Mastery&amp;diff=1126198"/>
		<updated>2025-11-16T15:34:22Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Mastery&lt;br /&gt;
| icon = forgotten fragment of mastery icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 11&amp;lt;br&amp;gt;Potential memories contained: Deep Essence of the Aetherweaver, Deep Essence of the Martialist, Deep Essence of the Savior, Deep Essence of the Veteran, Deep Essence of the Platebearer&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = b1e018cccd6&lt;br /&gt;
| id-gt = 30895&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Mastery&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|bsf|The Bozjan Southern Front|large=true}}===&lt;br /&gt;
*{{questlink|ce-assault|Castrum Lacus Litore}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Deep Essence of the Aetherweaver}} (~22%)&lt;br /&gt;
* {{item icon|Deep Essence of the Martialist}} (~22%)&lt;br /&gt;
* {{item icon|Deep Essence of the Savior}} (~11%)&lt;br /&gt;
* {{item icon|Deep Essence of the Veteran}} (~22%)&lt;br /&gt;
* {{item icon|Deep Essence of the Platebearer}} (~22%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Resolve&amp;diff=1126197</id>
		<title>Forgotten Fragment of Resolve</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Resolve&amp;diff=1126197"/>
		<updated>2025-11-16T15:32:08Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Resolve&lt;br /&gt;
| icon = forgotten fragment of resolve icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 8&amp;lt;br&amp;gt;Potential memories contained: Banner of Noble Ends, Banner of Honored Sacrifice, Banner of Tireless Conviction, Banner of Firm Resolve, Banner of Solemn Clarity, Banner of Honed Acuity&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 2b9cf10e515&lt;br /&gt;
| id-gt = 30892&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Resolve&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Signature Acquired}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Critical Engagements===&lt;br /&gt;
*{{questlink|ce-nm|Metal Fox Chaos}} (10)&lt;br /&gt;
*{{questlink|ce-nm|Trampled under Hoof}} (10)&lt;br /&gt;
*{{questlink|ce-nm|Where Strode the Behemoth}} (10)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Banner of Noble Ends}} (~20%)&lt;br /&gt;
* {{item icon|Banner of Honored Sacrifice}} (~20%)&lt;br /&gt;
* {{item icon|Banner of Tireless Conviction}} (~10%)&lt;br /&gt;
* {{item icon|Banner of Firm Resolve}} (~10%)&lt;br /&gt;
* {{item icon|Banner of Solemn Clarity}} (~20%)&lt;br /&gt;
* {{item icon|Banner of Honed Acuity}} (~20%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Ingenuity&amp;diff=1126196</id>
		<title>Forgotten Fragment of Ingenuity</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Ingenuity&amp;diff=1126196"/>
		<updated>2025-11-16T15:21:03Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Ingenuity&lt;br /&gt;
| icon = forgotten fragment of ingenuity icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 5&amp;lt;br&amp;gt;Potential memories contained: Lost Paralyze III, Lost Banish III, Lost Dispel, Lost Spellforge, Lost Steelsting, Lost Swift&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = c9c87de30fe&lt;br /&gt;
| id-gt = 30887&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Ingenuity&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Purchase===&lt;br /&gt;
{{vendor list}}&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|On the Offensive}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Paralyze III}} (~17%)&lt;br /&gt;
* {{item icon|Lost Banish III}} (~17%)&lt;br /&gt;
* {{item icon|Lost Dispel}} (~8%)&lt;br /&gt;
* {{item icon|Lost Spellforge}} (~17%)&lt;br /&gt;
* {{item icon|Lost Steelsting}} (~17%)&lt;br /&gt;
* {{item icon|Lost Swift}} (~24%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Preparation&amp;diff=1126195</id>
		<title>Forgotten Fragment of Preparation</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Preparation&amp;diff=1126195"/>
		<updated>2025-11-16T15:10:22Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link, farm info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Preparation&lt;br /&gt;
| icon = forgotten fragment of preparation icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 2&amp;lt;br&amp;gt;Potential memories contained: Resistance Phoenix, Resistance Potion&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 1839be0f56c&lt;br /&gt;
| id-gt = 30885&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Preparation&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Lost No Longer}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
*{{questlink|skirmish-enemies|None of Them Knew They Were Robots}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Unrest for the Wicked}}&lt;br /&gt;
*{{questlink|skirmish-enemies|All Pets Are Off}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Brought to Heal}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|The Bozjan Southern Front}} - Southern Entrenchment (zone 1)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Resistance Phoenix}} (~33%)&lt;br /&gt;
* {{item icon|Resistance Potion}} (~66%)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very easy to farm in large quantities in {{questlink|bsf|The Bozjan Southern Front}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected. Because of Reflect&#039;s buff application delay combined with the sprites&#039; spell aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Lightning Sprites during Thunder weather have the highest drop rates.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/preparation Upcoming BSF Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Violence&amp;diff=1126194</id>
		<title>Forgotten Fragment of Violence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Violence&amp;diff=1126194"/>
		<updated>2025-11-16T14:55:12Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Violence&lt;br /&gt;
| icon = forgotten fragment of violence icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 8&amp;lt;br&amp;gt;Potential memories contained: Lost Focus, Lost Slash, Lost Death&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = d420573edb5&lt;br /&gt;
| id-gt = 30891&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Violence&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Pressing Forward}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Focus}} (~30%)&lt;br /&gt;
* {{item icon|Lost Slash}} (~10%)&lt;br /&gt;
* {{item icon|Lost Death}} (~60%)&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Care&amp;diff=1126193</id>
		<title>Forgotten Fragment of Care</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Care&amp;diff=1126193"/>
		<updated>2025-11-16T14:47:40Z</updated>

		<summary type="html">&lt;p&gt;Hubry: more farm info, canonical action order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Care&lt;br /&gt;
| icon = forgotten fragment of care icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 5&amp;lt;br&amp;gt;Potential memories contained: Resistance Reraiser, Resistance Potion Kit, Resistance Ether Kit&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 6eb526ac3d1&lt;br /&gt;
| id-gt = 30888&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Care&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|On the Offensive}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
*{{questlink|skirmish-boss|Pyromancer Supreme}}&lt;br /&gt;
*{{questlink|skirmish-enemies|Red (Chocobo) Alert}}&lt;br /&gt;
*{{questlink|skirmish-boss|Heavy Boots of Lead}}&lt;br /&gt;
*{{questlink|skirmish-collect|Parts and Recreation}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|The Bozjan Southern Front}} - Old Bozja (zone 2)&lt;br /&gt;
{{dropped by}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Resistance Reraiser}} (~16.7%)&lt;br /&gt;
* {{item icon|Resistance Potion Kit}} (~50%)&lt;br /&gt;
* {{item icon|Resistance Ether Kit}} (~33.3%)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very easy to farm in large quantities in {{questlink|bsf|The Bozjan Southern Front}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying. Earth Sprites during Dust weather have the highest drop rates.&lt;br /&gt;
* Reflect farming can be easily combined with farming {{item icon|Forgotten Fragment of Support|Forgotten Fragments of Support}}, especially during Dust windows as both Earth Sprite packs spawn fairly close to the aethernet shards. If having issues with getting to sprites before they respawn, consider using {{aicon|Lodestone|Lodestones}}.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/care Upcoming BSF Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Support&amp;diff=1126192</id>
		<title>Forgotten Fragment of Support</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Forgotten_Fragment_of_Support&amp;diff=1126192"/>
		<updated>2025-11-16T14:46:21Z</updated>

		<summary type="html">&lt;p&gt;Hubry: canonical order, tracky drop rates, lead link, farm info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Forgotten Fragment of Support&lt;br /&gt;
| icon = forgotten fragment of support icon1.png&lt;br /&gt;
| description = A single, unidentified memory of the lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Resistance rank required for appraisal: 8&amp;lt;br&amp;gt;Potential memories contained: Lost Reflect, Lost Stoneskin, Lost Bravery&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Other&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 = 1&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = f0eef0aa6e8&lt;br /&gt;
| id-gt = 30890&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Forgotten Fragment of Support&#039;&#039;&#039; is a [[Forgotten Fragments|forgotten fragment]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quests===&lt;br /&gt;
{{quest list header|item-rewards=y}}&lt;br /&gt;
{{quest list row|Pressing Forward}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|The Bozjan Southern Front}} - The Alermuc Climb (zone 3)&lt;br /&gt;
* Elemental sprites in {{questlink|bsf|Zadnor}} - The Northern Plateau (zone 3)&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
* {{item icon|Lost Reflect}} (~40%)&lt;br /&gt;
* {{item icon|Lost Stoneskin}} (~40%)&lt;br /&gt;
* {{item icon|Lost Bravery}} (~20%)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Easy to farm in large quantities in {{questlink|bsf|The Bozjan Southern Front}} and {{questlink|bsf|Zadnor}} thanks to {{aicon|Lost Reflect}}, optionally using {{aicon|Essence of the Irregular}} and unequipping armor to increase damage reflected, and {{aicon|Lost Impetus}} to move faster. Because of Reflect&#039;s buff application delay combined with the sprites&#039; magic aggro, walking too close to the sprites on the first use is very likely to result in quickly dying.&lt;br /&gt;
* Reflect farming can be easily combined with farming {{item icon|Forgotten Fragment of Care|Forgotten Fragments of Care}}, especially during Dust windows in BSF as both Earth Sprite packs spawn fairly close to the aethernet shards. If having issues with getting to sprites before they respawn, consider using {{aicon|Lodestone|Lodestones}}.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://lynn.pet/forecast/support Upcoming BSF Reflect farm windows]&lt;br /&gt;
&lt;br /&gt;
[[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
</feed>