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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omega_(Raids)&amp;diff=1184533</id>
		<title>Omega (Raids)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omega_(Raids)&amp;diff=1184533"/>
		<updated>2026-01-01T10:50:06Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* The Battle with Omega */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;See also: [[Omega Quests]], [[Omega (boss)]], [[The Omega Protocol (Ultimate)]], and [[Omega, the One]]&#039;&#039;&lt;br /&gt;
[[File:omega concept art1.jpg|350px|right]]&lt;br /&gt;
[[Omega]] is the level 70, [[8-player raid]] of [[Stormblood]] (4.0). It is available in both Normal (story mode) and Savage (challenge mode) difficulties. Omega (Savage) is the main high-end raid of Stormblood.&lt;br /&gt;
&lt;br /&gt;
==Omega: Deltascape==&lt;br /&gt;
{{main|Omega: Deltascape}}&lt;br /&gt;
Omega: Deltascape is the first section of Omega released on July 4, 2017. It requires a minimum item level of 295.&lt;br /&gt;
&lt;br /&gt;
Unlock: Completion of the level 70 quest chain starting with {{questlink|feature|The Hunt for Omega}} by talking to [[Wedge]] in [[Rhalgr&#039;s Reach]] (X:12.6 Y:12.4). Players first must complete [[Main Scenario Quest]] {{questlink|main|Stormblood (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V1.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O1N&#039;&#039;&#039; || 295 || [[Alte Roite (Boss)|Alte Roite]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V2.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O2N&#039;&#039;&#039; || 295 || [[Catastrophe]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V3.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O3N&#039;&#039;&#039; || 295 || [[Halicarnassus (Deltascape)|Halicarnassus]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V4.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O4N&#039;&#039;&#039; || 295 || [[Exdeath]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega: Deltascape (Savage)==&lt;br /&gt;
{{main|Omega: Deltascape (Savage)}}&lt;br /&gt;
Omega: Deltascape (Savage) is a tougher version of [[Omega: Deltascape]], released July 18, 2017.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V1.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O1S&#039;&#039;&#039; || 310 || [[Alte Roite (Boss)|Alte Roite]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V2.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O2S&#039;&#039;&#039; || 315 || [[Catastrophe]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V3.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O3S&#039;&#039;&#039; || 320 || [[Halicarnassus (Deltascape)|Halicarnassus]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Deltascape V4.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O4S&#039;&#039;&#039; || 320 || [[Exdeath]]&amp;lt;br&amp;gt;[[Neo Exdeath]] || 15 {{tomestone|poetics}} || 120 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega: Sigmascape==&lt;br /&gt;
{{main|Omega: Sigmascape}}&lt;br /&gt;
Omega: Sigmascape is the second part of Omega, released January 29, 2018. It requires a minimum item level of 325.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V1.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O5N&#039;&#039;&#039; || 325 || [[Phantom Train]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V2.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O6N&#039;&#039;&#039; || 325 || [[Chadarnook]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V3.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O7N&#039;&#039;&#039; || 325 || [[Guardian (boss)|Guardian]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V4.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O8N&#039;&#039;&#039; || 325 || [[Kefka]] || 10 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega: Sigmascape (Savage)==&lt;br /&gt;
{{main|Omega: Sigmascape (Savage)}}&lt;br /&gt;
Omega: Sigmascape (Savage) is a tougher version of [[Omega: Sigmascape]], released January 29, 2018.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V1.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O5S&#039;&#039;&#039; || 340 || [[Phantom Train]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V2.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O6S&#039;&#039;&#039; || 345 || [[Chadarnook]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V3.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O7S&#039;&#039;&#039; || 350 || [[Guardian (boss)|Guardian]] || 15 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Sigmascape V4.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O8S&#039;&#039;&#039; || 350 || [[Kefka]] (Phase 1)&amp;lt;br&amp;gt;[[Kefka]] (Phase 2) || 15 {{tomestone|poetics}} || 120 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega: Alphascape==&lt;br /&gt;
{{main|Omega: Alphascape}}&lt;br /&gt;
Omega: Alphascape is the third and final part of Omega, released September 18, 2018. It requires a minimum item level of 355.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V1.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O9N&#039;&#039;&#039; || 355 || [[Chaos]] || 20 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V2.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O10N&#039;&#039;&#039; || 355 || [[Midgardsormr (Alphascape)|Midgardsormr]] || 20 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V3.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O11N&#039;&#039;&#039; || 355 || [[Omega (boss)|Omega]] || 20 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V4.0}}&#039;&#039;&#039; || &#039;&#039;&#039;O12N&#039;&#039;&#039; || 355 || [[Omega-M]] and [[Omega-F]] || 20 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega: Alphascape (Savage)==&lt;br /&gt;
{{main|Omega: Alphascape (Savage)}}&lt;br /&gt;
Omega: Alphascape (Savage) is a tougher version of [[Omega: Alphascape]], released September 28, 2018.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable pve align-left}}&lt;br /&gt;
!Duty&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Min [[Item Level|IL]]&lt;br /&gt;
!Boss(es)&lt;br /&gt;
![[Tomestones]]&lt;br /&gt;
!Time Limit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V1.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O9S&#039;&#039;&#039; || 370 || [[Chaos]] || 30 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V2.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O10S&#039;&#039;&#039; || 375 || [[Midgardsormr (Alphascape)|Midgardsormr]] || 30 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V3.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O11S&#039;&#039;&#039; || 380 || [[Omega (boss)|Omega]] || 30 {{tomestone|poetics}} || 90 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{questlink|raid|Alphascape V4.0 (Savage)}}&#039;&#039;&#039; || &#039;&#039;&#039;O12S&#039;&#039;&#039; || 380 || [[Omega-M]] and [[Omega-F]]&amp;lt;br&amp;gt;[[Omega (boss)|Omega]] || 30 {{tomestone|poetics}} || 120 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Omega Quests==&lt;br /&gt;
{{see also|Omega: Beyond the Rift Quests}}&lt;br /&gt;
{{:Omega Quests}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
From the question of its origin to the very nature of its existence, much about Omega is shrouded in mystery. Employed by the [[Allagan Empire]] to capture [[Bahamut]], it remained in an eras-long stasis until recently, when it was roused to contend with the threat of another primal. In the course of this mission, however, it vanished within the rocky expanse of [[Gyr Abania]]...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039; is also a [[server]] in the European &#039;&#039;&#039;Chaos&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
===The Omega Records===&lt;br /&gt;
As the war for Ala Mhigo’s liberation raged on, in its shadow another furious struggle was set in motion, unbeknownst to all save a few. Owing to the records generously provided by Jessie Jaye of Garlond Ironworks, the world may appreciate the full extent of the threat posed by the ancient weapon Omega—and the valorous deeds of the heroes who rose against it.&lt;br /&gt;
&lt;br /&gt;
===Awakening A Relic===&lt;br /&gt;
By the twisted machination of Ilberd Feare, a dread primal had manifested in the skies above Baelsar’s Wall. While its identity was at first unknown, one thing was certain: ere long it would break free of its confinement and unleash its fury upon the realm. Confronted with the possibility of another Calamity, the leaders of the Eorzean Alliance resorted to desperate action: activating Omega, an ancient primal countermeasure buried deep beneath the Carteneau Flats.&lt;br /&gt;
&lt;br /&gt;
After eons in slumber, Omega roused to life and identified the primal as a target. Yet even as the mechanical monstrosity moved to attack, the creature burst forth from its prison to reveal its terrible form—a draconic being that would come to be known as Shinryu. The two mighty entities engaged in a furious aerial battle, which ended when both crashed down in Gyr Abania amidst a blinding explosion and disappeared. As overseers of Omega’s activation, Cid Garlond and his eponymous Ironworks were tasked with locating the missing weapon, their mission taking them to a place that transcended all imagining.&lt;br /&gt;
&lt;br /&gt;
===The Search for Omega===&lt;br /&gt;
Despite the Ironworks&#039; best efforts, Omega proved exceedingly elusive. While Shinryu fell into the Empire’s hands and was subsequently vanquished by the Warrior of Light and his comrades, there was not so much as a trace of the Allagan relic to be found. But amidst the standstill, there suddenly came a lead. Aetheric readings were observed to have risen alarmingly at the Yawn, the massive crater in the Fringes where Omega and Shinryu were believed to have fallen. So it was that Cid Garlond and his assistants set out for said crater, the Warrior of Light in tow.&lt;br /&gt;
&lt;br /&gt;
As the party inspected the pool of condensed aether that filled the Yawn, without warning, a peculiar chocobo-like being burst forth. Its name later revealed to be Alpha, the creature led the companions through the Yawn and into Omega’s domain—the Interdimensional Rift.&lt;br /&gt;
&lt;br /&gt;
Appearing to be a mammet designed in the likeness of a chocobo, the mysterious Alpha proved to be the key to victory. Communicating via expressive kwehs, it served as a dependable guide to the heroes throughout their arduous journey.&lt;br /&gt;
&lt;br /&gt;
Midgardsormr claims a long and troubled history with Omega. Through his diminutive incarnation which journeys with the Warrior of Light, the Father of Dragons provided the heroes with invaluable insight and advice in the course of their trials.&lt;br /&gt;
&lt;br /&gt;
===The Deltascape===&lt;br /&gt;
Setting foot in the Interdimensional Rift, the heroes found themselves in the midst of an experiment in progress. An autonomous weapon, Omega was designed with the ability to evolve, to which end it had created within its domain test worlds known as scapes. Each scape was populated with an array of test subjects—entities selected and recreated from both fact and fiction—that were to be pitted against each other in order to determine a worthy opponent for Omega itself to face. Speaking through one of its monitors, Omega revealed that Alpha was also a test subject before abruptly demanding the party’s participation in the experiment.&lt;br /&gt;
&lt;br /&gt;
Though the heroes naturally harbored misgivings towards the demand, they had no choice but to comply. For not only did Omega rule supreme within its domains left untended, its creations would eventually overrun the corporeal realm and become a serious threat. Thus did the Warrior of Light and his comrades resolve to weather the coming trials, sallying forth into the first test world, the Deltascape, to contend with its four formidable residents.&lt;br /&gt;
&lt;br /&gt;
Subject Delta IV was a recreation of Exdeath, being from an ancient Tsabardian tale said to command the power of the void&lt;br /&gt;
&lt;br /&gt;
===The Sigmascape===&lt;br /&gt;
Against the odds, the Warrior of Light and his comrades emerged triumphant from the Deltascape—a result that Omega had deemed unexpected, and yet desired. For by their victories, they presented an anomaly the weapon sought to understand: heroes. History shows numerous instances of otherwise unremarkable individuals who have defeated vastly superior beings, and by studying this phenomenon, it aimed to acquire valuable data for its evolution.&lt;br /&gt;
&lt;br /&gt;
The outcome also supported Omega’s observation that certain beings may unleash hidden potential when subjected to stress, and to put this hypothesis to the proof, it attacked and grievously wounded two members of the party, Biggs and Wedge. At this point, it became clear that Omega would stop at nothing—would even instigate a massacre with utter indifference—in order to advance its experiment. Keenly aware of the heightened stakes, the heroes ventured into the next test world, the Sigmascape.&lt;br /&gt;
&lt;br /&gt;
Alas, though they secured victory once more, Omega’s fiendish tests exacted a heavy toll. Nero too would be wounded in yet another of its ploys, and the others were forced to continue shorn of his analyses and contrivances. And to compound matters, Midgardsormr would spend his strength protecting the Warrior of Light and subsequently fade into a slumber. The true struggle was only just beginning.&lt;br /&gt;
&lt;br /&gt;
Depicted is the graven image controlled by Subject Sigma IV, a jester and mage named Kefka. According to Nero&#039;s information, Kefka rose to godhood and ruled over a world he had plunged into ruin.&lt;br /&gt;
&lt;br /&gt;
===At Experiment&#039;s End===&lt;br /&gt;
During the brief respite between trials, Cid Garlond surreptitiously obtained research data from his native Garlemald, It pertained to the ill-fated experiment at the Borja Citadel helmed by his&lt;br /&gt;
late sire, Midas nan Garlond, which saw an entire city obliterated in the blinking of an eye. Drawing upon this data, heavy with the bitter memories of his disillusionment with the Empire, Cid set about devising a countermeasure against Omega.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the experiment entered its final phase. The next opponent was designated as a being in the Psi group known as Chaos, who had similarly vanquished all opposition thus far. Against this ancient evil straddling myth and reality, said to have fallen to the very first heroes, the Warrior of Light and his comrades were sorely tested, but as before they defied the odds and claimed yet another impossible victory.&lt;br /&gt;
&lt;br /&gt;
Unable to reconcile the mortals&#039; feats with their frailness, Omega sought verification by forcing upon them an additional trial. For their opponent, it recreated the sole being that it could not defeat—Midgardsormr. But the heroes achieved that which had eluded the ancient weapon, and thus were they finally recognized as worthy foes for its evolution.&lt;br /&gt;
&lt;br /&gt;
Among Omega’s eighty-nine creations, the Psi group emerged strongest, and its fourth subject,&lt;br /&gt;
the group to remain the last standing,&lt;br /&gt;
&lt;br /&gt;
===The Battle with Omega===&lt;br /&gt;
With the battle against Omega looming, Cid entrusted the Warrior of Light with his completed countermeasure. Capable of unleashing a powerful lightning bolt, the sole attack among Shinryu’s arsenal that pierced Omega’s defenses, the magitek device could be employed to enfeeble their mechanical foe. Thus armed, the Warrior of Light and his comrades engaged Omega, and at the end of a furious struggle they succeeded in striking down the weapon. In the end, it was by the aid of their allies that they rose above their opponent to secure a narrow yet decisive victory.&lt;br /&gt;
&lt;br /&gt;
Yet that victory was short-lived. After pursuing evolution over eons, Omega would not succumb so easily, and empowered by a wealth of data acquired through countless tests, it recreated itself in the image of that which humbled it: man. In this form, the weapon boasted transcendent combat capabilities, but lacking that unquenchable, yet undefinable mortal quality known as the “spirit,”—or perhaps the “heart”—it fell short of fully imitating man. Thus did it fall once more and for the last time to the champions of Eorzea.&lt;br /&gt;
&lt;br /&gt;
Without its creator to sustain it, the Interdimensional Rift began to collapse. Just when it seemed that the heroes would forever be consigned to drift the space between dimensions, a winged savior did appear: the great wyrm Hraesvelgr. Summoned by his sire, Midgardsormr, the wyrm bore the party back to the corporeal realm. So it was that Warrior of Light and his comrades made&lt;br /&gt;
their triumphant return, having against all odds delivered the world from a dire threat.&lt;br /&gt;
&lt;br /&gt;
==Omega (Savage) World Firsts==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sector&lt;br /&gt;
! Free Company           &lt;br /&gt;
! Server&lt;br /&gt;
! Date&lt;br /&gt;
|-&lt;br /&gt;
| O1S || &#039;&#039;Legacy&#039;&#039; || Sargatanas || 7/18/2017&lt;br /&gt;
|-&lt;br /&gt;
| O2S || &#039;&#039;???&#039;&#039; || ??? || 7/18/2017&lt;br /&gt;
|-&lt;br /&gt;
| O3S || &#039;&#039;ANGERED FC&#039;&#039; || Ragnarok || 7/18/2017&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;O4S&#039;&#039;&#039; || &#039;&#039;ANGERED FC&#039;&#039; || Ragnarok || 7/18/2017&lt;br /&gt;
|-&lt;br /&gt;
| O5S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| O6S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| O7S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;O8S&#039;&#039;&#039; ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| O9S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| O10S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| O11S ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;O12S&#039;&#039;&#039; ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Omega Deltascape1.png&lt;br /&gt;
File:Omega Deltascape2.png&lt;br /&gt;
File:Omega deltascape savage1.jpg&lt;br /&gt;
Image:Omega Sigmascape1.jpg&lt;br /&gt;
Image:Omega Sigmascape2.jpg&lt;br /&gt;
Image:Omega Sigmascape3.jpg&lt;br /&gt;
Image:Omega Sigmascape4.jpg&lt;br /&gt;
Image:Omega Sigmascape5.jpg&lt;br /&gt;
File:Omega alphascape1.png&lt;br /&gt;
File:Omega alphascape3.png&lt;br /&gt;
File:omega alphascape2.jpg&lt;br /&gt;
File:Omega free trial.jpg&lt;br /&gt;
File:Ffxiv 07122019 223207 984.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 4.0]] [[Category:Stormblood]] [[Category:Raids]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1128161</id>
		<title>Dragonsong&#039;s Reprise (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1128161"/>
		<updated>2025-11-18T04:43:31Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = “There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man&#039;s masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...&lt;br /&gt;
| image = Dragonsong&#039;s Reprise1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 605&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Medias Res&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.11&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;DSR&#039;&#039;&#039; or &#039;&#039;&#039;DSU&#039;&#039;&#039; and is based on [[Main Scenario Quest]] dungeon and trial bosses from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}, speak with the [[Wandering Minstrel]] in [[Old Sharlayan]] (X:12.7 Y:14.2) as a level 90 Disciple of War or Magic.&lt;br /&gt;
*Dragonsong&#039;s Reprise (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 605, equipment with an [[item level]] of at least &#039;&#039;&#039;725&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available [[food]] and bring a supply of sufficiently high level stat-increase potions for their job (Grade 1 or higher Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight, although it will be beneficial in earlier phases (e.g. phases 3-5) if there are multiple deaths.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{evt|service=youtube|id=A-P1eXE18ko|dimensions=350|align=right|description=Visual guide by Tessan Twintails}}&lt;br /&gt;
It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.&lt;br /&gt;
&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “A” can be located at the north, and “1” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Spineshatter Dive” stand to mitigate confusion and allow for quick adjustments.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics, if not outright killing the player, will inflict a crippling -50% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039; debuff is around half the damage loss versus the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The total fight length is around 22 minutes (3 minutes for phase 1, 19 minutes for phases 2-7 post-checkpoint).&lt;br /&gt;
 &lt;br /&gt;
===Phase 1: Sers [[Ser Adelphel|Adelphel]], [[Ser Grinnaux|Grinnaux]], and [[Ser Charibert|Charibert]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;, deals heavy room wide damage, and must be mitigated. &lt;br /&gt;
*&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Grinnaux&#039;&#039;&#039;. Casts a donut AoE with the only safe area within the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Tethers to a random player which can be exchanged to other players on contact. Will then charge at the tethered player and use this ability, dealing damage based on distance from the boss and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; which is followed up immediately by &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;: A heavy-damage multi-hit tankbuster with a small AoE that requires heavy mitigation or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; moves to the center of the arena and randomly targets four players with orange overhead markers. Shortly afterwards, he will fire a line cleave at each marked player, dealing high damage, debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, while firing a wide conal shared damage AoE directly behind him that must be shared by the unmarked players, dealing high damage and debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If the portals are too close together, they will tether and explode, wiping the party. If they are placed too close to the cardinals of the arena, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will charge through them later, exploding them and wiping the party.&lt;br /&gt;
*&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast this, knocking all players away a good distance and dealing light damage. The knockback can be prevented with anti-knockback abilities.&lt;br /&gt;
*&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will drop on the edge of the arena at a random cardinal, perform &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Execution&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; targets the highest player in his &#039;&#039;&#039;[[enmity]]&#039;&#039;&#039; list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly killed.&lt;br /&gt;
*&#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. A massive heal on &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; that needs to be interrupted with {{action icon|Interject}} or {{action icon|Head Graze}}. This is cast three times in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the {{status effect|debuff|File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players, likely resulting in deaths due to the concurrent &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to two DPS.&lt;br /&gt;
**&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one DPS and one healer.&lt;br /&gt;
**&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one DPS and one tank.&lt;br /&gt;
**&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to one tank and one healer.&lt;br /&gt;
*&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. All players are hit by a large fire AoE, dealing high damage and debuffing with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Full Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; fires a point-blank circular AoE with the safe region past max melee range.&lt;br /&gt;
*&#039;&#039;&#039;The Bull&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Brightblade&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with {{status effect|debuff|File:Planar imprisonment icon1.png}} &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, but will stop when he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with {{status effect|debuff|File:Light resistance down icon2.png}} &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and {{status effect|debuff|File:Skyblind icon1.png}} &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Otherwise will deal high damage that requires mitigation.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
The fight will open with Sers &#039;&#039;&#039;Adelphel &amp;amp; Grinnaux&#039;&#039;&#039; as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; at roughly the same level of HP. &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will begin by casting &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing heavy party-wide damage, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;, so players should move into his hitbox. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will tether to a random player and begin casting &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, which the off tank should pick up and turn away from the party. Once the &#039;&#039;&#039;Holy Shield Bash/Blade Dance&#039;&#039;&#039; combo goes off, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will hit all players with &#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;, dealing high damage, which should be mitigated and healed through.&lt;br /&gt;
&lt;br /&gt;
After a certain amount of time, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will leave the arena and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will target four random players with &#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won&#039;t tether or get hit by &#039;&#039;&#039;Adelphel&#039;&#039;&#039; later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, severely hindering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will soon return to the arena, landing on a random cardinal of the arena and begin to cast &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing proximity-based damage. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Next, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where &#039;&#039;&#039;Adelphel&#039;&#039;&#039; first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as &#039;&#039;&#039;Adelphel&#039;&#039;&#039; immediately follows up with &#039;&#039;&#039;Execute&#039;&#039;&#039;, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.&lt;br /&gt;
&lt;br /&gt;
Players should move the bosses back to the center of the arena, and prepare to interrupt &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, a massive heal for &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will use a second &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039; at this point, and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will try to cast a second &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. For this &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn&#039;t break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, hitting all players in a small AoE and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players overlap for this attack, they will die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will cast another &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, while &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; casts either &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; or &#039;&#039;&#039;Full Dimension&#039;&#039;&#039;. If &#039;&#039;&#039;Empty&#039;&#039;&#039;, players need to move into &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; hitbox, and if its &#039;&#039;&#039;Full&#039;&#039;&#039;, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will attempt to cast another &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren&#039;t able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with &#039;&#039;&#039;Charibert&#039;&#039;&#039; on the west side of the arena. The untargettable &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; tethers all players to him and pulls them into a &#039;&#039;&#039;Planar Prison&#039;&#039;&#039;, inflicting them with &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which will kill players immediately if they leave the prison circle.&lt;br /&gt;
&lt;br /&gt;
At this point, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, which will deal party-wide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;, dealing very high damage debuffing with {{status effect|debuff|File:Light resistance down icon2.png}} &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and {{status effect|debuff|File:Skyblind icon1.png}} &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the &#039;&#039;&#039;Skyblind&#039;&#039;&#039; debuff AoE. Players need to burn down &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible before his attack finishes casting. Players will notice &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; appear on the east side of the arena and throw his &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; at the party, but [[Haurchefant]] run into the arena and block the spear, which quickly drains his HP and kills him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out party-wide damage with &#039;&#039;&#039;Shockwave&#039;&#039;&#039; that should be healed through. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts and as long as at least one player is alive, the arena will transition. The &#039;&#039;&#039;Limit Break&#039;&#039;&#039; gauge will reset, players will gain access to a third &#039;&#039;&#039;Limit Break&#039;&#039;&#039; bar and a checkpoint, the only one in the encounter. Note that players must attack &#039;&#039;&#039;Thordan&#039;&#039;&#039; for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[King Thordan]] and His [[Knights Twelve]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a narrow conal AoE that snapshots players&#039; positions when the cast bar finishes and resolves shortly after.&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; to perform a series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;: &#039;&#039;&#039;Sers Ignasse, Vellguine, Paulecrain&#039;&#039;&#039; appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Conviction&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039;, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: The &#039;&#039;&#039;Ward&#039;s&#039;&#039;&#039; [[Dragoon]]s leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE and inflicting both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets a random non-tank player without a blue marker with an untelegraphed split damage AoE.&lt;br /&gt;
**&#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039; will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, inflicting {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; to them and anyone too close to them, then follow up with &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;, a multi-hit high damage conal tankbuster that requires heavy mitigation. The tethers can be exchanged with other players by contacting the tether. Damage can be mitigated with increased distance from the knights.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide attack that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Tankbuster that debuffs with {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. This is followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, requiring a tank swap or invulnerability cooldown to survive.&lt;br /&gt;
*&#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; once again for several more attacks.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039; that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;Sacred Sever&#039;&#039;&#039;: &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;in a medium-sized AoE that is reduced by distance from Zephirin. The damage should be shared among four players with heavy mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel and Janlenoux&#039;&#039;&#039; appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.&lt;br /&gt;
**&#039;&#039;&#039;Holy Comet&#039;&#039;&#039;: &#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039; will mark two random players based on their role (either two supports, or two DPS) with a red overhead marker and the {{status effect|Prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (&#039;&#039;&#039;Holy Impact&#039;&#039;&#039;) and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;: &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039; will target four players of the same role (DPS or supports) with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict {{status effect|ice resistance down}} &#039;&#039;&#039;[[Ice Resistance Down]] II&#039;&#039;&#039; among all players hit, making overlap lethal. The ice puddles will inflict {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;The Heaven&#039;s Stake&#039;&#039;&#039;: &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and performs a knockback from the center of the arena, dealing light raidwide damage. The knockback can be prevented by {{action icon|Surecast}} or {{action icon|Arm&#039;s Length}}.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate End&#039;&#039;&#039;: An attack that deals massive damage and must be mitigated in order to survive.&lt;br /&gt;
*&#039;&#039;&#039;Broad Swing&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and knock back any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. If players do not defeat &#039;&#039;&#039;Thordan&#039;&#039;&#039; before this attack fires, the party will be wiped. &#039;&#039;Note that any shields applied to the party will be instantly removed when the cast bar fills, but there is a slight delay until the attack kills players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
At the beginning of the phase, players should pull &#039;&#039;&#039;Thordan&#039;&#039;&#039; into the center of the arena to better handle coming mechanics. He will start with &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting &#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;, summoning the other &#039;&#039;&#039;Knight&#039;s Twelve&#039;&#039;&#039; to the arena and becoming intangible after the cast.&lt;br /&gt;
&lt;br /&gt;
For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights, &#039;&#039;&#039;Sers Ignasse, Vellguine, and Paulecrain&#039;&#039;&#039; will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the &#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;, as their attacks are quite wide. Players must also space out for the &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039; attack, as the attack deals high damage and debuffs with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, meaning overlap will kill. At the same time these attacks are happening, &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; will charge up and use &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will reappear in the center of the arena again and prepare another &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;. To handle this, players will have to line up to bait the cleaves and move like before. Following this, &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear and begin casting &#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;, causing several dark portals to spawn on the ground that begin to slowly grow. &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039;, the two [[Paladin]]s will drop in the center of the arena and turn to face a certain direction. This indicates where &#039;&#039;&#039;Thordan&#039;&#039;&#039; will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights will soon drop on them using &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won&#039;t reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once the &#039;&#039;&#039;Paladins&#039;&#039;&#039; drop their tethers and the tanks pick them up, they can move to either side of the safe area near &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once they reach the safe area, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;, which will require the three players to stack to mitigate damage. The &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights will then rush to the tanks and use the &#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039; combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center of the arena and immediately begin casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;, dealing high party-wide damage, so healers should be ready for this. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, a heavy-hitting tankbuster that inflicts the main tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. This is immediately followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, which will kill the tank unless swapped or an invulnerability skill is used. After this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center and use &#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;, another series of mechanics. Once all the knights have lept from the center of the arena, the two &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights and &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; the [[Dark Knight]] will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena&#039;s edge as well. Two players will be marked with either one sword or two sword markers. The two &#039;&#039;&#039;Paladins&#039;&#039;&#039; will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; both ways. During this, the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; on the first marked player, then the second, then back to the first, and back to the second. Each hit of &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; must be split amongst other players to mitigate. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawn, as both will be casting a gaze attack that will inflict {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if hit by it.&lt;br /&gt;
&lt;br /&gt;
Once parties have been corrected, one party will move to behind the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;, and the other will move opposite. Once the gaze attacks fire, the knight&#039;s will begin dashing and the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will begin attacking. Players will need to move around the edge of the arena in the same direction as the &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights to avoid the &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; left behind.&lt;br /&gt;
&lt;br /&gt;
Once the knight&#039;s attacks have been resolved, the &#039;&#039;&#039;Mage&#039;&#039;&#039; knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive &#039;&#039;&#039;Prey&#039;&#039;&#039; markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players will need to meet up with their partners, with the &#039;&#039;&#039;Prey&#039;&#039;&#039; marked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use &#039;&#039;&#039;{{action icon|Sprint}}&#039;&#039;&#039; or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a &#039;&#039;&#039;Resistance Down&#039;&#039;&#039; of their element, and kill on the second touch. The meteors as they land will deal light party-wide damage, so healers may want to raise barriers or top up on healing for this.&lt;br /&gt;
&lt;br /&gt;
A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear at this time and begin charging &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks resolve, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable again and appear to the north of the arena and begin casting &#039;&#039;&#039;Ultimate End&#039;&#039;&#039;. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, &#039;&#039;&#039;Thordan&#039;&#039;&#039; gains the &#039;&#039;&#039;Discomposed&#039;&#039;&#039; debuff, increasing his damage taken by 30%. He will move into the arena, using two &#039;&#039;&#039;Broad Swings&#039;&#039;&#039;. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039; as an enrage. &#039;&#039;&#039;Thordan&#039;&#039;&#039; must be defeated before this cast finishes, or the party will be wiped. Upon defeating &#039;&#039;&#039;Thordan&#039;&#039;&#039;, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage. Note that if Thordan is defeated when the animation for his enrage goes off, any shields on the party will be deleted and will need to be immediately re-applied for the transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Nidhogg]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039;: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;: Each player is marked with a specific number over their heads, ranging from one to three ({{status effect|debuff|File:First in line icon1.png}} &#039;&#039;&#039;First in Line&#039;&#039;&#039;, {{status effect|debuff|File:Second in line icon1.png}} &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, {{status effect|debuff|File:Third in line icon1.png}} &#039;&#039;&#039;Third in Line&#039;&#039;&#039;). Three random players will be marked with 1, two players will be marked with 2, and the remaining three players will be marked with 3. These debuffs indicate what order the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, indicating where a tower will spawn after the &#039;&#039;&#039;Clones&#039;&#039;&#039; dive. The tower will spawn around 3 seconds after the clone dives. Each clone dive will inflict heavy damage, {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; to the targeted players, in a medium-sized AoE. Players who are caught in others&#039; clone dives will be knocked back and instantly die.&lt;br /&gt;
**{{status effect|debuff|File:High jump target icon1.png}} &#039;&#039;&#039;Dark High Jump&#039;&#039;&#039; (circle): Dives on the player, and places a tower where they are standing. &lt;br /&gt;
**{{status effect|debuff|File:Elusive jump target icon1.png}} &#039;&#039;&#039;Dark Elusive Jump&#039;&#039;&#039; (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing. &lt;br /&gt;
**{{status effect|debuff|File:Spineshatter dive target icon1.png}} &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039; (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing. &lt;br /&gt;
**These are assigned per number group. At least one, but no more than two number groups will have arrows, while the remaining group(s) will have all circles. A group containing arrows will always contain one of each arrow, with the remaining player (if not group two) given a circle.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039;: A &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. If a player with these debuffs soaks a tower, they will die. &lt;br /&gt;
**A later variant will spawn four towers at the intercardinals in melee range of the boss. These require multiple players to soak to prevent them from exploding ~5 seconds after spawning. Towers may require one to four players, as indicated by the number of pillars within the tower circle. The pattern of these is random, but there will always be a total of 8 pillars. If fewer than the required number of players soak a given tower, it will explode and wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Gnash and Lash / Lash and Gnash&#039;&#039;&#039;: The boss will use three sequential attacks: a stack AoE, followed by an attack either within its hitbox, or outside, depending on the name of the cast. Being hit by the latter two attacks will inflict a small amount of damage, knock the player back slightly, and inflict a crippling {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039;: A high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players with additional party mitigation to lower damage.&lt;br /&gt;
**&#039;&#039;&#039;Lashing Wheel&#039;&#039;&#039;: A donut AoE that hits the entire arena except for inside the boss&#039;s hitbox.&lt;br /&gt;
**&#039;&#039;&#039;Gnashing Wheel&#039;&#039;&#039;: A point-blank circular AoE that hits inside the boss&#039;s hitbox, making the outside safe.&lt;br /&gt;
**In other words, &#039;&#039;&#039;Gnash and Lash&#039;&#039;&#039;: stack -&amp;gt; out -&amp;gt; in. &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;: stack -&amp;gt; in -&amp;gt; out&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039;: Line AoEs fired by the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will turn towards a random player and fire a point-blank conal AoE that deals lethal damage. He will always turn south when he uses this ability the second time.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; and a random &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; spawned from the last set of &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will each tether a random player. This clone will not use &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;. The tethers can be exchanged to other players on contact. A few seconds after the tethers appear, both will use a heavy-hitting AoE tankbuster on the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Players should group in the center of the arena and pop several mitigations to handle the damage output from &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting &#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;, and each player will be targeted with a marker ranging from one to three: {{status effect|debuff|File:First in line icon1.png}}{{status effect|debuff|File:Second in line icon1.png}}{{status effect|debuff|File:Third in line icon1.png}}. These marks indicate which order players will have a &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: {{status effect|debuff|File:High jump target icon1.png}} &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; (indicated by a debuff with a blue circle), {{status effect|debuff|File:Elusive jump target icon1.png}} &#039;&#039;&#039;Elusive Jump Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points downwards), and {{status effect|debuff|File:Spineshatter dive target icon1.png}} &#039;&#039;&#039;Spineshatter Dive Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the &#039;&#039;&#039;Third&#039;&#039;&#039; debuff to take their tower, as the &#039;&#039;&#039;Clone&#039;&#039;&#039; landing on a player inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, and they will die if they try to soak their own tower.&lt;br /&gt;
&lt;br /&gt;
During this, the boss will cast &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;, requiring players to move into the boss&#039;s hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with &amp;quot;one&amp;quot; will move to their locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, while the players marked with &amp;quot;two&amp;quot; and &amp;quot;three&amp;quot; stack in front of the boss to mitigate &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;. Players will then move in, and back out of the boss&#039;s hitbox. Following this, the &amp;quot;three&amp;quot; marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the &amp;quot;two&amp;quot; marked players move to their own predetermined locations to prepare to drop their towers.&lt;br /&gt;
&lt;br /&gt;
For the next set of towers, as mentioned prior, the &amp;quot;two&amp;quot; players will move to their predetermined location to drop their towers, and the &amp;quot;three&amp;quot; players will move to their predetermined locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; marker and face the correct location. The &amp;quot;three&amp;quot; marked players will also need to face outwards away from the boss immediately following the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; attack, as they will mimic the player. Once they begin casting &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; casts are resolving, the boss will begin casting another &#039;&#039;&#039;Gnash/Lash&#039;&#039;&#039; combo in either order, so players will need to determine the correct movement for the attack. &amp;quot;2&amp;quot; marked players will have their &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; drop on them, then will have to move in to stack with other players to mitigate another &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;, then two of the &amp;quot;one&amp;quot; marked players will soak the &amp;quot;two&amp;quot; players towers, facing outwards to bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; once again, and moving into the boss&#039;s hitbox as needed. Finally, the &amp;quot;two&amp;quot; players and the &amp;quot;one&amp;quot; player who didn&#039;t previously take a tower will handle the &amp;quot;three&amp;quot; marked players towers and bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; a final time.&lt;br /&gt;
&lt;br /&gt;
After the towers resolve, the boss will turn towards a random player and begin casting &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.&lt;br /&gt;
&lt;br /&gt;
To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039;. After a short while, both the boss and the clone will use &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use a few more auto-attacks and another &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, and then will begin slow casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, the boss&#039;s enrage. Players will need to defeat the boss before this attack fires or they will be wiped. Some parties may initially find it necessary to use a Melee Limit Break to defeat the boss before it enrages. While this is an option when still progressing on this phase and the next one, using a Limit Break at this point in the fight will prevent further progress at a later phase, so players must eventually be able to defeat Nidhogg without relying on a Limit Break in order to complete the encounter.&lt;br /&gt;
&lt;br /&gt;
Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: The [[Eyes of Nidhogg]]===&lt;br /&gt;
Both Eyes are stationary enemies that cannot be moved and have omnidirectional hitboxes. The &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) will always spawn west at 50% maximum HP and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red) will always spawn east at 100% HP.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*{{status effect|debuff|File:Soul of friendship icon1.png}} &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;: Haurchefant&#039;s spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*{{status effect|debuff|File:Soul of devotion icon1.png}} &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;: Ysayle&#039;s spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff that lasts six seconds.&lt;br /&gt;
*&#039;&#039;&#039;Hatebound&#039;&#039;&#039;: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a three second debuff ({{status effect|debuff|File:Bound and determined icon1.png}} &#039;&#039;&#039;Bound and Determined&#039;&#039;&#039;) that prevents further chain exchange until it expires.&lt;br /&gt;
**{{status effect|debuff|File:Clawbound icon1.png}} &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red): Damage taken will result in damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;.&lt;br /&gt;
**{{status effect|debuff|File:Fangbound icon1.png}} &#039;&#039;&#039;Fangbound&#039;&#039;&#039; (blue): Damage taken will result in healing to the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Nova&#039;&#039;&#039;: Two large yellow orbs will spawn, one next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage as the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039;: Four small blue orbs will spawn, two next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;: Cast by both eyes. Two random players with &#039;&#039;&#039;Clawbound&#039;&#039;&#039; will be hit with a medium-sized AoE that inflicts heavy damage and {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.&lt;br /&gt;
*&#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;: Heavy party-wide damage cast from both eyes and requires mitigation. Will kill players if both eyes cast this at once, requiring the Right Eye to be defeated before this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. If both eyes are not defeated before &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will appear in his dragon form and cast this ability, wiping the party.&lt;br /&gt;
====Strategy====&lt;br /&gt;
When the phase begins, players should group up around [[Alphinaud]], as [[Haurchefant]] and [[Ysayle]] will appear, targeting a random player and &#039;&#039;&#039;Alphinaud&#039;&#039;&#039; to each drop a buff, &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;, and &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;. Each buff will allow a player to inflict damage on a specific eye. Players need to obtain both buffs, and need to be careful not to die, as they will not be able to deal damage for the remainder of the fight, even if they are revived. Once players receive their buffs, they should break into their light parties, with each tank taking an eye. Players will need to spread out around the eyes. [[Estinien]] will pulse out &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing party-wide damage that also inflicts a Bleeding damage over time for a few seconds. Healers should be ready for this. Both eyes will cast &#039;&#039;&#039;Hatebound&#039;&#039;&#039;, tethering four random players to each eye. These tethers can be exchanged by players passing over one another, with a brief three second cooldown before chains can be exchanged again. Players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain will heal the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; when they receive damage, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain will deal damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; when they receive damage. In order to meet the damage check for this phase, players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain must avoid taking damage when possible, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain must take non-lethal damage when possible.&lt;br /&gt;
&lt;br /&gt;
For the first mechanic, two large yellow orbs will spawn at either side of the arena next to the eyes, and four smaller blue orbs, one to the north and south of each eye. each orb will expand four times, exploding on the fourth growth. The yellow orbs must be soaked by two players before they explode and kill the party. The blue orbs function in the same manner. To handle these orbs, two players with red tethers must soak the yellow orbs on their third growth, before they explode, dealing heavy damage to both themselves and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. One way to handle this is to have the tanks and melee DPS players take the red chains and soak each orb. If one of these players doesn&#039;t have the correct tether, they will need to swap tethers. The best way to do this is to have players with the incorrect tether move to the center of the arena (stacking on Estinien) so they are all able to swap. Players who need to swap should stay still once they are on Estinien and not &amp;quot;wiggle&amp;quot; until their debuff swaps, because the swaps are not always immediate. Healers and ranged DPS will take the blue tethers and position themselves at the north and south of their respective eyes, in line with the blue orbs. Once the tanks and melee DPS soak the yellow orbs in pairs, they will move to where they healer and ranged DPS are to pass their tether, then move directly under the eye. The healers and ranged DPS will each take their blue orbs.&lt;br /&gt;
&lt;br /&gt;
Following this, the eyes will both cast &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;, dropping a mid-sized circle AoE on two random players with a red tether, dealing heavy damage and inflicting a {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning that being hit by a second &#039;&#039;&#039;Dive&#039;&#039;&#039; will kill them. Players hit by the AoE will also die, so proper spacing is required. This mechanic will repeat three times. To handle this, all players should move towards the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, as the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; will be taking damage with each &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;. The healers and ranged DPS, who have red tethers, will surround the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, standing max melee range at the intercardinals of it. The tanks and melee DPS, who have blue tethers, should stack directly on the eye. When the first two players are hit with &#039;&#039;&#039;Dives&#039;&#039;&#039;, the two tanks will take the tethers of the players hit, with one tank scanning from northeast going clockwise to find the player they need to swap with, and the other tank scanning from northwest going counterclockwise. To make sure the tethers are passed correctly, the players moving out from the eye will move to the red tethered players&#039; position. When the swaps resolve, the players who swapped to blue will move back to stack with the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. When the next set of players are hit, the melee DPS will take those tethers, and finally the two players (the &amp;quot;flex players&amp;quot;) who were first hit will take the final set of tethers. The flex players should communicate who will take which tether, or have a priority system set up beforehand, as there is not enough time for one player to correct themselves if both flex players attempt to go to the same player to swap. After the fourth set of dives, the mechanic is finished.&lt;br /&gt;
&lt;br /&gt;
Immediately after, both eyes will begin casting &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, a heavy-hitting party-wide AoE. If both casts go off at once, the party will be wiped. Players will need to finish off the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) before the cast is finished, mitigate the damage from the remaining eye&#039;s cast, then immediately focus on the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red). Healers should be ready to heal the party. Once the other eye casts &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; will resurrect with minimal HP because players with blue chains took damage, so a ranged DPS can focus on taking it out. Both eyes will need to be defeated before the &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, or the party will be wiped out. Similar to the previous phase, a Limit Break must not be used to help clear this phase, as it will prevent further progress in the encounter. If both eyes are defeated in time, a short cutscene will play and transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[The Vault|Alternate History Vault]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with {{status effect|debuff|File:Planar imprisonment icon1.png}} &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, and will stop if he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with {{status effect|debuff|File:Light resistance down icon2.png}} &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and {{status effect|debuff|File:Skyblind icon1.png}} &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Will otherwise inflict high damage that requires mitigation. Haurchefant, if alive, will also be damaged heavily by this attack.&lt;br /&gt;
*&#039;&#039;&#039;Pierce&#039;&#039;&#039;: Enrage. The &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; will kill Haurchefant once this cast resolves, looping the party back to Phase 2.&lt;br /&gt;
====Strategy====&lt;br /&gt;
This intermission phase plays out almost exactly the same as the final part of phase one; &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; and cleaving the two closest players with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;. Players will need to handle this attack as before, moving in to bait the attack, then moving to the edge of the circle to handle the AoEs that explode following the resolution of the debuff {{status effect|debuff|File:Skyblind icon1.png}} &#039;&#039;&#039;Skyblind&#039;&#039;&#039;. Players will need to reduce &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible to mitigate how much damage the party takes from &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, up to 24%. The difference this time is that players should have access to &#039;&#039;&#039;Limit Break Level Three&#039;&#039;&#039;, assuming it was not used earlier in the battle. When &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; shows up to block the &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;, a tank must use their third level &#039;&#039;&#039;Limit break&#039;&#039;&#039; to ensure he survives. He will take significantly reduced damage as long as the buff is up. He will also be healable, and must be kept alive. If Haurchefant is kept alive, he will pulse out &#039;&#039;&#039;Shockwave&#039;&#039;&#039; raid damage for the duration of the Planar Prison sequence, making healing more challenging than the final part of phase one. The party should distribute mitigations appropriately. Haurchefant must be near full health once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts because it will also deal significant damage to him. Afterwards, the Planar Prison will dissipate, and players must move to &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; and quickly destroy the &#039;&#039;&#039;Spear of the Fury.&#039;&#039;&#039; The &#039;&#039;&#039;Spear&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pierce&#039;&#039;&#039;, which will kill &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; if it completes casting, sending players back to phase 2, where they will wipe. Once the spear has been broken, the battle will continue after another short cutscene, transitioning to another arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Dark King Thordan===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Incarnation&#039;&#039;&#039;: Revives the three Dragons around the arena.&lt;br /&gt;
*&#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts this, increasing his damage output with {{status effect|debuff|File:Light of ascalon icon1.png}} &#039;&#039;&#039;Light of Ascalon&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; calls upon his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; to perform a series of mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Twisting Dive&#039;&#039;&#039;: &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will land at a cardinal somewhere around the edge of the arena, then charge across to the other side after a short cast, knocking back and killing anyone in his path. Following this, each player will drop a small &#039;&#039;&#039;Twister&#039;&#039;&#039; where they were standing. If players come into contact with this, it will explode, instantly killing them and knocking nearby players into the edge of the arena, also killing them.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039;: Two random players will be tethered to, and the &#039;&#039;&#039;Knights&#039;&#039;&#039; will dash to them after a short while, dealing high proximity damage in a line AoE and inflicting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: Two players will be hit by this attack, debuffing them with {{status effect|debuff|File:Thunderstruck icon1.png}} &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When the debuff resolves, it will deal lightning damage in a small AoE around the afflicted player, and any other player hit by this will take massive damage and receive a {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]] &#039;&#039;&#039; debuff in addition to {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: A player will receive a blue marker over their head, and shortly after will have a large AoE drop on them, dealing high damage and inflicting both {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a very short {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039;  (with marker): A player will receive a green divebomb marker over their head, indicating where &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will dive to when the marker disappears. When the cast resolves, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will divebomb to this position, knocking back and killing any who are hit by them.&lt;br /&gt;
**&#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;: Each player will be hit with a conal AoE from &#039;&#039;&#039;Thordan&#039;&#039;&#039; in the middle that deals damage and debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. &lt;br /&gt;
**&#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;: A random player that was not targeted for &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039; or &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039;, who will spit five fireballs at the player, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, killing them shortly after. Any player with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; who is hit by the fireball spits will die. If the original target for this attack dies, &#039;&#039;&#039;Vedrfolinir&#039;&#039;&#039; will randomly target other players with each subsequent fireball.&lt;br /&gt;
**&#039;&#039;&#039;Altar Flare&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; will target a player who will begin dropping large fire AoEs under them, totaling up to four. The AoEs will soon erupt, killing any who are within. If the original target for this attack dies, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will randomly target other players with each subsequent AoE.&lt;br /&gt;
**&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast a donut AoE that covers the entire arena, with the only safe zone within his hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide AoE. Heal through and heavily mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Delivers an attack that deals high damage and a &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; debuff, followed by three heavy-hitting tankbuster cleaves known as &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; once again to perform another series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Doom&#039;&#039;&#039;: Four random players will be inflicted with a twenty five second {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, which will kill them if the debuff expires. These players will have a dark red aura around them when the debuff is active, for easy visual identification. The debuff can be removed by stepping into a small white puddle which is left behind by each &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039; medium-sized white AoE.&lt;br /&gt;
**&#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;: &#039;&#039;&#039;Zephirin&#039;&#039;&#039; will throw a spear in a line AoE through the center of the arena. Anyone hit will take massive damage and be inflicted with {{status effect|debuff|File:HP recovery down icon1.png}} &#039;&#039;&#039;HP Recovery Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039; (without marker): &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge through the center of the arena in a line AoE from his starting position, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Gerrique&#039;&#039;&#039; will cast this, with the attack starting as a point-blank earthquake AoE that will expand into donut AoEs that gradually grow wider. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;Stun&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a small AoE for medium damage and inflicts {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;, making overlapping lethal.&lt;br /&gt;
**&#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;. The four players who are not afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; will be targeted with medium-sized white circle AoEs that will soon resolve and kill anyone inside. The large puddles will leave behind smaller puddles that will cleanse {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; for anyone who steps inside, which will consume the puddles. They can still be consumed by players who step in them without {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the {{status effect|debuff|File:Burning chains icon1.png}} &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players.&lt;br /&gt;
***&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to the two farthest players from the center with Doom.&lt;br /&gt;
***&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to two players without Doom.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: Players are knocked back towards the edge of the arena from the middle.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts a gaze ability, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at him when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: A large Dragon&#039;s Eye spawns on the edge of the arena and uses an untelegraphed gaze ability at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at it when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; hits all players with a large fire AoE that deals high damage and inflicts a brief {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making an overlap lethal. Requires some mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Holy Meteor&#039;&#039;&#039;: Eight meteor circles spawn around the arena, one on each cardinal and intercardinal, indicating where a meteor will fall. They must be destroyed or they will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. Thordan must be reduced to less than three percent HP before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will appear at the center of the arena and immediately cast &#039;&#039;&#039;Incarnation&#039;&#039;&#039;, resurrecting and taking control of the three Dragons in the arena. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039; and buff himself. He will then use two auto-attacks that should be mitigated as they deal high damage. Following this, he will cast &#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;, summoning his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; and the Dragons. For the following mechanics, players need only worry about correctly dodging the various attacks as the boss will not be targetable.&lt;br /&gt;
&lt;br /&gt;
To start, &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will spawn at the edge of the arena and begin casting &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039;, two of the knights will tether to two random players, a singular player will receive a blue marker over their head, indicating a &#039;&#039;&#039;knight&#039;&#039;&#039; will drop an AoE on them, and two random players will be hit by &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;. Once &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039; completes, the Dragon will charge across the arena at the same time as the &#039;&#039;&#039;Knights&#039;&#039;&#039; move to the player they are tethered to. Shortly after the charge, each player will have a &#039;&#039;&#039;Twister&#039;&#039;&#039; spawn underneath them, as their location was snapshotted just before &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; charged. Another player will then receive a green marker over their head, indicating they will be attacked by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;, and &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;. A player will be targeted by &#039;&#039;&#039;Darkscale&#039;&#039;&#039; for &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;, while another player will be targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039;. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;. &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will begin firing five fireballs, the player targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; will begin dropping puddles, and the two Dragons will begin casting &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Finally &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; will fire in a large donut AoE. The mechanic will finish with &#039;&#039;&#039;Thordan&#039;&#039;&#039; casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; for a roomwide AoE.&lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must first identify where &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; has landed and treat this as &amp;quot;relative north&amp;quot;, then clear a space on the other side of the arena for its charge.  Tethered players will move to the opposite side of the arena to the &#039;&#039;&#039;Kight&#039;&#039;&#039; they are tethered to, while the player with the blue marker moves to the  &amp;quot;relative west&amp;quot; of the Dragon. The remaining players will move to the &amp;quot;relative east&amp;quot; edge of the arena to avoid the wide lines these attacks have. The &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Defamation&#039;&#039;&#039;, &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; and &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will all fire around the same time. Once the Dive has resolved, players should move immediately from where they are standing to avoid the &#039;&#039;&#039;Twister&#039;&#039;&#039; that spawns there. The player with the green &#039;&#039;&#039;Divebomb&#039;&#039;&#039; should move towards &#039;&#039;&#039;Charibert&#039;&#039;&#039; the mage knight and drop this at the edge of the arena. Every player will then spread out at the edge of the arena to handle &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, then wait for both the AoEs from &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; and the &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; fireballs to begin appearing. The player who begins dropping &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; AoEs will move clockwise around the edge of the arena, and the player who is hit by &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; will begin doing so as well. All other players will move towards &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and position themselves either near &#039;&#039;&#039;Thordan&#039;&#039;&#039; if they are not debuffed with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;, or towards the edge of the arena and spread out if they are. Players can use the dark runic circles on the floor of the arena to determine how close or how far to stand. Once &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; fires, players can group up for healing and mitigation to deal with &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;. At this point, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable once again.&lt;br /&gt;
&lt;br /&gt;
The boss will use an auto-attack, then cast &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, dealing heavy damage and debuffing the tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. He will then follow up with &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, forcing a tankswap to avoid taking lethal damage. This will then lead into &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;, players need to locate the warrior &#039;&#039;&#039;Guerrique&#039;&#039;&#039; and treat him once again as &amp;quot;relative north&amp;quot;. Four random players will be afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, these players will move towards the &amp;quot;relative north&amp;quot; of the arena, while the other players will move to the &amp;quot;relative south. &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will appear on the edge again and begin casting &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; again. Players will need to spread out near the waymarkers (but slightly off of them) to avoid the incoming attacks. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, dropping an AoE on each player that will kill if overlapped due to the {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; will cast &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;, dropping white puddles under non-&#039;&#039;&#039;Doomed&#039;&#039;&#039; players, &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge across the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and the first AoE of &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039; will come out. Once the second AoE fires, players should move from their current position to avoid the &#039;&#039;&#039;Twisters&#039;&#039;&#039; that spawn, and move towards the center of the arena to avoid the third AoE from &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;. At this point, a &#039;&#039;&#039;Dragon&#039;s Eye&#039;&#039;&#039; will spawn somewhere on the edge of the arena and begin casting &#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039; while &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts &#039;&#039;&#039;the Dragon&#039;s Gaze&#039;&#039;&#039;. Players need to identify where both of these attacks are coming from so as to not accidentally face them. When players are tethered together, {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; inflicted players should line themselves up with the white puddles left at the edge of the arena, with the player of the corresponding symbol on the opposite side. When the attack fires, players must be sure to move back if nessesary to cleanse their {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if the attack does not push them all the way. At the same time, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, dealing heavy fire damage in an AoE around each player. This debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so if players overlap they will die. If a player is dead when this attack goes off, a random player will be hit twice, also resulting in a death. At the same time, both gaze attacks will fire, so players must be sure to not be facing either attack before they are knocked back as they lose control for two seconds. Finally, &#039;&#039;&#039;Noudenet&#039;&#039;&#039; will summon eight &#039;&#039;&#039;Meteor Cirlces&#039;&#039;&#039; that must be destroyed immediately. The meteors fall quite quickly so this acts as a sort of soft DPS check. Once all the circles have been destroyed, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return and use another &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; to signifiy the end of the mechanic. Heal and mitigate to handle this, and prepare for another auto attack and &#039;&#039;&#039;Heavenly Heel/Ascalon&#039;s Might&#039;&#039;&#039; combo. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;, his enrage. He must be reduced to two percent HP before this finishes or he will wipe the party. When &#039;&#039;&#039;Thordan&#039;&#039;&#039; drops &#039;&#039;&#039;Ascalon&#039;&#039;&#039; and falls to one knee begging for mercy, players must stop attacking, for if he is killed here, the party will not be able to proceed to the final phase of the encounter. Once he moves away, the next phase will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Nidhogg and Hraesvelgr===&lt;br /&gt;
Both bosses have omnidirectional hitboxes and cannot be freely moved by players. For most of this phase, Nidhogg will be at the west arena wall and Hraesvelgr will be at the east wall.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsclaw&#039;&#039;&#039;: High damage auto-attack used by both Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsbreath&#039;&#039;&#039;: Each non-tank player will be tethered to either &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, who will aim a conal AoE at them, while the tanks will be struck with one of two possible kinds of tankbusters based on whether one or both Dragon&#039;s mouths are glowing. Tethers must be of a sufficient length, as indicated visually, to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Dread Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; tethers to three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Fire Breath&#039;&#039;&#039;) at them. This deals high fire damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|debuff|File:Boiling icon1.png}}  &#039;&#039;&#039;Boiling&#039;&#039;&#039;, which resolves into a {{status effect|pyretic}}  &#039;&#039;&#039;Pyretic&#039;&#039;&#039;  debuff that deals massive damage upon movement. &#039;&#039;&#039;Boiling&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Ice Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Great Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; tethers to the other three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Ice Breath&#039;&#039;&#039;) at them. This deals high ice damage and debuffs with {{status effect|ice resistance down}} &#039;&#039;&#039;Ice Resistance Down II&#039;&#039;&#039; and {{status effect|debuff|File:Freezing icon1.png}} &#039;&#039;&#039;Freezing&#039;&#039;&#039;, which will resolve into {{status effect|debuff|File:Deep Freeze icon1.png}} &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;, immobilizing a player for thirty seconds. &#039;&#039;&#039;Freezing&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Fire Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;: AoE Tankbuster. Used when &#039;&#039;&#039;either&#039;&#039;&#039; Dragon&#039;s mouths are glowing during their Wyrmsbreath attack. The Dragon with the glowing mouth will use a conal AoE (&#039;&#039;&#039;Dark Breath&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;, &#039;&#039;&#039;Holy Breath&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;) through the middle of the arena, while the Dragon with the non-glowing mouth will hit their target with a large circular tankbuster AoE (&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;). Anyone aside from the primary target caught in this will be knocked back and killed.&lt;br /&gt;
**&#039;&#039;&#039;Dark Orb/Holy Orb&#039;&#039;&#039;: Split tankbuster. When both Dragons&#039; mouths are glowing, they will each fire an orb that must be split by both tanks, as each orb targets a single tank and explodes in a small AoE, inflicting damage and debuffing with either {{status effect|debuff|File:Sustained light damage icon1.png}} &#039;&#039;&#039;Sustained Light Damage&#039;&#039;&#039; or {{status effect|debuff|File:Sustained dark damage icon1.png}} &#039;&#039;&#039;Sustained Dark Damage&#039;&#039;&#039;, which will both inflict massive damage over time, and can only be nullified by the other orb.&lt;br /&gt;
**&#039;&#039;&#039;Swirling Blizzard&#039;&#039;&#039;: A large telegraphed donut AoE from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; that compresses the safe region for the Wyrmsbreath mechanics to be a circular area. Getting hit by this will deal lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Vows&#039;&#039;&#039;: Two conditions that must be upheld during the entirety of the phase. Failure to do so will cause one of the bosses to enrage and deal significantly more damage while taking significantly less damage, most likely resulting in a wipe.&lt;br /&gt;
**{{status effect|debuff|File:Mortal vow icon2.png}} &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; targets a random DPS with a small AoE and deals light damage while applying this debuff, significantly lowering their healing potency and inflicting moderate damage over time. Any additional players hit are debuffed with {{status effect|debuff|File:Suppuration icon1.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken. After thirty four seconds the debuff will resolve and deal damage in a small AoE, passing the debuff to one other player within the AoE. Any additional players hit will also be debuffed with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. If the debuff is not passed to another player, it will cause &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; to enrage. Once the debuff is passed on, the original player who carried the debuff will be inflicted with {{status effect|debuff|File:Mortal atonement icon1.png}} &#039;&#039;&#039;Mortal Atonement&#039;&#039;&#039;, preventing them from receiving the debuff for two minutes (effectively the remainder of the phase unless if they were the first one targeted with &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;).&lt;br /&gt;
**{{status effect|debuff|File:Solemn vow icon1.png}} &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;: If a player dies to any of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; attacks, he will enrage.&lt;br /&gt;
*&#039;&#039;&#039;Akh Afah&#039;&#039;&#039;: Each Dragon targets a healer with a stack AoE that deals high damage and debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning that overlap will wipe the party. The Dragons will also tether to one another at the beginning of the cast if there is a difference of more than three percent HP, with a purple tether if &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; has more HP and a white tether if &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; has more HP. If the Dragons are tethered by the end of the cast, the stack AoE from the higher HP boss will inflict lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;: One of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will glow, indicating that the entire half of the arena on that side will be hit by a large AoE that deals lethal damage. This resolves at the same time as &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;: Depending on whether &#039;&#039;&#039;Hrasevelgr&#039;s&#039;&#039;&#039; head is raised or lowered, he will target the two farthest or closest players respectively. These players will be hit with large circular AoE tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Wroth Flames&#039;&#039;&#039;: Three sets of three orbs will spawn, the first set in the center, then one set at a corner, followed by the final set in the opposite corner. These orbs will erupt in a cross (&#039;&#039;&#039;Flame Burst&#039;&#039;&#039;) that reaches across the entire arena set by set, and inflict moderate damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to anyone caught in the AoE. Four random players will also be debuffed with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, two others will be debuffed with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, and the remaining two players will not receive a debuff.&lt;br /&gt;
**{{status effect|debuff|File:Spreading flames icon1.png}}  &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;: Four players will be inflicted with this debuff, expiring after twenty four seconds, then detonate in a small AoE that does no damage to the target player and inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. However, getting caught in another player&#039;s AoE will inflict lethal damage and a moderate knockback. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**{{status effect|debuff|File:Entangled flames icon1.png}}  &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;: Two players will be inflicted with this debuff, expiring after twenty four seconds (&#039;&#039;&#039;Entangled Pyre&#039;&#039;&#039;) and requires a stack of two total players, dealing moderate magic damage and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players are not stacked when the debuff expires, the debuffed player will explode, inflicting heavy raid damage (killing anyone with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will target a random player for a set of four stack AoEs that deal high damage, requiring heavy mitigation, and drop persistent puddles. If players step in these, they will be debuffed with a lethal {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; that will shortly kill them.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing/Hot Tail&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will fire either a line AoE through the center of the arena or the top and bottom thirds of the arena, dealing lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: One or both of the Dragons will charge across their side of the arena with a breath attack, dealing high damage and inflicting either {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; or {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;, inflicting high damage over time. If players are inflicted with the opposite elemental debuff (&#039;&#039;&#039;Freezing&#039;&#039;&#039; or &#039;&#039;&#039;Boiling&#039;&#039;&#039;), the attack will deal non-lethal damage, the debuff will be removed, and the damage over time debuff will not be applied. The first player hit will take significantly more damage, requiring either a tank invulnerability or heavy mitigation to survive.&lt;br /&gt;
*&#039;&#039;&#039;Touchdown&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; lands in the center of the arena and &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; lands on the south wall of the arena, dealing moderate proximity damage.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. Both Dragons cast this. If both Dragons are not defeated before the cast finishes, the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage from the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Party-wide damage from &#039;&#039;&#039;Thordan&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Nidhogg will appear alongside Hraesvelgr, who will have two status effects: {{status effect|debuff|File:Neurolink icon2.png}} &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, which is cosmetic and has no gameplay functionality, and {{status effect|debuff|File:Solemn vow icon1.png}} &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;, which will cause him to enrage if he kills any player with an attack. When the phase begins, both Dragons will use an auto-attack, then begin casting their respective breath attacks, each tethering to three random non-tank players. Players will need to move away from the Dragon they are tethered to until the tether changes from purple to orange/white. The tanks will both move to the northern half of the arena to hold enmity. They will also be watching to see if one or both of the Dragon’s jaws glow. If one is glowing and the other isn&#039;t, the glowing mouth will fire a conal AoE through the center of the arena, while the non-glowing mouth will target their respective tank with &#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;, a tankbuster. If both mouths are glowing, the tanks will need to come together to soak both &#039;&#039;&#039;Light Orb&#039;&#039;&#039; and &#039;&#039;&#039;Dark Orb&#039;&#039;&#039; to neutralize both of the {{status effect|debuff|File:Sustained light damage icon1.png}}{{status effect|debuff|File:Sustained dark damage icon1.png}} &#039;&#039;&#039;Sustained&#039;&#039;&#039; damage debuffs. At the same time, tethered players will need to stack with a player of the opposite tether to neutralize the elemental debuff received. Two sets of players can move to the south of the arena with one set moving to the north, or all three sets to the south, as long as groups are properly spaced out to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
Following this, a random DPS will be inflicted with {{status effect|debuff|File:Mortal vow icon2.png}} &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; with a small AoE. The debuff must be passed four times during the fight in roughly thirty second intervals, which occur after most major mechanics. Players need to determine who the debuff will be passed to and in what order, such as melee DPS to ranged DPS and back to melee. The debuff should never be passed to a healer because it inhibits healing output. Players need to spread when &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; is first applied, as anyone who is too close to to the target for the AoE will be inflicted with {{status effect|debuff|File:Suppuration icon1.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken, which is essentially a death sentence.&lt;br /&gt;
&lt;br /&gt;
Following this, players will split into their light parties as the Dragons begin casting &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;. If the Dragons tether to each other, players need to be sure to bring them within three percent HP of each other, or this attack will wipe the party. Based on the color of the tether, players can easily tell which Dragon has the higher HP (white for &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, purple for &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;). These attacks should be mitigated as they deal high damage. Players can stack directly to the north and south of the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Akh Afah&#039;&#039;&#039; resolves, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will leave to either the north or south edge of the arena on either the east or west side. Shortly after, he will charge across that half of the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, killing any who are hit. At the same time one of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will begin to glow, indicating a cleave on that entire side of the arena with &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. This will leave a single quadrant of the arena as a safe zone. &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will also either raise or lower his head, indicating who he will target for &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;, a tankbuster. If his head is raised, he will target the furthest two players, and if it is lowered, he will target the two closest players. Tanks will need to adjust to bait the tankbusters, and space out to avoid overlap. Once these attacks resolve, players will need to hand off the {{status effect|debuff|File:Mortal vow icon2.png}} &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff. It is recommended that they move to the center of the arena, while the rest of the party is away from the center, to avoid passing to the incorrect player. It is critical that that only the two players passing the debuff are next to each other with no other players nearby, as any additional player that is hit by the debuff expiration AoE will be inflicted with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next mechanic players will have to handle is &#039;&#039;&#039;Wroth Flames/Akh Morn&#039;&#039;&#039; and the following debuffs. Three orbs will spawn in the center of the arena, followed by another set in one of the four corners, and finally in the corner opposite of that, creating a diagonal line. Players will then be debuffed with {{status effect|debuff|File:Spreading flames icon1.png}} &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, {{status effect|debuff|File:Entangled flames icon1.png}} &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, or no debuff at all. When the orbs begin exploding, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Cauterize&#039;&#039;&#039; across a random side of the arena. &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; will also appear under the players, who need to remain stacked to handle these, then be ready to move out of them as they inflict a heavy &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff that will most likely kill the player inflicted. To best handle &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; at the same time as the fire orbs, players should move across the edge of the safe area and cut towards the center of the arena where the first set of orbs spawned.&lt;br /&gt;
&lt;br /&gt;
Following the resolution of the &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; and the fire orbs, the Dragons will land back in their respective locations and &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will use either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and the debuffs will resolve. Players with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039; and their partners should stack near &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;, while the other players with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039; spread out to avoid overlap. Players will need to adjust according to either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, then pass the {{status effect|debuff|File:Mortal vow icon2.png}}  &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff for a second time.&lt;br /&gt;
&lt;br /&gt;
The Dragons will cast another &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;, and can be handled the same way as before. This is the last time players will need to worry about keeping both Dragons&#039; HP balanced for the rest of the phase. Following this, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; and &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039; on one side of the arena while &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; uses the opposite &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; or &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Players will need to adjust to handle where the tanks need to stand in order to bait the plumes while also avoiding the other AoEs.&lt;br /&gt;
&lt;br /&gt;
Players will then be tethered to either Dragon again, however they will need to keep their debuffs for the next mechanic. Players tethered to &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; should spread out to the north and players tethered to &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; should spread to the south, with tanks resolving their mechanics. Once the tethers resolve, both Dragons will move to the north edge of the arena and prepare a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Players will need to line up in the hitbox of the opposite Dragon they were tethered to with a tank at the front of each line, as each tank will not have a debuff to neutralize and will take full damage from the attack. To handle this, the tanks should use their invulnerability skills, with healers keeping them topped off to handle the debuff damage. If a player is debuffed with {{status effect|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; they need to remain still until the debuff falls off. &lt;br /&gt;
&lt;br /&gt;
Once the debuffs are resolved, players will need to move to a corner to avoid the proximity damage from &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; touching down in the center of the arena. Immediately following this, players will need to pass {{status effect|debuff|File:Mortal vow icon2.png}} &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; for the final time. Following &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, both Dragons will begin casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, and must be defeated before the cast finishes. Once both Dragons are defeated, the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; will appear and cast &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing raid damage and inflicting bleeding. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was spared, he will reappear and absorb the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; and Hraesvelgr&#039;s, transforming into &#039;&#039;&#039;Dragon-king Thordan&#039;&#039;&#039;. During this sequence, he will use &#039;&#039;&#039;Shockwave&#039;&#039;&#039; once, dealing raid damage and also inflicting bleeding. At the end of the sequence, he will use &#039;&#039;&#039;Alternative End&#039;&#039;&#039;, dealing massive damage that must be heavily mitigated. To ensure players do not use mitigation too early, they should time their mitigation after the bleeding effect from Shockwave wears off. Afterwards, the arena will transition and the final phase will begin. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was not spared, the fight will essentially loop back to the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; phase but the party will not have access to &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039; or &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;, making the eyes unkillable and ensuring a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 7: [[Dragon-king Thordan]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Alternative End&#039;&#039;&#039;: Occurs during the transition from the previous phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Trinity&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; auto-attacks three players between each mechanic as small AoEs, the first and second in the enmity list, and the closest player, inflicting various debuffs based on their order in that list. &#039;&#039;&#039;Trinity&#039;&#039;&#039; always occurs twice between each &#039;&#039;&#039;Edge&#039;&#039;&#039; mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Highest Enmity&#039;&#039;&#039;: Inflicted with a stacking {{status effect|debuff|File:Dark resistance down icon1.png}} &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Second Highest&#039;&#039;&#039;: Inflicted with a stacking {{status effect|debuff|File:Light resistance down icon1.png}} &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Closest&#039;&#039;&#039;: Inflicted with stacking {{status effect|debuff|File:Light resistance down icon1.png}} &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, {{status effect|debuff|File:Dark resistance down icon1.png}} &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making another hit from &#039;&#039;&#039;Trinity&#039;&#039;&#039; lethal until the {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; expires.&lt;br /&gt;
***This requires the party to cycle through baiting the attacks to avoid deaths. The tanks should swap every two auto-attacks, and the recommended order is for two acting melee DPS to bait the closest attacks, then the acting ranged DPS, and finally the healers, before repeating the cycle. This will give enough time for the debuffs to fall off the first player who baited them.&lt;br /&gt;
*&#039;&#039;&#039;Edge Attacks&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use various attacks mixed with &#039;&#039;&#039;In/Out&#039;&#039;&#039; mechanics, determined by what element &#039;&#039;&#039;Thordan&#039;s&#039;&#039;&#039; swords are infused with. If the swords are covered in ice (&#039;&#039;&#039;Ice of Ascalon&#039;&#039;&#039;), players need to move into the boss&#039;s hitbox to dodge a donut AoE, and out if the swords are covered with fire (&#039;&#039;&#039;Flames of Ascalon&#039;&#039;&#039;), to dodge a point-blank AoE.&lt;br /&gt;
**&#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;: Three tri-directional circle AoEs spawn around the boss, and fire a series of moving circle AoEs in the direction of the arrows. Any player hit by these will die.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three towers that need to be soaked by multiple players: two red towers should have three players each, while the blue tower should have both tanks. Each tower will hit players within multiple times dealing heavy stack damage that requires mitigation, starting at five and increasing by one with each cast (up to seven). If a tower does not have any people, it will explode and the party will wipe.&lt;br /&gt;
**&#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three proximity AoEs in sequence that will explode in order, killing any player who is too close and inflicting a large amount of party-wide damage otherwise, requiring mitigation.&lt;br /&gt;
**For each of these attacks, the three AoEs/towers will spawn always relative to where the boss is facing: one behind, one northeast, and one northwest.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;: Enrage. Three yellow towers will spawn around the boss and must be soaked by one player each or the party will instantly wipe. Any player within the towers will die upon the cast finishing. The towers must continue to be soaked until all players are dead and the party is wiped or the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Though this phase is relatively simple in terms of its mechanics, it requires players to handle high damage output and evade reactionary mechanics. To open the phase, players must group together and heavily mitigate the damage from the stage transition, which also inflicts a heavy {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. once the boss is targetable, players will need to handle the first set of &#039;&#039;&#039;Trinity&#039;&#039;&#039; attacks, then the in/out mechanic for &#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;. Each cast of this ability can be handled the same way, by moving to either side of the southern &#039;&#039;&#039;Exaflare&#039;&#039;&#039;, then move in to where its hitbox previously was once it fires. Following this, players will move further south to where the two diamond patterns on the floor meet to avoid the remaining flares, then move in to prepare for the next set of &#039;&#039;&#039;Trinities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, players will handle &#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;, moving to have the correct amount/role of players in their respective towers. The in/out mechanic will take place, then the circles will fire five times. Mitigate the &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; hits, and be careful not to leave the AoEs before the attack finishes, or everyone will take a massive party-wide hit. Once again, players will move to handle the incoming &#039;&#039;&#039;Trinity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;, players must simply identify the order and location that the proximity markers drop in, and move around the arena, never moving more than max melee range to the center of the arena. This mechanic requires mitigation and healing as well. To handle, players must move in or out of the boss&#039;s hitbox, and then be prepared to move out as soon as that portion of the attack resolves. Following this attack&#039;s resolution, players must handle &#039;&#039;&#039;Trinity&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat three times, and then the boss will enrage, casting &#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;. For this attack, each tower must be soaked by one player, killing them when the cast resolves. If a player is not in each tower, the party will wipe when the cast finishes. Players will need to push hard to meet this DPS check if the boss&#039;s HP is still high. These circles will continue to spawn until either players are unable to mitigate the circles, or the boss is defeated. After the first two tower sets, the remaining two alive players should not soak the towers, and instead let them explode, as this buys an additional second to damage the boss.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Dragonsong Token}}&lt;br /&gt;
* [[Dragonsong&#039;s Reprise Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Dragonsong&#039;s Reprise (Ultimate). This restriction was removed in [[Patch 6.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for [[Ultimate Weapons of the Heavens]].&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|As Suits a Hero}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The World&#039;s First clear was by the static &#039;&#039;Neverland&#039;&#039; on 5/2/2022.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1521111280681115648?s=20&amp;amp;t=Pt89PviK8OEk3CjrlbFwjw&amp;lt;/ref&amp;gt; After the use of third party tools (including user interface modifications and text-to-speech callouts) in violation of the ToS was confirmed by the community, producer/director YoshiP issued a statement.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/36c4d699763603fadd2e61482b0c5d56cb2e4547 Regarding Third-party Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; I&#039;ll cut you to pieces! (&#039;&#039;upon pull&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; The power! It fills me! (&#039;&#039;casting first Holiest of Holy&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Witness me! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; How was that? (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Down with you! (&#039;&#039;first Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Ahahahahahahaha! (&#039;&#039;second Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Hahaha! (&#039;&#039;after Hyperdimensional Slash&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Let us see how you handle this! (&#039;&#039;Shining Blade&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;before Burning Chains&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Begone with you! (&#039;&#039;Heavensflame&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; In pursuit of the archbishop, the Warrior of Light journeyed to Azys Lla, where s/he confronted a primal born of the power of the Eye: King Thordan and his knights twelve. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Your feeble light shall fade before my brilliance! (&#039;&#039;upon pull&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
During Phases 2 and 5, Thordan will occasionally say the following when being damaged. These lines are &#039;&#039;&#039;voice acted&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; What?&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Gah!&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; &#039;&#039;grunts&#039;&#039;&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Strength of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Strength of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; Scamper all you will. My lance will find you... (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; Charge! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Paulecrain? (white single ponytail):&#039;&#039;&#039; Ser Vellguine! On your mark! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Janlenoux:&#039;&#039;&#039; Ever and always, Brother! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; With me, Ser Janlenoux! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Gahahaha! (&#039;&#039;Dimensional Collapse&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Hermenost:&#039;&#039;&#039; Surging aether, become searing light! (&#039;&#039;Conviction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Sanctity of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Sanctity of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; O Ascalon! Drink deep of the power of slumbering gods! (&#039;&#039;start of Fire/Ice&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I shall turn you into ash! (&#039;&#039;Heavens&#039; Stake&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my knights! (&#039;&#039;before Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I shall bury you and your beliefs! (&#039;&#039;Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Y-You survived my divine reckoning!? Impossible! (after &#039;&#039;Ultimate End&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; This is the power of light? No... if I must fall, then so shall you! (&#039;&#039;Aetheric Burst&#039;&#039;, first sentence is &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Impossible! (&#039;&#039;defeat&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Though s/he emerged victorious, his/her comrade&#039;s body was claimed to Nidhogg, who brought his unbridled rage to bear against Ishgard. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thy final verse is sung! (&#039;&#039;Final Chorus&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Ahm in ??? fhail! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thou hast survived my song... Curse thee and thine eye, Hraesvelgr! (&#039;&#039;after Final Chorus&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; All will perish! (&#039;&#039;Dive from Grace&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; ??? (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; I would ask one last favor of you, Warrior of Light... (&#039;&#039;response&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Finish me... (&#039;&#039;spirits of Haurchefant and Ysayle appear&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Now, while I have the beat subdued! (&#039;&#039;Eyes of Nidhogg appear as targets&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; At long last, this flesh belongeth to me! And now, wicked mortals-my dirge shall usher you unto your doom! (&#039;&#039;Enrage&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Undone by mortal will. Whither now...? (&#039;&#039;defeat&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did one song draw to a close. But here and now, this minstrell shall perform another-a song of imagination transcending... (&#039;&#039;returning to the Vault&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; You... you are unharmed? Thank goodness... (&#039;&#039;after being saved from Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; &#039;Tis said that there are no ifs in history, yet man is wont to dream. Let us dream, then, of a future where a dear comrade lived... (&#039;&#039;beginning of the Alternate Dragonsong War&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Vile dragons! My reign begins with your end! (&#039;&#039;Incarnation&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My reign begins! (&#039;&#039;Incarnation&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Vidofnir:&#039;&#039;&#039; In the name of King Thordan... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Darkscale:&#039;&#039;&#039; What is thy bidding? (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Verdfolnir:&#039;&#039;&#039; Glory be to the Fury... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Wrath of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Wrath of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; You are mine! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; None shall escape! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I will turn you into ash! (&#039;&#039;Altar Pyre&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Blood and steel! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Tell me, Warrior of Light. How do you propose to end this conflict? (&#039;&#039;after casting Ancient Quaga&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Death of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Death of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; You defy the only rightful god! (&#039;&#039;Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;preparing Heavensflame&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Begone, pests! (&#039;&#039;Faith Unmoving&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Noudenet:&#039;&#039;&#039; Heavens rain death upon you! (&#039;&#039;Holy Meteor&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; If you believe that eliminating me will undo a thousand years of strife and suffering, then you are a fool. (&#039;&#039;Heavenly Heel&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I yield... Have mercy, I beg you... (&#039;&#039;upon being brought below 3% health&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hmph, your compassion will be the end of you... (&#039;&#039;if spared&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; A single life can alter the course of history... Enslaved by an ancient relic, the great wyrm Hraesvelgr descended upon Ishgard at his vengeful brother&#039;s side. (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Wriggling maggots! I shall grind you to paste in my jaws! (&#039;&#039;first appearance&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Mykh errn! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I swore to Shiva-swore that I would not take the lives of men... Stop me, I prithee! (&#039;&#039;Akh Afah&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I thank thee, Servant of Hydaelyn... Now I may go to be with my beloved...&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hahahaha! By the power of mine enemy&#039;s eyes, I am become a god eternal! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Will there never be peace between man and dragon...? (&#039;&#039;King Thordan absorbs the eyes of Nidhogg and Hraesvelgr&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; We must see Estinien to safety! (&#039;&#039;running to Estinien&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did a dreadful new divinity arise-one endowed with the nigh-irrepressible life force of two great wyrms... (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Purge the tainted with the light of sorrow immeasurable! (&#039;&#039;Exaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Consign the wicked with the light of rancor unquenchable! (&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Scorch the earth with the light of regret unfathomable! (&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; Your time is come! Eyes of mine enemy, bring oblivion unto the unbelievers! (&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; So ends an alternate chapter in their tale. What lessons, dear listener, might we derive from this Dragonsong reimagined? Be it that of man or dragon, all life is precious, and the loss of loved ones shall ever darken the hearts of those left behind. Yet death is not the end of what was wrought. The memories forged, the affection shared, the hope inherited... Such things grant us the strength to walk unto the morrow, and there is no greater proof of this than the Warrior of Light&#039;s journey. From the fantastical works of a wandering minstrel. &#039;&#039;Heavensward: A Reimagining&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Vault Knights|The Heavens&#039; Ward}}&lt;br /&gt;
{{music table row|Phase 2: King Thordan|Heroes}}&lt;br /&gt;
{{music table row|Phase 3: Nidhogg|Freefall}}&lt;br /&gt;
{{music table row|Phase 4: The Eyes&amp;lt;br&amp;gt;Ending Cutscene|Contention}}&lt;br /&gt;
{{music table row|Phase 4 Enrage|Primogenitor}}&lt;br /&gt;
{{music table row|Intermission|Hallowed Halls}}&lt;br /&gt;
{{music table row|Phase 5: Dark King Thordan|Heavensward}}&lt;br /&gt;
{{music table row|Phase 6: Nidhogg and Hraesvelgr|Dragonsong}}&lt;br /&gt;
{{music table row|Phase 7: Dragon-king Thordan|Revenge Twofold (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
DSR.png&lt;br /&gt;
DSR boss.png&lt;br /&gt;
DSR phase 1.png&lt;br /&gt;
DSR phase 6.jpg&lt;br /&gt;
Dragon-king Thordan render.png&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 16, 2022, the encounter was cleared using only one healer and five DPS instead of the usual two healers and four DPS. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Jh9r53b6q_c&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/dsr/ North America Party Finder Strategies]&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: The Vault Knights&lt;br /&gt;
**Playstation knockback:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dsr p1.png|200px]]&lt;br /&gt;
**Planar Prison: &amp;quot;HMRT EWEW&amp;quot;&lt;br /&gt;
***First, the healers take the protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Second, melee DPS take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
***Third, ranged DPS take their protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Finally, tanks take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
&lt;br /&gt;
*Phase 2: King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=175561044175561&amp;amp;preview=1 Strength of the Ward]&lt;br /&gt;
***Please note that the toolbox is inaccurate for waymarks and group priorities.&lt;br /&gt;
***Waymarks: Placed on cardinals and intercardinals, but starting from north going clockwise, the order is ABCD1234, not A1B2C3D4&lt;br /&gt;
***Group priorities: G1 NW CCW (Numbers); G2 N CW (Letters)&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=840061660351561&amp;amp;preview=1 Sanctity of the Ward Part 1: Dashes]&lt;br /&gt;
***G1 away from dark knight&lt;br /&gt;
***G2 towards dark knight&lt;br /&gt;
***Role swap for sword markers&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=050062490351561&amp;amp;preview=1 Sanctity of the Ward Part 2: Meteors and Towers]&lt;br /&gt;
&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=375562215175561&amp;amp;preview=1#4 Nidhogg]&lt;br /&gt;
**Up arrow debuff stands east&lt;br /&gt;
**Down arrow debuff stands west&lt;br /&gt;
**Arrow priority overrides initial positions&lt;br /&gt;
&lt;br /&gt;
*Phase 4: [https://raidplan.io/plan/8z6l3K14M-v5NOnz Eyes]&lt;br /&gt;
**Melees and tanks will walk to ranged players to pass, after popping yellow orb.&lt;br /&gt;
&lt;br /&gt;
*Phase 5: Dark King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=055565203865561&amp;amp;preview=1 Wrath of the Heavens]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=655564591965561&amp;amp;preview=1 Death of the Heavens]&lt;br /&gt;
**[https://cdn.discordapp.com/attachments/991078812903165982/1137091025287008326/edit.png Earthquake dodges for DotH]&lt;br /&gt;
&lt;br /&gt;
*Phase 6: [https://ff14.toolboxgaming.space/?id=426762112878561&amp;amp;preview=1 Nidhogg and Hraesvelgr]&lt;br /&gt;
**Group 1 initially attacks Nidhogg and stacks north for Akh Afah. Group 2 initially attacks Hraesvelgr and stacks south for Akh Afah.&lt;br /&gt;
**Mortal Vow pass order: XTTMR&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Wroth Flames mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
**Wyrmsbreath 2 in the toolbox is outdated as &amp;quot;[https://media.discordapp.net/attachments/968960770551463976/1047711267902738522/CB593476-1DDF-4A21-9A47-5FF6FB316150.png Static WB2]&amp;quot; is now the preferred strategy.&lt;br /&gt;
&lt;br /&gt;
*Phase 7: [https://ff14.toolboxgaming.space/?id=448767858029561&amp;amp;preview=1 Dragon-king Thordan]&lt;br /&gt;
**Please note that Party Finder uses the &amp;quot;611&amp;quot; strategy for Akh Morn&#039;s Edge, which is not reflected in the toolbox.&lt;br /&gt;
**Akh Morn 1: Group 1 northwest red tower, group 2 northeast red tower, tanks south blue tower&lt;br /&gt;
**Akh Morn 2/3: Party northwest red tower, invulning tank south blue tower, non-invulning tank northeast red tower&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1sUEuFDGa_Qg4SYHo4y7b4oEvUGvmhkUMn2rPdXdWEo0/edit#gid=1960553822 Mitigation spreadsheet]&lt;br /&gt;
*[https://github.com/WCGH/Dragonsong-Sim/releases Downloadable offline simulator for phase 3, 5, and 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavens%27_Ward&amp;diff=1126570</id>
		<title>Heavens&#039; Ward</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Heavens%27_Ward&amp;diff=1126570"/>
		<updated>2025-11-17T01:12:02Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Encounters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Knights Twelve}}&lt;br /&gt;
The &#039;&#039;&#039;Heavens&#039; Ward&#039;&#039;&#039; acts as the personal guard of [[Archbishop Thordan VII]]. These knights exist outside of the normal hierarchy of the [[Holy See]], but may act with the &#039;&#039;&#039;Archbishop&#039;s&#039;&#039;&#039; authority when carrying out his personal directives.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavens&#039; Ward&#039;&#039;&#039; is comprised of twelve male knights appointed by the &#039;&#039;&#039;Archbishop&#039;&#039;&#039; himself, in keeping to tradition set by [[King Thordan]]. Married men may not join the guard, and members are sworn to celibacy in order to effectively dedicate their lives to their service.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
* &#039;&#039;&#039;Ser Vellguine de Bourbagne&#039;&#039;&#039;: &amp;quot;Of the Stone Spear&amp;quot;, he is the longest-serving member of the &#039;&#039;Heavens&#039; Ward, and is second-in-command to Ser Zephirin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Grinnaux de Dzemael&#039;&#039;&#039;: &amp;quot;The Bull&amp;quot;. Though he is a master in combat, his less than agreeable personality has led to several altercations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Paulecrain de Fanouilley&#039;&#039;&#039;: &amp;quot;Coldfire&amp;quot;. Born to a poor household, he rose through the ranks with his skill with a lance alone.&lt;br /&gt;
* &#039;&#039;&#039;Ser Guerrique de Montrohain&#039;&#039;&#039;: &amp;quot;The Cleaver&amp;quot;. A former temple knight, he earned his glory as an infantryman. He used to be a member of the [[Temple Knight]]s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Noudenet de Jaimberd&#039;&#039;&#039;: &amp;quot;The Wise&amp;quot;. Originally sent to study at &#039;&#039;&#039;Saint Endalim&#039;s Scholasticate&#039;&#039;&#039; so his family would have one less mouth to feed. Uninterested in the politics of the &#039;&#039;&#039;Holy See&#039;&#039;&#039;, he instead dedicated himself to the study of [[Aether]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Ignasse de Vesnaint&#039;&#039;&#039;: &amp;quot;Of The Dragon&#039;s Tail&amp;quot;. A former dragoon with a distinguished clear, he has slain many a dragon in the name of the &#039;&#039;&#039;Holy See&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Zephirin de Valhourdin&#039;&#039;&#039;: &amp;quot;The Just&amp;quot;. A former commander of the &#039;&#039;&#039;Temple Knights&#039;&#039;&#039;, he is the &#039;&#039;&#039;Very Reverend Archimandrite&#039;&#039;&#039; of the &#039;&#039;&#039;Heaven&#039;s Ward&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Charibert de Leusignac&#039;&#039;&#039;: &amp;quot;The Stern&amp;quot;. A sadistic former inquisitor, he is known for his ruthless persecution of heretics and brutal interrogations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Adelphel de Chevraudan&#039;&#039;&#039;: &amp;quot;Brightblade&amp;quot;. A young knight born to a low house and known for his elegant swordsmanship, he trained from a young age with his brother under his father.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Haumeric de Peulagnon&#039;&#039;&#039;: &amp;quot;The Valiant&amp;quot;. A man of strong principals, he has long strove to walk the righteous path, and so he holds men like &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; in great contempt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Hermenost de la Treaumaille&#039;&#039;&#039;: &amp;quot;Levinlight&amp;quot;. A veteran knight who joined the &#039;&#039;&#039;Heavens&#039; Ward during the tenure of the previous &#039;&#039;&#039;Archimandrite&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ser Janlenoux de Courcillant&#039;&#039;&#039;: &amp;quot;Of the Steel Oath&amp;quot;. He and &#039;&#039;&#039;Ser Adelphel&#039;&#039;&#039; are brothers in arms, having shared the battlefield time and time again and forging a lasting bond through hardship.&lt;br /&gt;
&lt;br /&gt;
==Encounters==&lt;br /&gt;
The Heavens&#039; Ward are faced several times throughout the main storyline of &#039;&#039;Heavensward&#039;&#039; and beyond.&lt;br /&gt;
&lt;br /&gt;
*[[Ser Grinnaux]] and [[Ser Paulecrain]] are fought during the quest battle in {{questlink|main|Divine Intervention}}.&lt;br /&gt;
&lt;br /&gt;
*[[Ser Charibert]] is fought during the quest battle in {{questlink|main|Fire and Blood}}.&lt;br /&gt;
&lt;br /&gt;
*Sers [[Adelphel]], Grinnaux and Charibert are consist of the three bosses of {{questlink|dungeon|The Vault}}. Adelphel and Grinnaux are fought in both human and primal forms, while Charibert only uses his primal form.&lt;br /&gt;
&lt;br /&gt;
*The Heavens&#039; Ward are summoned at various intervals during {{questlink|trial|The Singularity Reactor}} and it&#039;s extreme mode. They are untargettable throughout the battle with rare exceptions.&lt;br /&gt;
&lt;br /&gt;
*Simulacrum of the Heavens&#039; Ward are faced during the quest battles of {{questlink|main|Our Compromise}} and {{questlink|main|Faded Memories}}&lt;br /&gt;
&lt;br /&gt;
*The Heavens&#039; Ward return one last time as enemies during {{questlink|ultimateraid|Dragonsong&#039;s Reprise (Ultimate)}}. Adelphel, Grinnaux and Charibert are fought again in the first phase, while the second and fifth phases see them summoned similarily as in {{questlink|trial|The Singularity Reactor}}.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The Heavens’ Ward, the personal bodyguard of the archbishop, serves at the pleasure of His Eminence and answers to none but him. Under normal circumstances, the knights of the Heavens’ Ward exist outside the normal hierarchy of the Holy See, but when charged with carrying out the personal directives of the archbishop, they may act with his authority and issue orders to Temple Knights and others.&lt;br /&gt;
&lt;br /&gt;
In keeping with the tradition established by King Thordan I, the Heavens’ Ward is comprised of twelve knights appointed by the archbishop himself. However, after appointing Ser Zephirin to lead the current Heavens’ Ward, Thordan VII instructed him to select the remaining members for their skill at arms only, without regard for their character or familial connections, which the young archimandrite then did, with the assistance of Ser Vellguine.&lt;br /&gt;
&lt;br /&gt;
As a rule, married men are forbidden from joining the Heavens’ Ward, and like members of the clergy of the Holy See, the knights must swear an oath of celibacy. Ultimately, they must dedicate their lives wholly to the service of the archbishop, the sole interpreter of the will of Halone.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 153&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore/People]][[Category:Organizations]][[Category:Ishgard]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1066906</id>
		<title>Eden&#039;s Verse: Refulgence (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence_(Savage)&amp;diff=1066906"/>
		<updated>2025-10-31T22:42:24Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Refulgence}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 480&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{questlink|feature|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - blasts the raid with a high amount of unavoidable damage, immediately followed by &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; summons multiple portal-like mirrors at cardinal positions around the platform which will unleash an attack depending on the next ability Shiva uses.&lt;br /&gt;
&lt;br /&gt;
For future reference, keep in mind that summoned mirrors later in the battle will represent one of three different colours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue&#039;&#039;&#039; - reflect Shiva&#039;s next ability at the same time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Green&#039;&#039;&#039; - reflect Shiva&#039;s next ability after a short delay.&lt;br /&gt;
*&#039;&#039;&#039;Red&#039;&#039;&#039; - reflect Shiva&#039;s next ability after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
The very first cast of &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; will always summon two &#039;&#039;&#039;Green&#039;&#039;&#039; mirrors and one &#039;&#039;&#039;Red&#039;&#039;&#039; mirror. However, their placement will be random, except for one factor - there will never be mirrors to the south of the platform at this time. Before the mirrors unleash their mechanics, all players must first react to the ability being cast by Shiva, which will either be:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a vicious cone-attack against anyone directly behind Shiva.&lt;br /&gt;
OR&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a fatal 270° cone-attack against anyone directly in front of Shiva.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, neither of these mechanics will have an obvious telegraph, hence all players should learn which attack does what and move out of its way as soon as possible. Once Shiva&#039;s ability has been identified and players have reacted accordingly, the mirrors will use an ability based on which spell Shiva used.&lt;br /&gt;
&lt;br /&gt;
If Shiva used &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (the backward AoE), each mirror will emit a cone-AoE across the platform, leaving a safe spot on the wall directly beside the mirror(s) themselves.&lt;br /&gt;
&lt;br /&gt;
If Shiva used &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (the frontal AoE), each mirror will emit a large point-blank AoE across a majority of the platform. To avoid, players must move as far away from the mirror as possible (keeping in mind the order they are firing - Blue, then Green, then Red).&lt;br /&gt;
&lt;br /&gt;
Seeing as each individual colour fires at different speeds to the rest, players must ensure they stand between mirrors of the same colour. For example, is &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; is cast, players should first stand at the wall between the two green mirrors, then move to the wall beside the red mirror, seeing as green mirrors always fire before red mirrors whereas if &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; is cast, players should first position as far away from the green mirrors as possible before rotating away from the red mirror.&lt;br /&gt;
&lt;br /&gt;
In summary, keep an eye on the colour of each mirror, then pay attention to the ability Shiva casts after portals have been summoned. Frontal AoE results in large point-blank mirrors, and backward AoE results in cone-mirrors. Move away (or in-between) according to the order they are being fired (which is always Blue, then Green, then Red). With a little practice, &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; will become second nature.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #1 - Diamond Frost====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; causes Shiva to teleport to the arena centre and bombard the raid with unavoidable raid-wide damage, followed by multiple mechanical follow-ups.&lt;br /&gt;
&lt;br /&gt;
*Firstly, one &#039;&#039;&#039;Tank&#039;&#039;&#039; and one &#039;&#039;&#039;Healer&#039;&#039;&#039; will find themselves afflicted with a &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuff which, if not dispelled with &#039;&#039;Esuna&#039;&#039;, will result in those players being frozen solid. Healers must be ready to dispel these debuffs as soon as possible, as both victims will be subject to a follow-up proximity marker (&#039;&#039;&#039;Frigid Water&#039;&#039;&#039;) shortly after. If left to freeze solid, the result will typically be fatal for the raid.&lt;br /&gt;
&lt;br /&gt;
*Secondly, the other &#039;&#039;&#039;tank&#039;&#039;&#039;, other &#039;&#039;&#039;healer&#039;&#039;&#039;, and two &#039;&#039;&#039;damage dealers&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; - AoE markers which will eventually inflict damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; (slow). However, this version of &#039;&#039;&#039;heavy&#039;&#039;&#039; cannot be dispelled via Esuna and will persist for quite a while. After the AoE markers have detonated, star-like markers will be dropped at the locations of impact. After a brief delay, these markers explode, spewing straight-line AoE&#039;s in a star-like pattern.&lt;br /&gt;
&lt;br /&gt;
*Thirdly, the outer edges of the arena will be marked by eight large white-circle AoE markers, indicating where &#039;&#039;&#039;icicles&#039;&#039;&#039; will begin to drop into the arena (in the order they were spawned). Anyone standing within a circle at the time icicles are dropped will immediately be slain, essentially forcing the entire raid to utilize the inner circle of the arena for the majority of mechanical overlaps. Bear in mind that only &#039;&#039;&#039;six&#039;&#039;&#039; of the &#039;&#039;&#039;eight&#039;&#039;&#039; icicles will drop initially, with two persisting until the mechanic overlap is nearly concluded. Watch out!&lt;br /&gt;
&lt;br /&gt;
*While the mechanics are all close to resolving, Shiva will execute &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena. Should anyone be standing near the outer edge of the arena at this time, they risk being punted off the platform to an early doom, or at risk of being slain by falling icicles.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the two damage dealers who were completely unmarked during the ordeal will be marked with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
To handle the overlapping mechanics, healers should first dispel the tank and healer affected by &#039;&#039;&#039;freezing&#039;&#039;&#039; so that are free to position their upcoming proximity markers. If not dispelled, they will be frozen in place instead and likely perish during the overlaps or wipe the raid via &#039;&#039;&#039;Frigid Water&#039;&#039;&#039;. Simultaneously, the tank, healer and two damage-dealers effected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; (AoE markers) should position themselves close to Shiva (without overlapping AoE&#039;s onto other marked players) to her north-east, north-west, south-east and south-west, roughly on the inner marked circle. This gives marked players enough room to avoid standing in the way of upcoming &#039;&#039;icicles&#039;&#039;, provides room in the very centre of the arena (under Shiva) for unmarked players to stand in while waiting for the &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback, and ensures that the resulting star-pattern markers are placed in a predictable pattern, making it easier for the entire raid to dodge the upcoming blasts.&lt;br /&gt;
&lt;br /&gt;
Shortly after &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, the star-markers will appear, giving everyone time to position themselves so that they will be knocked back where icicles have already been dropped (leaving behind safe areas). If the star-patterns were dropped correctly, &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; will also push players out of the path of the upcoming star-pattern explosions. However, the tank and healer originally marked with &#039;&#039;&#039;freezing&#039;&#039;&#039; will need to position themselves so that they are pushed into opposite safe spots due to their proximity marker - and remember - two of the eight icicles will not have dropped yet, so do not get pushed into the remaining two icicle circles!&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; has concluded, all players should move to the centre of the arena, as Shiva will now execute either &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; or &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; depending on which she cast during the first &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;. For example, if Shiva used &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; during the first &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;, she will now use &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; as soon as all the above mechanics have concluded - or vice versa.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - a vicious tank-buster against Shiva&#039;s primary target that also applies &#039;&#039;Physical Vulnerability&#039;&#039;. As a result, tanks should execute a tank-swap whilst Shiva is casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change from her ice form to her holy form. During her transformation, any player who looks directly at Shiva will be stunned for a prolonged period. Unlike normal mode, there will be no visual eye-icon to indicate this attack, thus players must rely on either listening to Shiva&#039;s voice-lines or keeping an eye out for a very noticeable glowing effect around Shiva before she switches forms. Once you see the glowing effect or her hear usual transformation voice-line, all players should look away until she has changed into her new form. As soon as she has transformed into her new form, she will execute either &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; - a massive point blank AoE circle directly underneath Shiva that will cover 81% of the circular arena. Move away as quickly as possible to avoid damage and debuffs. If centred properly, this attack will reach the outer marked circle which can be used to determine how far to move away.&lt;br /&gt;
OR&lt;br /&gt;
*&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; - a massive donut AoE from Shiva&#039;s hitbox with a radius that, if centred, reaches the edge of the arena. Players must move into her hitbox (or can also move very far away if Shiva is towards an edge of the arena) to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Unlike Normal mode, neither kick will display the usual orange-circular telegraphs. Instead, players must pay attention to which kick Shiva is executing and either move within her hitbox (Scythe) or move away from her (Axe) as soon as possible. There will be no other telegraphs to make it more obvious, so watch out!&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #2 - Light Rampant====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - causes Shiva to teleport to the arena centre and bombard the raid with unavoidable raid-wide damage, followed by multiple mechanical follow-ups.&lt;br /&gt;
&lt;br /&gt;
*Firstly, all players will become afflicted with 0-2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; - a stackable debuff that will detonate any individual(s) that reach 5 stacks, unleashing massive raid-wide damage that will potentially slay the raid outright. Further stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; will be acquired by anyone who takes damage from mechanics during this mini-phase. As a result, all players must handle upcoming mechanics without anyone reaching 5 stacks.&lt;br /&gt;
&lt;br /&gt;
*Secondly, &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will tether one tank, one healer, and two damage dealers together. To complicate matters, the chains will detonate if tethered players move too close to or too far away from each other. The goal is to resolve upcoming mechanics whilst all four chained players remain at the right distance from each other as needed. Eventually, Shiva (who is rooted in the centre of the arena during this mini-phase) will also cast &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, causing her to shoot cone-AoE&#039;s at all four chained players.&lt;br /&gt;
&lt;br /&gt;
*Thirdly, four &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; will spawn around Shiva&#039;s hit-box - each containing orbs of light that begin to descend down toward the platform. Each tower will require one player to stand inside a circle to soak these falling orbs. Once the first four towers have been soaked, two more towers will spawn at the north or south (each requiring 2 players to soak them) - and once those two towers have been soaked, one final tower will spawn underneath Shiva herself that requirs 4 players to soak. If any meteor tower does not contain the required number of soakers by the time that meteor collides with the platform, the raid will be wiped. &#039;&#039;Remember - soaking a tower will add a stack of &#039;&#039;&#039;Lightsteeped!&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, four &#039;&#039;&#039;Bright Orbs&#039;&#039;&#039; will tether themselves to the unchained tank, healer, and damage-dealers. After a brief delay, each orb will begin to travel towards the player it is tethered to. Initially, all orbs are large in size, yet they will visibly &#039;&#039;&#039;shrink&#039;&#039;&#039; over time. If a &#039;&#039;&#039;Bright Orb&#039;&#039;&#039; collides with &#039;&#039;&#039;ANY&#039;&#039;&#039; player (tethered or not), the orb will explode, inflict a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and deal damage to that player relative to the size of the orb. In summary, players tethered to &#039;&#039;&#039;Bright Orbs&#039;&#039;&#039; must kite them around the room (away from other players) until they visibly decrease in size (&#039;&#039;&#039;twice&#039;&#039;&#039;). At that point, colliding with the orb will inflict minimal damage.&lt;br /&gt;
&lt;br /&gt;
There is a lot going on during this mini-phase, though there are also plenty of methods you can use to overcome them. Just remember - taking damage from mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, and reaching 5 stacks will detonate you, inflicting tremendous damage to the raid. Keep this in mind when soaking meteor-towers or colliding with orbs, as doing so will apply a stack to all soakers or colliders. If you have 4 stacks, it is imperative that you avoid further mechanics.&lt;br /&gt;
&lt;br /&gt;
In general, all players with &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; should be soaking &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (seeing as chained players will &#039;&#039;&#039;NOT&#039;&#039;&#039; be tethered to &#039;&#039;&#039;Bright Orbs&#039;&#039;&#039; and have no need to kite around the room). Meanwhile, players tethered to &#039;&#039;&#039;Bright Orbs&#039;&#039;&#039; will be free to kite them around the outer edge of the arena in a circle (in the same direction) away from all other players until they visibly shrink in size (twice). However, players kiting orbs must also be mindful of &#039;&#039;&#039;Path of Light&#039;&#039;&#039;, which causes Shiva to fire cone-AoE&#039;s towards chained players.&lt;br /&gt;
&lt;br /&gt;
Assuming all mechanics are resolved and the raid survives, the fight resumes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; at all inter-cardinal (or cardinal) positions around the arena. As explained before, these mirrors will unleash an ability depending on what spell Shiva executes after the mirrors have been summoned. From here, Shiva will cast either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; - whichever of the two kicks she &#039;didn&#039;t&#039; use before the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase.&lt;br /&gt;
&lt;br /&gt;
*If Shiva casts &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, all players will need to run away from Shiva to avoid the AoE, then immediately rush back to the centre to avoid point-blank AoE&#039;s from all mirrors. Whilst moving back to Shiva to avoid the mirror attacks, Shiva will also cast &#039;&#039;&#039;Banish&#039;&#039;&#039;, marking all damage-dealers with stack-up markers. However, these stack markers can either stay as stack markers or change to spread markers halfway through the cast. If Shiva has one orb circling above her head whilst casting &#039;&#039;&#039;Banish&#039;&#039;&#039;, the stack markers will stay as stack markers, however if she has 4 orbs above her head then the markers will become spread markers. As a result, all four marked players will need to stack with one un-marked player each (i.e. one support and one DPS paired). Once the mirrors have unleashed their AoE, pairs can spread out to avoid overlapping with other marked players if stacks are being cast. If Shiva has four orbs above her head whilst casting &#039;&#039;&#039;Banish&#039;&#039;&#039;, all players must spread from one another after the mirrors cast &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*If Shiva casts &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, all players must avoid the attack by standing beneath Shiva, then move to towards their assigned mirror - all of which will unleash a donut AoE of their own after a brief delay. However, Shiva will also cast &#039;&#039;&#039;Banish&#039;&#039;&#039; shortly after executing her own &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, marking damage dealers with stacks or spreads depending on the number of orbs over her head. If stacks are being cast, then each marked player will need to stand underneath a mirror of their own along with their partner in order to soak the damage. If spreads are being cast, then all players must spread out as soon as mirrors have executed their &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Melees can all share one mirror as &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast slightly after the mirrors execute &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;/&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, however this is purely to maintain uptime and is not necessary.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #3 - Shattered World====&lt;br /&gt;
&lt;br /&gt;
Shiva will leap towards the northern edge of the arena and cast &#039;&#039;&#039;Shattered World&#039;&#039;&#039;, causing two circles to appear within the arena. Unlike normal mode (which divides the raid automatically), players will need to manually divide themselves into two groups - one group per circle. After a brief delay, Shiva leaps to the centre of the arena and shatters the platform, transitioning into an add-phase. Players within each circle will now be teleported to different platforms and will be unable to interact with each-other for the duration of the add phase. Any player not standing within a circle during the &#039;&#039;&#039;Shattered World&#039;&#039;&#039; cast will immediately be slain.&lt;br /&gt;
&lt;br /&gt;
Once the transitional animation has completed, both groups will find themselves on their own individual platform, each with a large crystal in the centre, and a &#039;&#039;&#039;Flood Of Light&#039;&#039;&#039; gauge will appear. Much like normal mode, the central crystal will periodically bombard the group with high volumes of unavoidable damage. At the same time, each group will be tasked with slaying waves adds that spawn at the outer edges of the platform and begin travelling towards the central crystal. If any add hits the central crystal, points will be added to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge. If the gauge reaches max, the raid will be wiped. However, if the raid successfully beats the add phase without any points being added to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge, the raid will be granted &#039;&#039;&#039;Grace of Light&#039;&#039;&#039;, a buff that will increase damage dealt for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Both platforms will need to deal with four waves of adds before the phase ends.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, each add now has their own unique effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen Aether&#039;&#039;&#039; - will attempt to cast &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; as soon as it spawns. If successful, the earthen add will become significantly harder to kill. As a result, players should interrupt &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; as soon as an earthen add is spawned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Aether&#039;&#039;&#039; - reflects damage back towards their attackers. Due to the frequent crystal AoE, players must be careful not to nuke themselves or overburden their healers via reflected damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aqueous Aether&#039;&#039;&#039; - stunnable (and slowable) water adds with far more health than all the other adds. Due to being much beefier, players will need to stall the water add via stuns and slows for as long as possible whilst burning through its increased health-pool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crystalline Snowflake&#039;&#039;&#039; - an untargetable add that tethers itself to the central crystal and prepares to shoot light towards it. If the add remains tethered to the crystal, points will be added to the &#039;&#039;&#039;Flood Of Light&#039;&#039;&#039; gauge. To prevent this, one player must intercept the tether and take the hit instead. However, taking damage from this add will inflict &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;. As a result, players should either assign a soak order to players on each platform or have the tank soak multiple in a row using invulnerability skills.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that each platform comes with its own pattern of adds to deal with. The only constant is that both platforms will always involve four &#039;&#039;&#039;tethers&#039;&#039;&#039; (one per wave), for a total of four tethers each. As a result, it is wise for each group to assign an intercept order due to the &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; debuff inflicted upon tethered players.&lt;br /&gt;
&lt;br /&gt;
Assuming both groups successfully defeat all four waves of adds without letting the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge reach maximum, the battle will transition to the final phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
&lt;br /&gt;
After a transitional animation, showing Shiva merging with Hraesvelgr into a new form that is unique to savage mode, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
Shiva will continuously auto-attack the top two players in the enmity list during the entirety of phase 2 for considerable damage. Due to this fact, both the main and off-tank must ensure that they have more enmity (aggro) than everyone else in the group at all possible times. Just to be safe, all players should give both tanks the opportunity to generate enmity before nuking the boss. If someone other than a tank reaches number 1-2 on the enmity list, they risk taking tremendous (likely fatal) damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; - causes Shiva to blast the top two players in the enmity list with multiple consecutive hits of shareable magic damage that will also apply a &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff to those hit by the blasts. For example, if both tanks are number 1 and 2 on the enmity list, one tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039;, while the other tank will be blasted with shareable damage that applies &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039;. While these debuffs persist, any player that is hit by the other stack will take unsurvivable damage. As a result of this mechanic, the raid must split into two groups and have each group stack with a tank, giving one half of the raid &#039;&#039;&#039;Hated of Frost&#039;&#039;&#039; debuff and the other half the &#039;&#039;&#039;Hated of the Wyrm&#039;&#039;&#039; debuff. For each time this is cast, the number of hits increases by one (e.g. the first cast hits 3 times, the second 4 times etc.).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - causes Shiva to blast her primary target with a vicious blast of shareable damage. &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or taken by the primary target alone using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon a &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; in the east or west of the arena, a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; in the remaining east or west spot, and a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the north of the arena.&lt;br /&gt;
&lt;br /&gt;
As explained earlier, all mirrors will reflect/mimic Shiva&#039;s next ability and each reflected ability will be delayed depending on the colour of the mirror. As described earlier, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;as soon as it is cast&#039;&#039;, &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s ability &#039;&#039;shortly &#039;&#039;&#039;after&#039;&#039;&#039; it has been cast&#039;&#039;, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will reflect Shiva&#039;s next ability &#039;&#039;after a much longer delay&#039;&#039;. In short, &#039;&#039;&#039;&#039;&#039;Blue&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The inclusion of &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; in this phase means that all players must react to Shiva&#039;s next ability AND the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; ability at the same time, then position themselves to deal with the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, and finally, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; - causes Shiva to leap to the centre of the arena and stretch out her wings, with one of the two wings gaining a very noticeable effect. After &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has been fully cast, Shiva will blast tremendous AoE damage in the direction of the glowing wing, covering 50% of the arena. For example - if Shiva&#039;s left wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; is being cast, all players must move to the right side of the arena to avoid being blasted. To complicate matters further, the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will reflect this ability at the same time it is cast (and in the same direction). So, if Shiva&#039;s left-wing is glowing while &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039;, she will blast 50% of the arena to her left, and the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will blast 50% of the arena to its left as well, leaving only a quarter of the arena as a &#039;&#039;safe spot&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players must quickly identify the safe side of Shiva and also the direction that the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; will fire, then immediately move into the safe quadrant. Once the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; has fired, the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; in the same direction (relative to where it is facing), and lastly, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If you notice the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the east), then the reflected abilities will force the raid to move in a counter-clockwise motion. Vice-versa also applies. If you notice the &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; to the west (or &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east), players will need to move in a clockwise motion.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and brands all tanks and healers with a &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; debuff, and all damage-dealers with a &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; debuff. Debuffs of both colours will have set durations per player, ranging from 13s-38s (Red) and 20s-44s (Blue). Simultaneously, a &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; will spawn at the north of the arena and begin to rotate around the platform in either a clockwise or counter-clockwise rotation. This &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; must be used by players to cleanse their debuffs.&lt;br /&gt;
&lt;br /&gt;
If a debuff naturally expires (without being cleansed), that player will immediately be slain, and because every player will have a different duration, players with the lowest durations will need to cleanse themselves before those of higher durations.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Red) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, which will inflict moderate damage on contact and cause that player to drop a small glowing puddle at their current location.&lt;br /&gt;
&lt;br /&gt;
*Players with &#039;&#039;&#039;(Blue) Wyrmclaw&#039;&#039;&#039; can cleanse their debuff by touching one of the above-mentioned glowing puddles.&lt;br /&gt;
&lt;br /&gt;
To complicate the process further, Shiva will periodically cast &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; towards the side of the arena that the dragon is travelling, forcing the raid to cleanse themselves based on their debuff durations whilst avoiding fatal AoE blasts.&lt;br /&gt;
&lt;br /&gt;
To combat the overlapped mechanics, players must quickly identify who has the shorted (Red) duration and have them immediately cleanse themselves as soon as the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; has spawned, then immediately move back to the centre to avoid upcoming &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; blasts. Shortly afterwards, Shiva will blast 50% of the platform with &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; (in the direction the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; is travelling), making cleansing unsafe. Once &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; has resolved, the (Blue) player with the lowest duration must run into the glowing puddle to cleanse their own debuff, whilst the player with the lowest (Red) timer quickly touches the &#039;&#039;&#039;Dragon Head&#039;&#039;&#039; to cleanse themself before the next &#039;&#039;&#039;Hallowed Wing&#039;&#039;&#039; cast, and so on.&lt;br /&gt;
&lt;br /&gt;
Once all debuffs have been resolved, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039;. Before this happens, all players should make sure they are positioned in the centre of the arena very close to Shiva. If anyone died due to not cleansing the debuff, the party will wipe to &#039;&#039;&#039;Joyless Dragonsong&#039;&#039;&#039; as she does so.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039; - causes Shiva to transform into her original form and blanket the entire arena in thin ice. During this time, any player who moves will slide slightly less than the diameter of the arena in whatever direction they moved. To combat the next wave of mechanics, the entire raid should have positioned themselves in the arena centre close to Shiva. Shortly after, Shiva will begin to cast one of two abilities at random. However, &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will resolve halfway through the cast of this ability. Due to this fact, players must &#039;&#039;&#039;avoid moving&#039;&#039;&#039; until the ice has disappeared, then immediately react to the upcoming ability as it will leave a very short window to react.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; - causes Shiva to use &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; immediately followed by &#039;&#039;&#039;Driving Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players will have a very short opportunity to move directly behind Shiva to avoid the frontal attack, then move in front of her to avoid the backward cone.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Silence&#039;&#039;&#039; - is an inverse version, causing Shiva to use &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Biting Frost&#039;&#039;&#039;. Once &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; has resolved, players must move directly in front of Shiva to avoid the backward cone, then behind her to avoid the massive frontal attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva executes a vicious tank-buster against her primary target, applying &#039;&#039;Physical Vulnerability&#039;&#039;, requiring an tank-swap whilst Shiva is casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039; - causes Shiva to &#039;&#039;&#039;Redress&#039;&#039;&#039; into her Hraesvelgr form&#039;&#039;&#039;,&#039;&#039;&#039; placing an &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoE under every player once the transformation is complete (i.e. Hraesvelgr&#039;s wings sprouting from Shiva&#039;s back). &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; is a multi-hitting AoE blast will form at the location players were standing at the time. This requires all players to immediately move away from where they were when the transformation completed in order to avoid the AoEs. To make the mechanic easier, the raid should stack together in order to bait the blasts behind Shiva (around max melee distance) before immediately moving to the flanks and front of Shiva once her wings sprout to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - causes Shiva to summon either a &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; to the west and &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the east or vice-versa. Once the mirrors are summoned, Shiva will leap to the northern or southern edge of the arena and begin channelling &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. Unlike previous versions of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, both of Shiva&#039;s wings will glow this time, indicating that everything in front of Shiva will be blasted by her AoE instead of her left or right side. To avoid, players must position themselves directly &#039;&#039;&#039;behind&#039;&#039;&#039; Shiva. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; has concluded, all participants should move directly in front of the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039;, which will blast the raid with unavoidable damage, inflict &#039;&#039;Magic Vulnerability&#039;&#039; on the &#039;&#039;&#039;four closest players&#039;&#039;&#039; to the mirror, and knock-back the entire group a set distance across the platform. After a moderate delay, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will do the exact same thing. Players will have a brief opportunity to heal up from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; blast and have the four players who are unaffected by the &#039;&#039;Magic Vulnerability Debuff&#039;&#039; stand close to the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039;, as being blasted with a stack of &#039;&#039;Magic Vulnerability&#039;&#039; from the &#039;&#039;&#039;Green Mirror&#039;&#039;&#039; will be fatal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons two &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; to the east and west, two &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; to the north and south, and four &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; in each inter-cardinal position (corners).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress (Holy Form)&#039;&#039;&#039; - causes Shiva to change clothes, forcing the raid to look away to avoid being stunned. At this point, all mirrors will also reflect the gaze attack. As explained before, &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; reflect at the same time Shiva casts an ability, whereas &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039; reflect after a short delay, and &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect after a much longer delay.&lt;br /&gt;
&lt;br /&gt;
The goal is to look away from Shiva (and the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039;) at the same time, then avoid looking at &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;, and finally, avoid looking at &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; (in that order). This can easily be achieved by pulling Shiva directly in front of a &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; before she redresses and have the entire group look to the left or right when the gaze attack is about to go off. Once concluded, the &#039;&#039;&#039;Blue Mirrors&#039;&#039;&#039; will despawn. Players can then run through Shiva and turn to look in the direction of where their chosen &#039;&#039;&#039;Blue Mirror&#039;&#039;&#039; was previously located, which will cause everyone to avoid the gaze attack from the &#039;&#039;&#039;Green Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before the &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; reflect their gaze attack, Shiva will begin casting &#039;&#039;&#039;Holy&#039;&#039;&#039; - spawning a proximity marker in the centre of the arena. Simliar to &#039;&#039;&#039;Banish&#039;&#039;&#039; earlier in the encounter, this proximity marker will either stay as a single proximity marker in the centre of the arena or split into eight proximity markers the line the edge of the arena depending on the amount of orbs hovering over Shiva&#039;s head while &#039;&#039;&#039;Holy&#039;&#039;&#039; was being cast. If Shiva has &#039;&#039;&#039;one orb&#039;&#039;&#039; circling her head while casting, the ability will stay as a proximity marker in the centre forcing the raid to position themselves at the outer edge of the arena whilst also looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;. If Shiva has &#039;&#039;&#039;four orbs&#039;&#039;&#039; circling her head while casting &#039;&#039;&#039;Holy&#039;&#039;&#039;, the proximity marker will split along the edge of the arena, so instead of moving to the outer-edges players will need to position themselves in the centre of the arena while looking away from &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; and &#039;&#039;&#039;Holy&#039;&#039;&#039; have concluded, Shiva will cast one of two abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embittered Dance&#039;&#039;&#039; - causes Shiva to unleash a &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; , followed by an &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;. In this case, players will need to move into her hitbox (or stand very far away if Shiva is still toward an edge of the arena) to avoid the donut attack, then stay away from her to avoid the point-blank circle AoE.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Dance&#039;&#039;&#039; - a reverse of the above. Shiva will first use her &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, followed by the &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;. Players will need to move as far away from Shiva as possible at first, then move into her hit-box (or move far away if she is toward an edge of the arena) to avoid the follow-up donut AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; will cast as soon as Shiva has transformed. Just like earlier, the raid should stack behind Shiva and move specifically to her front in order to avoid the attack and prepare for an upcoming mechanic. The &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will reflect &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; after a delay, forcing the raid to bait another set of &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs. This time however, the party should split into two light parties, with one going east and the other going west. This is because an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast as the &#039;&#039;&#039;Akh Rhai&#039;&#039;&#039; AoEs are executing, requiring the party to split in order to not overlap stacks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039; - blasts her primary target with shareable damage. Once again, &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; can either be shared by the entire raid to prevent fatal damage, or soaked by the main target using an invulnerability skill.&lt;br /&gt;
&lt;br /&gt;
====Mini-Phase #4 - Icelit Dragonsong====&lt;br /&gt;
&lt;br /&gt;
Shiva teleports to the centre of the arena and bombards the raid with a massive wave of overlapping mechanics.&lt;br /&gt;
&lt;br /&gt;
Similar to the &#039;&#039;&#039;Light Rampant&#039;&#039;&#039; mini-phase earlier in the fight, players will have to contend with &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; debuffs (which will instantly slay anyone who acquires 5 stacks), &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; (which will explode, killing any chained players who move too close or too far away from their partners), three waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; (which will require a certain amount of players to stand within each tower to avoid meteor wipes), &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; AoE markers that will eventually drop exploding star-like markers at all victims locations, &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs which can completely freeze people in place if not dispelled, and &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; knockback from the centre of the arena..&lt;br /&gt;
&lt;br /&gt;
Remember - being hit by certain mechanics during this mini-phase will apply a stack of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, thus they must all be resolved without any player acquiring 5 stacks, or the raid will very likely suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freezing&#039;&#039;&#039; will be applied to 2 tanks and 2 damage-dealers. These can be dispelled via &#039;&#039;&#039;Esuna&#039;&#039;&#039;, but should be left on both tanks.&lt;br /&gt;
&lt;br /&gt;
*Three waves of &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn during the mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039; will connect all tanks and healers together, forcing them to remain at a set distance from one another to avoid detonation. As a result of &#039;&#039;&#039;Refulgent Chains&#039;&#039;&#039;, all tanks and healers will need to soak the first two waves of &#039;&#039;&#039;Meteor Towers&#039;&#039;&#039; - one player per tower.&lt;br /&gt;
&lt;br /&gt;
*All four damage-dealers will be afflicted with an AoE circle marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that will eventually detonate for moderate damage and &#039;&#039;&#039;heavy&#039;&#039;&#039; debuffs, leaving behind a star-patterned AoE markers at their location, which will explode later, eventually creating straight-line AoE&#039;s in star-patterns across the arena that all players must avoid.&lt;br /&gt;
&lt;br /&gt;
*Shiva will also cast &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; - a raid-wide knockback from the centre of the arena that all players must use to avoid the star-pattern explosions, followed by even more &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers.&lt;br /&gt;
&lt;br /&gt;
*DPS will also have to contend with &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039;, causing three AoE circles to spawn underneath them, one after another.&lt;br /&gt;
&lt;br /&gt;
*Shiva will eventually cast &#039;&#039;&#039;Banish&#039;&#039;&#039; at a random tank, which identically to earlier will either be a stack on the targeted tank or a spread on both tanks depending on how many orbs are circling her head while it is being cast, with a single orb over her head meaning stack, whereas four orbs over her head indicates spread.&lt;br /&gt;
&lt;br /&gt;
*Lastly, the entire phase concludes with Shiva unleashing &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, causing her to aim conal attacks in the direction of ALL players, inflicting stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; to everyone caught in the blast. Due to overlap being unavoidable, all players must resolve this complex phase with every players having no more than 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, or the raid will wipe.&lt;br /&gt;
&lt;br /&gt;
In summary, healers should immediately dispel &#039;&#039;&#039;Freezing&#039;&#039;&#039; from any non-tanks who have acquired it. Meanwhile, the tanks and healers (who will be chained together for the duration of the phase) should each move into the single-soak &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers, preferably with healers taking east and west towers, while tanks take the north and south towers. Simultaneously, all damage-dealers affected by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; should move to the outer-edge of the arena, dropping their star-like markers at inter-cardinal positions (NE,NW,SE,SW). Once &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; detonates, all damage-dealers will be &#039;&#039;&#039;heavy&#039;&#039;&#039;, thus they must rush to the centre as soon as possible via sprint or gap-closers to avoid being knocked over the edge by the upcoming &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039; knockback.&lt;br /&gt;
&lt;br /&gt;
Just before &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; detonates, both tanks will be frozen solid due to the undispelled &#039;&#039;&#039;Freezing&#039;&#039;&#039; debuffs, rendering them immune to the knockback and rooting them in place. At the same time, two &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers will spawn at the outer-edge of the arena to the east and west, and the star-pattern explosions dropped by &#039;&#039;&#039;Frigid Stone&#039;&#039;&#039; will become telegraphed. If done correctly, both healers will be knocked into the east and west &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (which will be safe from the star-explosions), both tanks will be frozen in a safe-spot from the star-explosions, and damage-dealers will be free to move to the north and south side of Shiva to be knocked into safe-spots. If damage-dealers get knocked into &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; towers (by standing to the east or west), they will acquire additional stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; and likely wipe the raid. If they remain in diagonal positions during &#039;&#039;&#039;Draconic Strike&#039;&#039;&#039;, they will be knocked into star-pattern AoE&#039;s and likely perish.&lt;br /&gt;
&lt;br /&gt;
As soon as the star-markers explode, &#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; will begin dropping three consecutive AoE circles underneath each damage dealer one after another, forcing them to rotate around the outer edge of the arena in a clockwise or counter-clockwise pattern to avoid overlapping other damage-dealers. Simultaneously, Shiva will begin to cast &#039;&#039;&#039;Banish&#039;&#039;&#039; on a random tank, which may be spread or stack. At the same time, another &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower will spawn within Shiva&#039;s hitbox that requires two players. While determining if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stack, both tanks should stay inside the north and south edges of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower, standing apart on the edges of the tower if &#039;&#039;&#039;Banish&#039;&#039;&#039; is spread or stacking in the middle if &#039;&#039;&#039;Banish&#039;&#039;&#039; is stack. This will fulfil the requirement of the &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower shortly after &#039;&#039;&#039;Banish&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
If done correctly, four players will have 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the remaining four players only have 2 stacks. All four players with 2 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; must stand in the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; tower so that the entire raid ends up with 3 stacks of &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
Finally, Shiva will begin to cast &#039;&#039;&#039;The House Of Light&#039;&#039;&#039;, which will shoot a cone attack towards every single player in the group simultaneously. Once the final 4-person &#039;&#039;&#039;Bright Hunger&#039;&#039;&#039; has been soaked, all players must spread out around Shiva at clock positions so that only one person is hit per cone attack, resulting in the entire raid having exactly 4 stacks of &#039;&#039;&#039;Lighsteeped&#039;&#039;&#039;, which will eventually dissipate.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - summons a single &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; to the north of the arena, followed by &#039;&#039;&#039;Redress (Ice Form)&#039;&#039;&#039;, blanketing the entire platform in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;. It is wise to pull Shiva to the north of the platform before &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; lands. Once done, Shiva will begin to &#039;&#039;&#039;Redress (Hraesvelgr)&#039;&#039;&#039;. As soon Shiva sprouts her wings, the &#039;&#039;&#039;Red Mirror&#039;&#039;&#039; will cover the arena in &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; and players should immediately slide to the south to avoid &#039;&#039;&#039;Akh Rhai.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyrm&#039;s Lament&#039;&#039;&#039; - inflicts unavoidable raid-wide damage and then brands two tanks and two damage dealers with the &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, whereas the two remaining damage-dealers and both healers will acquire the &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; debuff. This time however, two &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will spawn - one to the north and one to the south - which will both rotate in either a clockwise or counter-clockwise motion for the duration of the mechanic. Similar to before, &#039;&#039;&#039;Drachen Wanderers&#039;&#039;&#039; will be used by players to cleanse their  debuffs, whilst the pools of light left behind by cleansed (Red) debuffs will be used to cleanse (Blue) debuffs. However, players will be able to cleanse themselves two at a time during this mini-phase.&lt;br /&gt;
&lt;br /&gt;
To complicate the cleansing process, Shiva will periodically bombard both tanks with &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; which will require all players present for the increasing number of consecutive hits on both light parties.&lt;br /&gt;
&lt;br /&gt;
As soon as the first &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; has concluded, Shiva will begin casting &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;, the shareable tank-buster that can either be soaked by the whole raid, or taken solo by a tank using an invulnerability skill, which can make it significantly easier for tanks to cleanse their debuffs. Once two &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuffs have been cleansed by touching the &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039;, two &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players can remove their debuffs using the puddles that were left behind. Shortly afterward, &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once again, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;. If successfully soaked, two more players can cleanse their &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; debuff, allowing two more &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; players to cleanse theirs via the puddles. &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; will be cast once more, followed by another &#039;&#039;&#039;Morn Afah&#039;&#039;&#039; and another opportunity for 2x &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; and 2x &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; cleanses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - Shiva will summon &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; around the entire arena, then face north or south while casting &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; with both wings glowing. The entire raid must move behind Shiva to avoid this fatal attack. Next, all &#039;&#039;&#039;Red Mirrors&#039;&#039;&#039; will long-cast their reflection of &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, which will result in an unavoidable raid-wipe if Shiva is not defeated beforehand.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenchoir Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Refulgence}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenchoir Arms (IL 505)}}&lt;br /&gt;
{{Drops table row|Edenchoir Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenchoir Greatsword}}&lt;br /&gt;
{{Drops table row|Edenchoir Gunblade}}&lt;br /&gt;
{{Drops table row|Edenchoir Fork}}&lt;br /&gt;
{{Drops table row|Edenchoir Jamadhars}}&lt;br /&gt;
{{Drops table row|Edenchoir Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenchoir Daggers}}&lt;br /&gt;
{{Drops table row|Edenchoir Harp Bow}}&lt;br /&gt;
{{Drops table row|Edenchoir Arquebus}}&lt;br /&gt;
{{Drops table row|Edenchoir Chakrams}}&lt;br /&gt;
{{Drops table row|Edenchoir Rod}}&lt;br /&gt;
{{Drops table row|Edenchoir Index}}&lt;br /&gt;
{{Drops table row|Edenchoir Rapier}}&lt;br /&gt;
{{Drops table row|Edenchoir Cane}}&lt;br /&gt;
{{Drops table row|Edenchoir Codex}}&lt;br /&gt;
{{Drops table row|Edenchoir Torquetum}}&lt;br /&gt;
{{Drops table row|Edenchoir Chest Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Weapon Coffer (IL 505)}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Ramuh Crystal}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Savage Trouble in Paradise III}}&lt;br /&gt;
{{achievement table row|Mightier than the Verse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Footsteps in the Snow}}&lt;br /&gt;
{{music table row|Adds Phase|A Sundering of Light}}&lt;br /&gt;
{{music table row|Phase 2|Return to Oblivion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8S.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
E8S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1066612</id>
		<title>Ascians</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1066612"/>
		<updated>2025-10-31T09:20:25Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dawntrail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
The &#039;&#039;&#039;Ascians&#039;&#039;&#039; are the principal antagonists in [[Final Fantasy XIV]]. They wear black (or rarely, white) robes and masks that conceal their faces. They are powerful, mysterious, and almost-immortal servants of [[Zodiark]], the god of Darkness that opposes [[Hydaelyn]]. Many questions about these beings yet remain unanswered, for lack of evidence. The few details &#039;&#039;we do know&#039;&#039; about the Ascians are &#039;&#039;&#039;heavily entwined with key story details&#039;&#039;&#039; for all expansions of Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1 (2022 printing), page 213|Servants of Darkness, the Ascians are pledged to Zodiark, a celestial syzygy legend holds was exiled to the moon by Hydaelyn Herself. From the shadows, they have shaped history by imparting forbidden knowledge unto mortals, stoking the fires of war while revealing the secrets of primal summoning. Throughout history, they have been known by many names, among those, Paragons and the Bringers of Chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the Ascians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are the Ascians and whence did the shadowless beings come? Do their bodies harbor “life” as is defined by our laws of nature, or are they something different—something more sinister? As of this writing, these questions and more remain unanswered for want of evidence. Mankind has not, however, been completely blind to the existence of the Ascians. A report compiled by the Scions and the Students of Baldesion points to their lingering presence throughout recorded history. Indeed, it is thought these beings also known as Paragons have long interfered with the affairs of man, and are somehow connected to each of history’s seven umbral calamities.&lt;br /&gt;
&lt;br /&gt;
Recent direct encounters with the beings have shed more light on both their true nature and intentions. For one, the Ascians are known to possess the Echo—just as the Warrior of Light and a handful of his companions—and use this power to transfer their souls into the bodies of others. This is doubtless the secret behind how the so-called “immortals” have survived for so long. Should the vessel an Ascian inhabited to be utterly obliterated, his soul does not appear to succumb to the tug of the Lifestream. Instead, the Paragons harness the power of the Crystal of Darkness to find sanctuary in a space that lies twixt corporeal and aetherial. At present, there is only one known means to destroy an Ascian: entrap its soul within white auracite—a substance capable of temporarily holding aether—and then shatter the stone with a blade of concentrated life energy.}}&lt;br /&gt;
{{Quotation|[[The_Unending_Codex#The_Ascians|The Unending Codex § The Ascians]]|Throughout Eorzean history, whether it be in folklore or myth, there has been scattered mention of dark-robed figures known variously as “Ascians” or “Paragons.” With their twisted words, they would incite strife between peoples, or indeed, entire nations─often escalating hostilities by instructing the beleaguered inhabitants in the rituals of primal summoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this portrayal was not inaccurate, it was not the entire story. In the course of their efforts to counter the machinations of the Ascians, the Scions of the Seventh Dawn came to understand the true nature of their enemy. They learned that the cabal was comprised of thirteen prominent individuals: three “unsundered” survivors of the Convocation of Fourteen, the council which had orchestrated the summoning of Zodiark in antiquity; and ten “sundered” souls─fragments of members restored to their former offices. They were known as Loghrif, Mitron, Emet-Selch, Pashtarot, Fandaniel, Altima, Halmarut, Nabriales, Igeyorhm, Deudalaphon, Emmerololth, Lahabrea, and Elidibus. These positions served as both name and title, for should an Ascian fall, another bearing a shard of the same soul would be found and raised to the vacant seat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ascians&#039; ultimate purpose was nothing less than the restoration of their dark god, Zodiark, and the resurrection of their ancient brethren. Such miracles demanded they sow chaos in both the Source and its reflections, that they might cultivate the conditions for cataclysmic Rejoinings. Only then would Zodiark be freed of His chains, and the souls of the modern age be worthy of offering up in sacrifice.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Long ago, in a time well before recorded history, [[Hydaelyn]] battled and triumphed against the will of Darkness, [[Zodiark]], casting him into space, and imprisoning him within the silver Moon. In doing so, Hydaelyn tore open the dimensional fabric, spawning thirteen mirror images of the world, and effectively dividing--or &#039;&#039;&#039;&amp;quot;[[The Sundering|Sundering]]&amp;quot;&#039;&#039;&#039;-- the aether that made up the original world into fourteen parts. &amp;lt;ref name=&amp;quot;dc&amp;quot;&amp;gt;Encyclopedia Eorzea, 2022 edition, &amp;quot;Dimensional Compression&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctrines and Beliefs==  &lt;br /&gt;
To wake their exiled god, Zodiark, the Ascians seek to &amp;quot;rejoin&amp;quot; these mirrored worlds with the original &amp;quot;source&amp;quot; world, by breaking down the walls between dimensions, causing the mirror worlds to collapse in on themselves. On the Source, where Final Fantasy XIV takes place, this also causes Umbral Calamities.&amp;lt;ref name=&amp;quot;dc&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Operating together under a &#039;&#039;strict social hierarchy&#039;&#039;, the Ascians have successfully &amp;quot;rejoined&amp;quot; a recorded total of seven worlds by sowing chaos and discord on Hydaelyn, but they do not accomplish this randomly; they have clear methods, now practiced a total of seven times.  &lt;br /&gt;
&lt;br /&gt;
===Ascian Overlords===&lt;br /&gt;
Efforts to cause the necessary conditions for these [[Rejoining]]s are led, foremost, by the three &#039;&#039;&#039;Unsundered&#039;&#039;&#039; Ascians, also known as the &#039;&#039;&#039;Ascian Overlords&#039;&#039;&#039;. The overlords are fundamentally more powerful than their counterparts because their souls were able to escape the effects of Hydaelyn&#039;s Sundering, retaining their original identities and abilities, whereas all other souls that existed at the time were divided into fourteen parts among the fourteen worlds.&lt;br /&gt;
&lt;br /&gt;
Overlords make up the topmost rung of the Ascian social hierarchy. To them, all other beings are considered inferior, and therefore disposable.&lt;br /&gt;
&lt;br /&gt;
===Red-masked Ascians===&lt;br /&gt;
The [[Ancient]] people who existed before the Sundering were governed by a structure of their own, a council of fourteen members, known as the [[Convocation of Fourteen]]. The Convocation members are also referred to by their title, or seat, and have different personal names from before assuming a position on the council. A successor would then assume the name of the seat they filled. Preceding the sundering, each of the current members of the Convocation stored their memories in crystal, a format that the ancients commonly used for information. &lt;br /&gt;
&lt;br /&gt;
Seeking allies for their cause in the times that came after the Sundering, the Ascian Overlords would seek out the souls that were sundered from the former Convocation members, restore their memories, and thus bring them back into the fold. Each Ascian occupying a seat on the &amp;quot;new&amp;quot; Convocation of Fourteen wears a &#039;&#039;&#039;red mask&#039;&#039;&#039; as their ancient counterparts did, with each mask bearing a design symbolizing the owner&#039;s specific seat on the Convocation. The Ascian Overlords, each being members of the Convocation prior to the sundering, &#039;&#039;also wear red masks&#039;&#039; for this reason. &lt;br /&gt;
&lt;br /&gt;
===Black-masked Ascians===&lt;br /&gt;
Frequently unnamed, Ascians wearing black masks are exclusively made up of sundered peoples recruited to the Ascians by other members. The method of how being unclear.&lt;br /&gt;
&lt;br /&gt;
===White Robes===&lt;br /&gt;
Robes of white indicate an Ascian emissary, such as the Overlord [[Elidibus]]. The symbolism of the robes also dates back to the [[Amaurotine|ancients]], but the meaning used by the Ascians is somewhat different. &lt;br /&gt;
 &lt;br /&gt;
==Known Members==&lt;br /&gt;
&lt;br /&gt;
===Overlords===&lt;br /&gt;
* [[Lahabrea]]&lt;br /&gt;
* [[Elidibus]]&lt;br /&gt;
* [[Emet-Selch]] &lt;br /&gt;
&lt;br /&gt;
===Red Masks===&lt;br /&gt;
* [[Pashtarot]] &lt;br /&gt;
* [[Nabriales]]&lt;br /&gt;
* [[Igeyorhm]]&lt;br /&gt;
* [[Loghrif]]&lt;br /&gt;
* [[Mitron]]&lt;br /&gt;
* [[Hermes|Fandaniel]]&lt;br /&gt;
* Emmerololth&lt;br /&gt;
&lt;br /&gt;
The remaining Red-mask Ascians appeared in a cutscene around [[Patch 2.3]], but have yet to reappear in-game as of [[Patch 7.0]].&lt;br /&gt;
* Altima&lt;br /&gt;
* Halmarut&lt;br /&gt;
* Deudalaphon&lt;br /&gt;
* Emmerololth -- the one exception on this list. Mentioned again in [[Patch 4.55]], but still does not appear on screen.&lt;br /&gt;
&lt;br /&gt;
{{see also|The Convocation of Fourteen}}&lt;br /&gt;
&lt;br /&gt;
===Black Masks===&lt;br /&gt;
&#039;&#039;Not including instances of &amp;quot;masked mages&amp;quot; from 2.0 that were actually just Lahabrea&#039;&#039;&lt;br /&gt;
*[[Ascian of the Twelfth Sword]]&lt;br /&gt;
*[[Ascian of the Twelfth Staff]]&lt;br /&gt;
*[[Ascian of the Twelfth Chalice]]&lt;br /&gt;
*[[Ascian of the Twelfth Pentacle]]&lt;br /&gt;
&lt;br /&gt;
== Encounters ==&lt;br /&gt;
As the game&#039;s primary antagonists, the Ascians are fought throughout the Main Scenario Questline and beyond.&lt;br /&gt;
===A Realm Reborn ===&lt;br /&gt;
* [[Lahabrea]] is fought as the final boss of the main storyline, during {{questlink|main|The Ultimate Weapon}}. He was originally faced as the final boss of {{questlink|dungeon|The Praetorium}}, but due to the lack of an ilvl sync and the lack of mechanics, the encounter became notoriously easy. In [[Patch 6.1]], Lahabrea&#039;s encounter was revamped to become a solo quest battle.&lt;br /&gt;
* [[Nabriales]] is fought as the boss of the trial, {{questlink|trial|The Chrysalis}}.&lt;br /&gt;
===Heavensward ===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] are faced as the penultimate boss(es) of the main storyline, during the final encounter of {{questlink|dungeon|The Aetherochemical Research Facility}}. The second phase sees the Ascians fuse into a [[Ascian Prime]]. In [[Patch 6.3]], this encounter was mechanically overhauled, with the first phase especially extended.&lt;br /&gt;
* The [[Ascian of the Twelfth Chalice]] is faced in two quest battles during the expansion&#039;s [[Summoner]] storyline. He is first faced alone during {{questlink|feature|I Could Have Tranced All Night}}, and then alongside the other three Ascians of the Twelfth during {{questlink|feature|A Flare for the Dramatic}}.&lt;br /&gt;
=== Stormblood ===&lt;br /&gt;
* [[Lahabrea]] reappears as the boss of the intermission phase of {{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}.&lt;br /&gt;
* [[Elidibus]] is fought as the final boss of the patches storyline during {{questlink|main|A Requiem for Heroes}}, while using [[Zenos yae Galvus]]&#039; body as vessel.&lt;br /&gt;
===Shadowbringers===&lt;br /&gt;
* [[Emet-Selch]] is fought under his true name, &#039;&#039;&#039;Hades&#039;&#039;&#039;, as the final boss of the main storyline, during the trial, {{questlink|trial|The Dying Gasp}}. Its extreme mode sees shades of previously defeated Ascians reappear.&lt;br /&gt;
* [[Elidibus]] is twice faced during the events of [[Patch 5.3]]&#039;s storyline. The first battle is against him possessing the body of [[Ardbert]] in the solo quest battle during {{questlink|main|Faded Memories}}. The final battle is against him in his &amp;quot;&#039;&#039;&#039;Warrior of Light&#039;&#039;&#039;&amp;quot; guise during the trial, {{questlink|trial|The Seat of Sacrifice}}, as well as its extreme mode.&lt;br /&gt;
*A mutated Ascian Prime consisting of [[Mitron]] and [[Gaia]]/[[Loghrif]], &#039;&#039;&#039;Eden&#039;s Promise&#039;&#039;&#039;, is the final boss of the [[Eden]] raid series. It is faced during {{questlink|raid|Eden&#039;s Promise: Eternity}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Endwalker===&lt;br /&gt;
* [[Fandaniel]] is fought thrice throughout the main storyline, though never under his true name or form. The first battle is against him possessing the body of Zodiark in the trial, {{questlink|trial|The Dark Inside}}, as well as it&#039;s extreme mode. He is later fought as his unsundered incarnation, [[Hermes]], as the final boss of {{questlink|dungeon|Ktisis Hyperboreia}}. The third battle is against &#039;&#039;&#039;Amon the Undying&#039;&#039;&#039;, a lich version of his [[Amon]] incarnation, as the final boss of {{questlink|dungeon|The Aitiascope}}&lt;br /&gt;
* [[Lahabrea]]&#039;s splintered fragment, [[Hephaistos]], is fought as the boss of {{questlink|raid|Abyssos: The Eighth Circle}}, as well as its savage mode.&lt;br /&gt;
* A reincarnation of [[Elidibus]]&#039;s orignal self, [[Themis]], is fought as the boss of {{questlink|raid|Anabaseios: The Eleventh Circle}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail===&lt;br /&gt;
* [[Mitron]] and [[Gaia]]/[[Loghrif]] are fought multiple times throughout {{questlink|ultimateraid|Futures Rewritten (Ultimate)}}, with Loghrif being fought as the [[Oracle of Darkness]] in phases 3 and 4 and Mitron being fought while possessing the body of Ryne (as Shiva) during phases 2 and 4 along with holding control over [[Pandora]] in phase 5.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== Pre-Game Events ===&lt;br /&gt;
In prehistory, a single race, known as the [[Amaurotine|Amaurotines]], inhabited all corners of the planet [[Etheirys]]. Through their vast pool of aether and the innate ability to use &amp;quot;creation magick&amp;quot; they accomplished wondrous feats and built utopian cities, including [[Amaurot]], the center of their civilization and home to the [[Convocation of Fourteen]].&lt;br /&gt;
&lt;br /&gt;
The actions of the Convocation&#039;s current &amp;quot;Fandaniel&amp;quot;, [[Hermes]], doomed their people when he allowed his creations, [[Meteion]] and her sisters, to commence the song of oblivion. Only the former &amp;quot;Azem&amp;quot;, [[Venat]], escaped Hermes&#039;s act of altering the memories of those who learned of his deed. The Meteia&#039;s song stagnated Etheirys&#039;s aether and instilled despair in the ancients, warping their creation magick to unleash grotesque monsters formed from their subconscious fears. This calamity would come to be known as the [[Final Days]].&lt;br /&gt;
&lt;br /&gt;
The Convocation devised a plan to &amp;quot;weave the laws of reality anew&amp;quot; through the summoning of Zodiark, an entity able to quell the aether stagnation as a darkness-attribute primal. [[Azem|The ancient who succeeded Venat]] in the seat of &amp;quot;Azem&amp;quot; refused to participate in the summoning and left the Convocation who yet went on to sacrifice half of the ancients&#039; population for the amount of aether needed to summon Zodiark; the ancient bearing the title of &amp;quot;Elidibus&amp;quot;, [[Themis]], offered himself as Zodiark&#039;s core. Though the summoning halted the Final Days, it was but a temporary solution, as the calamity had reduced most of the star into a lifeless, blighted land, prompting the Convocation to sacrifice another half of their population to restore life to the world.&lt;br /&gt;
&lt;br /&gt;
The Convocation sought to call upon Zodiark&#039;s power once more by offering the primal the harvested life energies of the new life forms that had been born in their world to reconstitute those who had sacrificed themselves and now rested within their deity. Venat assembled a faction of ancients who opposed the Convocation&#039;s plans to sacrifice the new life forms, this summoning the current Azem also refused to participate in. Elidibus separated himself from Zodiark to aid the Convocation as a primal in a failed attempt to restore order. Venat used her followers&#039; sacrifice to become Hydaelyn to subjugate Zodiark to buy time until she would devise a permanent solution to stop the Meteia. The two elder primals fought ceaselessly until Hydaelyn used all her strength to fragment Zodiark, shattering the &amp;quot;very fabric of reality&amp;quot; and dividing the world into thirteen reflections and the Source. Amaurot was destroyed along the remains of the ancients&#039; civilization, while the souls of the living similarly split into fourteen pieces across the fragmented worlds.&lt;br /&gt;
&lt;br /&gt;
Only three ancients escaped the sundering with their souls intact: Elidibus, Hades (the ancient bearing the title of &amp;quot;[[Emet-Selch]]&amp;quot;) and Hephaistos (the ancient bearing the title &amp;quot;[[Lahabrea]]&amp;quot;). The three resolved to orchestrate a series of events to revive Zodiark and restore their home via Umbral Calamities, cataclysms designed to gradually merge the Source and the thirteen shards back into the original Etheirys. They intended to resume sacrificing some of the rejoined current humanity to bring back their loved ones once the Rejoining was complete. They reformed themselves as the Ascians, and began searching for the fragmented souls of their fellow Convocation members to bring them into the fold. By imparting their knowledge of creation magick, the Ascians posed as saviors to the races whose persecution they exploited, allowing the beast tribes to summon their &amp;quot;gods&amp;quot; to grant them succor. Elidibus and Emet-Selch also contributed across the Source and its shards as part of their plan, the latter nurturing civilizations while the former began the legend of the &amp;quot;[[Warriors of Light|Warrior of Light]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Originally, each Ascian was entrusted to personally oversee a shard. That changed following [[Igeyorhm]] manipulating the heroes of the Thirteenth shard into using auracite to contain primals to prevent their resummoning. The heroes, corrupted by the leaking aether, turned on each other and the people they were meant to protect. The conflicts escalated into great wars, unleashing a [[The Flood|Flood of Darkness]] that decimated the Thirteenth shard and transformed the survivors into [[voidsent]], rendering the world unfit for Rejoining. The Ascians discovered a link between the aether of the shards and the Source, and theorized that a simultaneous disaster on the Source and the shard of the same elemental aspect would allow for them to rejoin, a theory subsequently proven in the first Umbral Calamity of Wind. Since then, Ascians have worked in groups to oversee the process.&lt;br /&gt;
&lt;br /&gt;
During the Third Astral Era, Emet-Selch established the [[Allagan Empire]] on the Source to set up the Fourth Umbral Calamity. The Ascians manipulated the grief-stricken [[Tiamat]] and the [[First Brood]] into reviving Tiamat&#039;s deceased mate [[Bahamut]] as a primal and provided the Allagan emperor, [[Xande]], the means to capture and bind primals. While the Allagans sealed the primal Bahamut in [[Dalamud]], the [[Warring Triad]] were imprisoned at [[Azys Lla]] to power Allag&#039;s aetherochemical research. Prior to Xande causing the Fourth Umbral Calamity in his attempt to destroy the world, Emet-Selch inducted the Allagan scientist [[Amon]] into the Ascians by restoring his memories as a fragment of Hermes, the ancient who had held the seat of &amp;quot;Fandaniel&amp;quot; in the Convocation of Fourteen.&lt;br /&gt;
&lt;br /&gt;
By the time that the Fifth and Sixth Umbral Calamities were completed, the centuries in between each Rejoining gradually took their toll upon the three Unsundered. Lahabrea&#039;s fanatical obsession of completing the Rejoining would see him constantly swap bodies, draining his mental and physical strength. Elidibus would forget about his original life in Amaurot, rejecting Emet-Selch&#039;s suggestion to use a memory crystal and remaining committed to his duty. Emet-Selch was the only Ascian to maintain his sanity and full strength, taking rests in the rift between each Rejoining. He later assumed the identity of Solus zos Galvus and established the [[Garlean Empire]] to suit his brethren&#039;s needs in setting up the Seventh Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
===A Realm Reborn (2.0)===&lt;br /&gt;
&lt;br /&gt;
Following the [[Seventh Umbral Calamity]], the Ascians became much more active in their efforts to influence the Source. The Ascians&#039; actions were uncovered with several reports of &#039;&#039;&#039;&amp;quot;Masked Mages&amp;quot;&#039;&#039;&#039; spotted interacting with the beast tribes. &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039; was the first &#039;&#039;named&#039;&#039; Ascian introduced, introducing himself to the Warrior of Light within the depths of &#039;&#039;&#039;Toto-Rak&#039;&#039;&#039; during the Level 24 quest [[Into the Beast&#039;s Maw]]. It would be him, operating from the shadows, working to manipulate Legatus [[Gaius van Baelsar]] into being an unwitting pawn for his master plan. The Garleans would cooperate while being completely unaware of his true motives, seeking out [[The Ultima Weapon]] made by the Allagans, and using it to absorb the Aether of summoned Primals.&lt;br /&gt;
&lt;br /&gt;
Lahabrea struck a personal nerve with the Scions when he took possession of [[Thancred Waters]], using him as a spy against his friends for an unknown amount of time before revealing his charade during [[Escape from Castrum Centri]]. Thancred remained the unwilling vessel of Lahabrea until [[Operation Archon]]; after the Warrior of Light&#039;s defeat of The Ultima Weapon, Lahabrea attempted to kill the hero using the powers of darkness. His attempt was initially successful, but the Warrior was then revived by Hydaelyn&#039;s intervention. Empowered, the Warrior defeated Lahabrea and expelled him from Thancred&#039;s body. &lt;br /&gt;
&lt;br /&gt;
====2.0 Epilogue====&lt;br /&gt;
In the Epilogue cutscene for A Realm Reborn, [[Lahabrea]] was shown to have survived his expulsion, and &#039;&#039;three more named Ascians were introduced&#039;&#039; with their hoods down, but faces obscured. This included &#039;&#039;&#039;[[Pashtarot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Nabriales]]&#039;&#039;&#039; in that order.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Cutscene dialogue following Lahabrea&#039;s defeat, during [[The Ultimate Weapon]]|&amp;lt;br&amp;gt;Pashtarot: Bahamut stirs.&amp;lt;br&amp;gt;Igeyorhm: As will the others ere long.&amp;lt;br&amp;gt;Nabriales: &#039;Tis not a question of whether Eorzea&#039;s champion shall yield, but of when.&amp;lt;br&amp;gt;Lahabrea: And with each passing moment we draw closer to the Reckoning.&amp;lt;br&amp;gt;(Lahabrea raises his hands, and the camera zooms out to reveal the presence of more hooded Ascians behind them).&amp;lt;br&amp;gt;Ascians: To the one true god! &amp;lt;br&amp;gt;Ascians: To Zodiark!}}&lt;br /&gt;
&lt;br /&gt;
====Patch 2.1====&lt;br /&gt;
As the Scions are making preparations to depart for [[Mor Dhona]], the white-robed Ascian &#039;&#039;&#039;[[Elidibus]]&#039;&#039;&#039; appears within the solar and introduces himself to [[Minfilia]] as &#039;emissary of the Ascians.&#039; Elidibus departs again in at the end of [[The Gifted]], leaving the Warrior of Light with some ominous words to chew on.&lt;br /&gt;
{{Quotation|Elidibus, during [[The Gifted]]| &amp;quot;As it was, so shall it be again.&amp;quot;}}   &lt;br /&gt;
After this, Nabriales appears again in a brief confrontation with Elidibus, asking him why he revealed himself to the Scions. &lt;br /&gt;
&lt;br /&gt;
During cutscenes for the Extreme fights for The Howling Eye, The Navel, and The Bowl of Embers, we are first introduced to an unnamed &#039;&#039;&#039;Ascian of the Twelfth Staff&#039;&#039;&#039; and an &#039;&#039;&#039;Ascian of the Twelfth Sword&#039;&#039;&#039;. Their contribution to the plot is minimal at best.&lt;br /&gt;
&lt;br /&gt;
====Patches 2.2 through 2.5====&lt;br /&gt;
* Elidibus is credited with &amp;quot;granting the Echo&amp;quot; to a Sahagin priest, teaching him how to cheat death by possessing the body of another. Interestingly enough, this is also the first recorded case of an Ascian who does not belong to one of the &amp;quot;races of man&amp;quot;, even if he was shortly subsumed by the Primal Leviathan &lt;br /&gt;
* In [[What Little Gods Are Made Of]], the first information is revealed about how Ascian &amp;quot;immortality&amp;quot; works, resulting in a wonderful slideshow presentation. Within this same quest is another scene with the Ascian Convocation meeting in [[the Chrysalis]], in which &#039;&#039;&#039;Emmerololth&#039;&#039;&#039; and &#039;&#039;&#039;Altima&#039;&#039;&#039; are named and shown on screen for the first time. We also get to see the first visual depiction of Zodiark, &#039;&#039;outside of&#039;&#039; his &amp;quot;crystal&amp;quot; form.&lt;br /&gt;
* In [[The Instruments of Our Deliverance]], Nabriales is shown observing the defeat of Shiva at the hands of the Warrior of Light. &lt;br /&gt;
* The scenes during [[Aether on Demand]] give us our second slideshow presentation about the Scion&#039;s plan to trap an Ascian soul within White Auracite, the first step in destroying it. Later, &#039;&#039;&#039;Nabriales meets his end&#039;&#039;&#039; during [[An Uninvited Ascian]], marking the &#039;&#039;first time an Ascian is permanently killed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavensward (Patch 3.0)===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] work in the background for most of the expansion, teaching various parties how to summon new primals.&lt;br /&gt;
* During the Summoner class quests, the [[Ascian of the Twelfth Chalice]] flees Azys Lla after being defeated by the Warrior of Light. The finale of these quests results in the defeat of the Ascians of the Twelfth Chalice, Staff, Sword, and Pentacle. These scenes also reveal that the four of them are specifically servants of Lahabrea (or &#039;&#039;were&#039;&#039;). Their mortal forms are defeated, but it is unclear if they are able to harness rebirth the same way their masters do.&lt;br /&gt;
* On [[Azys Lla]], Lahabrea and Igeyorhm use the power of the Echo to fuse into an [[Ascian Prime]] for the first time. After the defeat of Ascian Prime, &#039;&#039;&#039;Igeyorhm dies&#039;&#039;&#039; at the hands of the Warrior of Light, using a White Auracite in their possession. Following this, &#039;&#039;&#039;Lahabrea dies&#039;&#039;&#039; after being betrayed by [[Thordan VII]], who consumes the aether of his soul to further empower his primal form.&lt;br /&gt;
* Off-screen, [[Mitron]] and [[Loghrif]] attempted to enact an Umbral Calamity on [[The First]] at the same time as Lahabrea and Igeyorhm on the Source. Their plots were foiled by the Warriors of Light on the First; their leader [[Ardbert]] &#039;&#039;&#039;destroyed Loghrif&#039;&#039;&#039; with a blade of light and caused Mitron to transform into a sin eater, [[Eden]], triggering a Flood of Light.&lt;br /&gt;
* [[Elidibus]] reappears in an Epilogue scene, shown on the Moon for the first time. With the Ascians taking heavy losses, he opts to recruit the First&#039;s Warriors of Light to restore balance on the Source.&lt;br /&gt;
&lt;br /&gt;
====Patches 3.1 through 3.5====&lt;br /&gt;
* Elidibus tricks the Warriors of the First into believing they can save their homeworld by enacting an Umbral Calamity on the Source. They perform various tasks for Elidibus, such as retrieving the eyes of [[Nidhogg]] and defeating numerous newly-summoned primals, such as [[Ravana]].&lt;br /&gt;
* The Warriors are eventually sent back to the First by Hydaelyn to stop the Flood of Light themselves. Meanwhile, Elidibus hands over the eyes of Nidhogg to [[the Griffin]], who goes on to use them to summon the primal [[Shinryu]], leading to all-out war between Garlemald and Eorzea.&lt;br /&gt;
&lt;br /&gt;
===Stormblood (Patch 4.0)===&lt;br /&gt;
* Ascians are largely absent from this expansion, as the Echo and its capabilities take the stage in other ways.&lt;br /&gt;
* An unnamed Ascian causes trouble under the sea: [[Kurenai]] of [[Sui-no-Sato]] mentions the visitation of a &amp;quot;man cloaked in black&amp;quot; in the days before a voidsent takes possession of the [[Ruby Princess]]&#039;s body. &lt;br /&gt;
* At the conclusion of Stormblood, Elidibus appears to Emperor [[Varis zos Galvus]] after the death of his son, [[Zenos yae Galvus|Zenos]]. Elidibus removes his mask before the Emperor, causing him shock for reasons that are not revealed within the scene.&lt;br /&gt;
&lt;br /&gt;
====Patch 4.1 through 4.5====&lt;br /&gt;
* Elidibus is revealed to have stolen the body of Zenos from its unmarked grave in Ala Mhigo, and assumes his identity.&lt;br /&gt;
* Elidibus teaches [[Asahi sas Brutus]] how to summon a primal, leading to the summoning of [[Tsukuyomi]]. He continues to escalate the war between Garlemald and Eorzea in hopes of goading Varis into using [[Black Rose]], a chemical weapon that will produce the desired calamity.&lt;br /&gt;
* [[Gaius van Baelsar]] is revealed to have survived his apparent demis. In revenge for Lahabrea&#039;s manipulations, he has been hunting Ascians. Gaius collected the masks of the Ascians he defeated, including those of [[Altima]] and [[Deudalaphon]]. It is unclear if his actions resulted in the &amp;quot;true death&amp;quot; of the Ascians involved, or if he merely dispatched their corporeal forms.&lt;br /&gt;
* In Patch 4.4, [[Solus zos Galvus]] is introduced, and revealed to be an Ascian, and to have built the Garlean Empire specifically to further the goals of the Ascians. &lt;br /&gt;
* A memo from Galuf Baldesion reveals that, by casting the Isle of Val into the Lifestream, they also ensured the defeat of an Ascian known as &#039;&#039;&#039;Emmerololth,&#039;&#039;&#039; also ensuring that he would &amp;quot;never reform.&amp;quot;&lt;br /&gt;
* The Warrior of Light does battle against Elidibus posing as Zenos. Due to an untimely vision, he deals a critical blow and nearly defeats the Warrior, but is foiled by Estinien Wyrmblood rescuing them before he can deal a finishing blow. Elidibus-Zenos returns to Garlemald afterwards. &lt;br /&gt;
&lt;br /&gt;
===[[Shadowbringers]] (Patch 5.0)===&lt;br /&gt;
* In this expansion we get a very clear idea of what happens with [[Rejoining|Rejoinings]], [[Umbral Calamity|Umbral Calamities]] and how the [[Ascians]] have been involved the whole time.&lt;br /&gt;
* [[Solus zos Galvus]] comes forth pretty quickly and &#039;&#039;&#039;re-introduces himself as the Unsundered Ascian, [[Emet-Selch]]&#039;&#039;&#039;. Although his objectives remain obscured for several chapters, [[Emet-Selch]] eventually emerges as the primary antagonist of the expansion. &lt;br /&gt;
* When the Scions reach [[The Tempest]], we are first introduced to the concept of the [[Ancient]]s and their capitol city, [[Amaurot]], through the recreation made by Emet-Selch (other details that were revealed about the Ancients during this time are detailed on that page).&lt;br /&gt;
* [[The Final Days]] is also name-dropped and partially explained during the final few chapters, before the Warrior of Light eventually fights and &#039;&#039;&#039;kills Emet-Selch.&#039;&#039;&#039;&lt;br /&gt;
* Meanwhile, Elidibus, now the last remaining Unsundered, is forced to flee Garlemald after the real Zenos, who had cheated death by possessing another, takes back his body and murders Varis to halt the Black Rose. He vows to avenge his comrades by using the &amp;quot;Warriors of Light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Patch 5.1 through 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of the first two parts of the Eden raid series, providing hints about the past and potential future on the First.&lt;br /&gt;
* Release of the lead-up to Seat of Sacrifice, featuring Elidibus.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of Emet-Selch, the Scions begin investigating The Empty and discover the slumbering form of Eden.  After awaking the Sin Eater, then begin using its power to try to reverse the effects of the Flood of Light.  They are interrupted by the arrival of Gaia, a girl they determine to be the Oracle of Darkness.  Throughout her life, Gaia has been hearing what she calls a &#039;fairy,&#039; an internal voice or feeling that guides her actions.  She then joins the Scions in their investigation.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of [[The Seat of Sacrifice]], resulting in the &#039;&#039;&#039;capture of Elidibus within the Crystal Tower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elidibus heads to the First and possesses the body of [[Ardbert]] and awakens the latent power of the Echo in the people of the First to continue the legend of the Warrior of Light, using their faith in the myth to strengthen himself the way a primal would feed on the faith of those who would summon it.&lt;br /&gt;
&lt;br /&gt;
Elidibus, at his peak strength, attacks the [[Crystal Tower]] and summons simulacrums of the Warriors of Light from other worlds to fight the darkness with him. He and the Warrior of Light engage in combat at the top of the tower, and he almost wins. However, in a turn of events, the call that Elidibus evoked reached Emet-Selch, who pulled the Warrior of Light out of the Void to continue the fight. &lt;br /&gt;
&lt;br /&gt;
The Warrior of Light prevails, and the last Unsundered Ascian was sealed within the Crystal Tower. Before fading completely, the remnants of Elidibus&#039;s shade gifts the Warrior of Light with the [[Soul Crystals]] of the Convocation of the Fourteen, sharing his memories with them. With Elidibus gone, the Ascians can no longer replenish their ranks, meaning the end of them and their plans.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.4====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of Eden&#039;s Promise, the final third of the Eden Raids, revealing the history and fate of [[Mitron]] and [[Loghrif]] on The First.&lt;br /&gt;
&lt;br /&gt;
It is discovered that Gaia is the reincarnated form of the Ascian Loghrif, and that the &#039;fairy&#039; was Loghrif&#039;s former partner and lover Mitron, trapped in the form of Eden.  Mitron forcibly integrates Loghrif&#039;s memories into Gaia while erasing Gaia&#039;s own memories, and together they form an Ascian Prime.  The Ascian Prime is then defeated by the warrior of darkness.  After the defeat, Mitron&#039;s essence is returned to the aetherial sea, and a restored Gaia remains on the First.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.5====&lt;br /&gt;
* Introduction of the Ascian [[Fandaniel]], through the release of [[Paglth&#039;an]]&lt;br /&gt;
&lt;br /&gt;
After the death of Elidibus, Fandaniel begins to act of his own accord. He entreats with Zenos and convinces him to help him in his mission to destroy the Source, promising him the chance to face off against the Warrior of Light one more time. &lt;br /&gt;
&lt;br /&gt;
Fandaniel confronts the Scions upon their return to the Source, warning them that he and his group of rogue Ascians, the Telophoroi, will destroy the Source using their [[Lunar Primals]], which they create by kidnapping the people of the Source and trapping them in strange towers, draining their Aether to summon the twisted versions of the Primals. Fandaniel, Zenos and the rest of the as yet unnamed Telophoroi ready to engage with the Warrior of Light, who intends to stop their coming apocalypse.&lt;br /&gt;
&lt;br /&gt;
===Endwalker (Patch 6.0)===&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
Fandaniel siphoned aether from his towers around Eorzea and concentrated them upon [[The Tower of Babil]]. Knowing the the prison of Zodiark laid upon the moon, Fandaniel used the aether to severely weaken Zodiark&#039;s binds, and had Zenos finish the job. Fandaniel then plunged into [[The Dark Inside]] and took control of Zodiark&#039;s body, and battled the Warrior of Light. The Warrior defeated the incomplete Zodiark, but the elder primal&#039;s destruction had been the Ascian&#039;s goal all along, as it recommenced the Final Days. Zodiark&#039;s death in Fandaniel&#039;s suicidal gambit marked &#039;&#039;&#039;the end of the Ascians as a threat&#039;&#039;&#039;, if any remained.&lt;br /&gt;
====Patches 6.1-6.5====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
No Ascians appeared in the patches.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail (Patch 7.0)===&lt;br /&gt;
No Ascians appeared, marking the first expansion to not include them.&lt;br /&gt;
====Patches 7.1-7.3====&lt;br /&gt;
An unnamed Ascian appears at the end of patch 7.3. Calyx refers to an unidentified group of &amp;quot;Winterer peers&amp;quot; while speaking with this Ascian, suggesting they are in a group of some kind.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]][[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1066611</id>
		<title>Ascians</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1066611"/>
		<updated>2025-10-31T09:19:37Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dawntrail */&lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
The &#039;&#039;&#039;Ascians&#039;&#039;&#039; are the principal antagonists in [[Final Fantasy XIV]]. They wear black (or rarely, white) robes and masks that conceal their faces. They are powerful, mysterious, and almost-immortal servants of [[Zodiark]], the god of Darkness that opposes [[Hydaelyn]]. Many questions about these beings yet remain unanswered, for lack of evidence. The few details &#039;&#039;we do know&#039;&#039; about the Ascians are &#039;&#039;&#039;heavily entwined with key story details&#039;&#039;&#039; for all expansions of Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1 (2022 printing), page 213|Servants of Darkness, the Ascians are pledged to Zodiark, a celestial syzygy legend holds was exiled to the moon by Hydaelyn Herself. From the shadows, they have shaped history by imparting forbidden knowledge unto mortals, stoking the fires of war while revealing the secrets of primal summoning. Throughout history, they have been known by many names, among those, Paragons and the Bringers of Chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the Ascians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are the Ascians and whence did the shadowless beings come? Do their bodies harbor “life” as is defined by our laws of nature, or are they something different—something more sinister? As of this writing, these questions and more remain unanswered for want of evidence. Mankind has not, however, been completely blind to the existence of the Ascians. A report compiled by the Scions and the Students of Baldesion points to their lingering presence throughout recorded history. Indeed, it is thought these beings also known as Paragons have long interfered with the affairs of man, and are somehow connected to each of history’s seven umbral calamities.&lt;br /&gt;
&lt;br /&gt;
Recent direct encounters with the beings have shed more light on both their true nature and intentions. For one, the Ascians are known to possess the Echo—just as the Warrior of Light and a handful of his companions—and use this power to transfer their souls into the bodies of others. This is doubtless the secret behind how the so-called “immortals” have survived for so long. Should the vessel an Ascian inhabited to be utterly obliterated, his soul does not appear to succumb to the tug of the Lifestream. Instead, the Paragons harness the power of the Crystal of Darkness to find sanctuary in a space that lies twixt corporeal and aetherial. At present, there is only one known means to destroy an Ascian: entrap its soul within white auracite—a substance capable of temporarily holding aether—and then shatter the stone with a blade of concentrated life energy.}}&lt;br /&gt;
{{Quotation|[[The_Unending_Codex#The_Ascians|The Unending Codex § The Ascians]]|Throughout Eorzean history, whether it be in folklore or myth, there has been scattered mention of dark-robed figures known variously as “Ascians” or “Paragons.” With their twisted words, they would incite strife between peoples, or indeed, entire nations─often escalating hostilities by instructing the beleaguered inhabitants in the rituals of primal summoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this portrayal was not inaccurate, it was not the entire story. In the course of their efforts to counter the machinations of the Ascians, the Scions of the Seventh Dawn came to understand the true nature of their enemy. They learned that the cabal was comprised of thirteen prominent individuals: three “unsundered” survivors of the Convocation of Fourteen, the council which had orchestrated the summoning of Zodiark in antiquity; and ten “sundered” souls─fragments of members restored to their former offices. They were known as Loghrif, Mitron, Emet-Selch, Pashtarot, Fandaniel, Altima, Halmarut, Nabriales, Igeyorhm, Deudalaphon, Emmerololth, Lahabrea, and Elidibus. These positions served as both name and title, for should an Ascian fall, another bearing a shard of the same soul would be found and raised to the vacant seat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ascians&#039; ultimate purpose was nothing less than the restoration of their dark god, Zodiark, and the resurrection of their ancient brethren. Such miracles demanded they sow chaos in both the Source and its reflections, that they might cultivate the conditions for cataclysmic Rejoinings. Only then would Zodiark be freed of His chains, and the souls of the modern age be worthy of offering up in sacrifice.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Long ago, in a time well before recorded history, [[Hydaelyn]] battled and triumphed against the will of Darkness, [[Zodiark]], casting him into space, and imprisoning him within the silver Moon. In doing so, Hydaelyn tore open the dimensional fabric, spawning thirteen mirror images of the world, and effectively dividing--or &#039;&#039;&#039;&amp;quot;[[The Sundering|Sundering]]&amp;quot;&#039;&#039;&#039;-- the aether that made up the original world into fourteen parts. &amp;lt;ref name=&amp;quot;dc&amp;quot;&amp;gt;Encyclopedia Eorzea, 2022 edition, &amp;quot;Dimensional Compression&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctrines and Beliefs==  &lt;br /&gt;
To wake their exiled god, Zodiark, the Ascians seek to &amp;quot;rejoin&amp;quot; these mirrored worlds with the original &amp;quot;source&amp;quot; world, by breaking down the walls between dimensions, causing the mirror worlds to collapse in on themselves. On the Source, where Final Fantasy XIV takes place, this also causes Umbral Calamities.&amp;lt;ref name=&amp;quot;dc&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Operating together under a &#039;&#039;strict social hierarchy&#039;&#039;, the Ascians have successfully &amp;quot;rejoined&amp;quot; a recorded total of seven worlds by sowing chaos and discord on Hydaelyn, but they do not accomplish this randomly; they have clear methods, now practiced a total of seven times.  &lt;br /&gt;
&lt;br /&gt;
===Ascian Overlords===&lt;br /&gt;
Efforts to cause the necessary conditions for these [[Rejoining]]s are led, foremost, by the three &#039;&#039;&#039;Unsundered&#039;&#039;&#039; Ascians, also known as the &#039;&#039;&#039;Ascian Overlords&#039;&#039;&#039;. The overlords are fundamentally more powerful than their counterparts because their souls were able to escape the effects of Hydaelyn&#039;s Sundering, retaining their original identities and abilities, whereas all other souls that existed at the time were divided into fourteen parts among the fourteen worlds.&lt;br /&gt;
&lt;br /&gt;
Overlords make up the topmost rung of the Ascian social hierarchy. To them, all other beings are considered inferior, and therefore disposable.&lt;br /&gt;
&lt;br /&gt;
===Red-masked Ascians===&lt;br /&gt;
The [[Ancient]] people who existed before the Sundering were governed by a structure of their own, a council of fourteen members, known as the [[Convocation of Fourteen]]. The Convocation members are also referred to by their title, or seat, and have different personal names from before assuming a position on the council. A successor would then assume the name of the seat they filled. Preceding the sundering, each of the current members of the Convocation stored their memories in crystal, a format that the ancients commonly used for information. &lt;br /&gt;
&lt;br /&gt;
Seeking allies for their cause in the times that came after the Sundering, the Ascian Overlords would seek out the souls that were sundered from the former Convocation members, restore their memories, and thus bring them back into the fold. Each Ascian occupying a seat on the &amp;quot;new&amp;quot; Convocation of Fourteen wears a &#039;&#039;&#039;red mask&#039;&#039;&#039; as their ancient counterparts did, with each mask bearing a design symbolizing the owner&#039;s specific seat on the Convocation. The Ascian Overlords, each being members of the Convocation prior to the sundering, &#039;&#039;also wear red masks&#039;&#039; for this reason. &lt;br /&gt;
&lt;br /&gt;
===Black-masked Ascians===&lt;br /&gt;
Frequently unnamed, Ascians wearing black masks are exclusively made up of sundered peoples recruited to the Ascians by other members. The method of how being unclear.&lt;br /&gt;
&lt;br /&gt;
===White Robes===&lt;br /&gt;
Robes of white indicate an Ascian emissary, such as the Overlord [[Elidibus]]. The symbolism of the robes also dates back to the [[Amaurotine|ancients]], but the meaning used by the Ascians is somewhat different. &lt;br /&gt;
 &lt;br /&gt;
==Known Members==&lt;br /&gt;
&lt;br /&gt;
===Overlords===&lt;br /&gt;
* [[Lahabrea]]&lt;br /&gt;
* [[Elidibus]]&lt;br /&gt;
* [[Emet-Selch]] &lt;br /&gt;
&lt;br /&gt;
===Red Masks===&lt;br /&gt;
* [[Pashtarot]] &lt;br /&gt;
* [[Nabriales]]&lt;br /&gt;
* [[Igeyorhm]]&lt;br /&gt;
* [[Loghrif]]&lt;br /&gt;
* [[Mitron]]&lt;br /&gt;
* [[Hermes|Fandaniel]]&lt;br /&gt;
* Emmerololth&lt;br /&gt;
&lt;br /&gt;
The remaining Red-mask Ascians appeared in a cutscene around [[Patch 2.3]], but have yet to reappear in-game as of [[Patch 7.0]].&lt;br /&gt;
* Altima&lt;br /&gt;
* Halmarut&lt;br /&gt;
* Deudalaphon&lt;br /&gt;
* Emmerololth -- the one exception on this list. Mentioned again in [[Patch 4.55]], but still does not appear on screen.&lt;br /&gt;
&lt;br /&gt;
{{see also|The Convocation of Fourteen}}&lt;br /&gt;
&lt;br /&gt;
===Black Masks===&lt;br /&gt;
&#039;&#039;Not including instances of &amp;quot;masked mages&amp;quot; from 2.0 that were actually just Lahabrea&#039;&#039;&lt;br /&gt;
*[[Ascian of the Twelfth Sword]]&lt;br /&gt;
*[[Ascian of the Twelfth Staff]]&lt;br /&gt;
*[[Ascian of the Twelfth Chalice]]&lt;br /&gt;
*[[Ascian of the Twelfth Pentacle]]&lt;br /&gt;
&lt;br /&gt;
== Encounters ==&lt;br /&gt;
As the game&#039;s primary antagonists, the Ascians are fought throughout the Main Scenario Questline and beyond.&lt;br /&gt;
===A Realm Reborn ===&lt;br /&gt;
* [[Lahabrea]] is fought as the final boss of the main storyline, during {{questlink|main|The Ultimate Weapon}}. He was originally faced as the final boss of {{questlink|dungeon|The Praetorium}}, but due to the lack of an ilvl sync and the lack of mechanics, the encounter became notoriously easy. In [[Patch 6.1]], Lahabrea&#039;s encounter was revamped to become a solo quest battle.&lt;br /&gt;
* [[Nabriales]] is fought as the boss of the trial, {{questlink|trial|The Chrysalis}}.&lt;br /&gt;
===Heavensward ===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] are faced as the penultimate boss(es) of the main storyline, during the final encounter of {{questlink|dungeon|The Aetherochemical Research Facility}}. The second phase sees the Ascians fuse into a [[Ascian Prime]]. In [[Patch 6.3]], this encounter was mechanically overhauled, with the first phase especially extended.&lt;br /&gt;
* The [[Ascian of the Twelfth Chalice]] is faced in two quest battles during the expansion&#039;s [[Summoner]] storyline. He is first faced alone during {{questlink|feature|I Could Have Tranced All Night}}, and then alongside the other three Ascians of the Twelfth during {{questlink|feature|A Flare for the Dramatic}}.&lt;br /&gt;
=== Stormblood ===&lt;br /&gt;
* [[Lahabrea]] reappears as the boss of the intermission phase of {{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}.&lt;br /&gt;
* [[Elidibus]] is fought as the final boss of the patches storyline during {{questlink|main|A Requiem for Heroes}}, while using [[Zenos yae Galvus]]&#039; body as vessel.&lt;br /&gt;
===Shadowbringers===&lt;br /&gt;
* [[Emet-Selch]] is fought under his true name, &#039;&#039;&#039;Hades&#039;&#039;&#039;, as the final boss of the main storyline, during the trial, {{questlink|trial|The Dying Gasp}}. Its extreme mode sees shades of previously defeated Ascians reappear.&lt;br /&gt;
* [[Elidibus]] is twice faced during the events of [[Patch 5.3]]&#039;s storyline. The first battle is against him possessing the body of [[Ardbert]] in the solo quest battle during {{questlink|main|Faded Memories}}. The final battle is against him in his &amp;quot;&#039;&#039;&#039;Warrior of Light&#039;&#039;&#039;&amp;quot; guise during the trial, {{questlink|trial|The Seat of Sacrifice}}, as well as its extreme mode.&lt;br /&gt;
*A mutated Ascian Prime consisting of [[Mitron]] and [[Gaia]]/[[Loghrif]], &#039;&#039;&#039;Eden&#039;s Promise&#039;&#039;&#039;, is the final boss of the [[Eden]] raid series. It is faced during {{questlink|raid|Eden&#039;s Promise: Eternity}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Endwalker===&lt;br /&gt;
* [[Fandaniel]] is fought thrice throughout the main storyline, though never under his true name or form. The first battle is against him possessing the body of Zodiark in the trial, {{questlink|trial|The Dark Inside}}, as well as it&#039;s extreme mode. He is later fought as his unsundered incarnation, [[Hermes]], as the final boss of {{questlink|dungeon|Ktisis Hyperboreia}}. The third battle is against &#039;&#039;&#039;Amon the Undying&#039;&#039;&#039;, a lich version of his [[Amon]] incarnation, as the final boss of {{questlink|dungeon|The Aitiascope}}&lt;br /&gt;
* [[Lahabrea]]&#039;s splintered fragment, [[Hephaistos]], is fought as the boss of {{questlink|raid|Abyssos: The Eighth Circle}}, as well as its savage mode.&lt;br /&gt;
* A reincarnation of [[Elidibus]]&#039;s orignal self, [[Themis]], is fought as the boss of {{questlink|raid|Anabaseios: The Eleventh Circle}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail===&lt;br /&gt;
* [[Mitron]] and [[Gaia]]/[[Loghrif]] are fought multiple times throughout {{questlink|ultimateraid|Futures Rewritten (Ultimate)}}, with Loghirf being fought as the [[Oracle of Darkness]] in phases 3 and 4 and Mitron being fought while possessing the body of Ryne (as Shiva) during phases 2 and 4 along with holding control over [[Pandora]] in phase 5.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== Pre-Game Events ===&lt;br /&gt;
In prehistory, a single race, known as the [[Amaurotine|Amaurotines]], inhabited all corners of the planet [[Etheirys]]. Through their vast pool of aether and the innate ability to use &amp;quot;creation magick&amp;quot; they accomplished wondrous feats and built utopian cities, including [[Amaurot]], the center of their civilization and home to the [[Convocation of Fourteen]].&lt;br /&gt;
&lt;br /&gt;
The actions of the Convocation&#039;s current &amp;quot;Fandaniel&amp;quot;, [[Hermes]], doomed their people when he allowed his creations, [[Meteion]] and her sisters, to commence the song of oblivion. Only the former &amp;quot;Azem&amp;quot;, [[Venat]], escaped Hermes&#039;s act of altering the memories of those who learned of his deed. The Meteia&#039;s song stagnated Etheirys&#039;s aether and instilled despair in the ancients, warping their creation magick to unleash grotesque monsters formed from their subconscious fears. This calamity would come to be known as the [[Final Days]].&lt;br /&gt;
&lt;br /&gt;
The Convocation devised a plan to &amp;quot;weave the laws of reality anew&amp;quot; through the summoning of Zodiark, an entity able to quell the aether stagnation as a darkness-attribute primal. [[Azem|The ancient who succeeded Venat]] in the seat of &amp;quot;Azem&amp;quot; refused to participate in the summoning and left the Convocation who yet went on to sacrifice half of the ancients&#039; population for the amount of aether needed to summon Zodiark; the ancient bearing the title of &amp;quot;Elidibus&amp;quot;, [[Themis]], offered himself as Zodiark&#039;s core. Though the summoning halted the Final Days, it was but a temporary solution, as the calamity had reduced most of the star into a lifeless, blighted land, prompting the Convocation to sacrifice another half of their population to restore life to the world.&lt;br /&gt;
&lt;br /&gt;
The Convocation sought to call upon Zodiark&#039;s power once more by offering the primal the harvested life energies of the new life forms that had been born in their world to reconstitute those who had sacrificed themselves and now rested within their deity. Venat assembled a faction of ancients who opposed the Convocation&#039;s plans to sacrifice the new life forms, this summoning the current Azem also refused to participate in. Elidibus separated himself from Zodiark to aid the Convocation as a primal in a failed attempt to restore order. Venat used her followers&#039; sacrifice to become Hydaelyn to subjugate Zodiark to buy time until she would devise a permanent solution to stop the Meteia. The two elder primals fought ceaselessly until Hydaelyn used all her strength to fragment Zodiark, shattering the &amp;quot;very fabric of reality&amp;quot; and dividing the world into thirteen reflections and the Source. Amaurot was destroyed along the remains of the ancients&#039; civilization, while the souls of the living similarly split into fourteen pieces across the fragmented worlds.&lt;br /&gt;
&lt;br /&gt;
Only three ancients escaped the sundering with their souls intact: Elidibus, Hades (the ancient bearing the title of &amp;quot;[[Emet-Selch]]&amp;quot;) and Hephaistos (the ancient bearing the title &amp;quot;[[Lahabrea]]&amp;quot;). The three resolved to orchestrate a series of events to revive Zodiark and restore their home via Umbral Calamities, cataclysms designed to gradually merge the Source and the thirteen shards back into the original Etheirys. They intended to resume sacrificing some of the rejoined current humanity to bring back their loved ones once the Rejoining was complete. They reformed themselves as the Ascians, and began searching for the fragmented souls of their fellow Convocation members to bring them into the fold. By imparting their knowledge of creation magick, the Ascians posed as saviors to the races whose persecution they exploited, allowing the beast tribes to summon their &amp;quot;gods&amp;quot; to grant them succor. Elidibus and Emet-Selch also contributed across the Source and its shards as part of their plan, the latter nurturing civilizations while the former began the legend of the &amp;quot;[[Warriors of Light|Warrior of Light]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Originally, each Ascian was entrusted to personally oversee a shard. That changed following [[Igeyorhm]] manipulating the heroes of the Thirteenth shard into using auracite to contain primals to prevent their resummoning. The heroes, corrupted by the leaking aether, turned on each other and the people they were meant to protect. The conflicts escalated into great wars, unleashing a [[The Flood|Flood of Darkness]] that decimated the Thirteenth shard and transformed the survivors into [[voidsent]], rendering the world unfit for Rejoining. The Ascians discovered a link between the aether of the shards and the Source, and theorized that a simultaneous disaster on the Source and the shard of the same elemental aspect would allow for them to rejoin, a theory subsequently proven in the first Umbral Calamity of Wind. Since then, Ascians have worked in groups to oversee the process.&lt;br /&gt;
&lt;br /&gt;
During the Third Astral Era, Emet-Selch established the [[Allagan Empire]] on the Source to set up the Fourth Umbral Calamity. The Ascians manipulated the grief-stricken [[Tiamat]] and the [[First Brood]] into reviving Tiamat&#039;s deceased mate [[Bahamut]] as a primal and provided the Allagan emperor, [[Xande]], the means to capture and bind primals. While the Allagans sealed the primal Bahamut in [[Dalamud]], the [[Warring Triad]] were imprisoned at [[Azys Lla]] to power Allag&#039;s aetherochemical research. Prior to Xande causing the Fourth Umbral Calamity in his attempt to destroy the world, Emet-Selch inducted the Allagan scientist [[Amon]] into the Ascians by restoring his memories as a fragment of Hermes, the ancient who had held the seat of &amp;quot;Fandaniel&amp;quot; in the Convocation of Fourteen.&lt;br /&gt;
&lt;br /&gt;
By the time that the Fifth and Sixth Umbral Calamities were completed, the centuries in between each Rejoining gradually took their toll upon the three Unsundered. Lahabrea&#039;s fanatical obsession of completing the Rejoining would see him constantly swap bodies, draining his mental and physical strength. Elidibus would forget about his original life in Amaurot, rejecting Emet-Selch&#039;s suggestion to use a memory crystal and remaining committed to his duty. Emet-Selch was the only Ascian to maintain his sanity and full strength, taking rests in the rift between each Rejoining. He later assumed the identity of Solus zos Galvus and established the [[Garlean Empire]] to suit his brethren&#039;s needs in setting up the Seventh Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
===A Realm Reborn (2.0)===&lt;br /&gt;
&lt;br /&gt;
Following the [[Seventh Umbral Calamity]], the Ascians became much more active in their efforts to influence the Source. The Ascians&#039; actions were uncovered with several reports of &#039;&#039;&#039;&amp;quot;Masked Mages&amp;quot;&#039;&#039;&#039; spotted interacting with the beast tribes. &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039; was the first &#039;&#039;named&#039;&#039; Ascian introduced, introducing himself to the Warrior of Light within the depths of &#039;&#039;&#039;Toto-Rak&#039;&#039;&#039; during the Level 24 quest [[Into the Beast&#039;s Maw]]. It would be him, operating from the shadows, working to manipulate Legatus [[Gaius van Baelsar]] into being an unwitting pawn for his master plan. The Garleans would cooperate while being completely unaware of his true motives, seeking out [[The Ultima Weapon]] made by the Allagans, and using it to absorb the Aether of summoned Primals.&lt;br /&gt;
&lt;br /&gt;
Lahabrea struck a personal nerve with the Scions when he took possession of [[Thancred Waters]], using him as a spy against his friends for an unknown amount of time before revealing his charade during [[Escape from Castrum Centri]]. Thancred remained the unwilling vessel of Lahabrea until [[Operation Archon]]; after the Warrior of Light&#039;s defeat of The Ultima Weapon, Lahabrea attempted to kill the hero using the powers of darkness. His attempt was initially successful, but the Warrior was then revived by Hydaelyn&#039;s intervention. Empowered, the Warrior defeated Lahabrea and expelled him from Thancred&#039;s body. &lt;br /&gt;
&lt;br /&gt;
====2.0 Epilogue====&lt;br /&gt;
In the Epilogue cutscene for A Realm Reborn, [[Lahabrea]] was shown to have survived his expulsion, and &#039;&#039;three more named Ascians were introduced&#039;&#039; with their hoods down, but faces obscured. This included &#039;&#039;&#039;[[Pashtarot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Nabriales]]&#039;&#039;&#039; in that order.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Cutscene dialogue following Lahabrea&#039;s defeat, during [[The Ultimate Weapon]]|&amp;lt;br&amp;gt;Pashtarot: Bahamut stirs.&amp;lt;br&amp;gt;Igeyorhm: As will the others ere long.&amp;lt;br&amp;gt;Nabriales: &#039;Tis not a question of whether Eorzea&#039;s champion shall yield, but of when.&amp;lt;br&amp;gt;Lahabrea: And with each passing moment we draw closer to the Reckoning.&amp;lt;br&amp;gt;(Lahabrea raises his hands, and the camera zooms out to reveal the presence of more hooded Ascians behind them).&amp;lt;br&amp;gt;Ascians: To the one true god! &amp;lt;br&amp;gt;Ascians: To Zodiark!}}&lt;br /&gt;
&lt;br /&gt;
====Patch 2.1====&lt;br /&gt;
As the Scions are making preparations to depart for [[Mor Dhona]], the white-robed Ascian &#039;&#039;&#039;[[Elidibus]]&#039;&#039;&#039; appears within the solar and introduces himself to [[Minfilia]] as &#039;emissary of the Ascians.&#039; Elidibus departs again in at the end of [[The Gifted]], leaving the Warrior of Light with some ominous words to chew on.&lt;br /&gt;
{{Quotation|Elidibus, during [[The Gifted]]| &amp;quot;As it was, so shall it be again.&amp;quot;}}   &lt;br /&gt;
After this, Nabriales appears again in a brief confrontation with Elidibus, asking him why he revealed himself to the Scions. &lt;br /&gt;
&lt;br /&gt;
During cutscenes for the Extreme fights for The Howling Eye, The Navel, and The Bowl of Embers, we are first introduced to an unnamed &#039;&#039;&#039;Ascian of the Twelfth Staff&#039;&#039;&#039; and an &#039;&#039;&#039;Ascian of the Twelfth Sword&#039;&#039;&#039;. Their contribution to the plot is minimal at best.&lt;br /&gt;
&lt;br /&gt;
====Patches 2.2 through 2.5====&lt;br /&gt;
* Elidibus is credited with &amp;quot;granting the Echo&amp;quot; to a Sahagin priest, teaching him how to cheat death by possessing the body of another. Interestingly enough, this is also the first recorded case of an Ascian who does not belong to one of the &amp;quot;races of man&amp;quot;, even if he was shortly subsumed by the Primal Leviathan &lt;br /&gt;
* In [[What Little Gods Are Made Of]], the first information is revealed about how Ascian &amp;quot;immortality&amp;quot; works, resulting in a wonderful slideshow presentation. Within this same quest is another scene with the Ascian Convocation meeting in [[the Chrysalis]], in which &#039;&#039;&#039;Emmerololth&#039;&#039;&#039; and &#039;&#039;&#039;Altima&#039;&#039;&#039; are named and shown on screen for the first time. We also get to see the first visual depiction of Zodiark, &#039;&#039;outside of&#039;&#039; his &amp;quot;crystal&amp;quot; form.&lt;br /&gt;
* In [[The Instruments of Our Deliverance]], Nabriales is shown observing the defeat of Shiva at the hands of the Warrior of Light. &lt;br /&gt;
* The scenes during [[Aether on Demand]] give us our second slideshow presentation about the Scion&#039;s plan to trap an Ascian soul within White Auracite, the first step in destroying it. Later, &#039;&#039;&#039;Nabriales meets his end&#039;&#039;&#039; during [[An Uninvited Ascian]], marking the &#039;&#039;first time an Ascian is permanently killed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavensward (Patch 3.0)===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] work in the background for most of the expansion, teaching various parties how to summon new primals.&lt;br /&gt;
* During the Summoner class quests, the [[Ascian of the Twelfth Chalice]] flees Azys Lla after being defeated by the Warrior of Light. The finale of these quests results in the defeat of the Ascians of the Twelfth Chalice, Staff, Sword, and Pentacle. These scenes also reveal that the four of them are specifically servants of Lahabrea (or &#039;&#039;were&#039;&#039;). Their mortal forms are defeated, but it is unclear if they are able to harness rebirth the same way their masters do.&lt;br /&gt;
* On [[Azys Lla]], Lahabrea and Igeyorhm use the power of the Echo to fuse into an [[Ascian Prime]] for the first time. After the defeat of Ascian Prime, &#039;&#039;&#039;Igeyorhm dies&#039;&#039;&#039; at the hands of the Warrior of Light, using a White Auracite in their possession. Following this, &#039;&#039;&#039;Lahabrea dies&#039;&#039;&#039; after being betrayed by [[Thordan VII]], who consumes the aether of his soul to further empower his primal form.&lt;br /&gt;
* Off-screen, [[Mitron]] and [[Loghrif]] attempted to enact an Umbral Calamity on [[The First]] at the same time as Lahabrea and Igeyorhm on the Source. Their plots were foiled by the Warriors of Light on the First; their leader [[Ardbert]] &#039;&#039;&#039;destroyed Loghrif&#039;&#039;&#039; with a blade of light and caused Mitron to transform into a sin eater, [[Eden]], triggering a Flood of Light.&lt;br /&gt;
* [[Elidibus]] reappears in an Epilogue scene, shown on the Moon for the first time. With the Ascians taking heavy losses, he opts to recruit the First&#039;s Warriors of Light to restore balance on the Source.&lt;br /&gt;
&lt;br /&gt;
====Patches 3.1 through 3.5====&lt;br /&gt;
* Elidibus tricks the Warriors of the First into believing they can save their homeworld by enacting an Umbral Calamity on the Source. They perform various tasks for Elidibus, such as retrieving the eyes of [[Nidhogg]] and defeating numerous newly-summoned primals, such as [[Ravana]].&lt;br /&gt;
* The Warriors are eventually sent back to the First by Hydaelyn to stop the Flood of Light themselves. Meanwhile, Elidibus hands over the eyes of Nidhogg to [[the Griffin]], who goes on to use them to summon the primal [[Shinryu]], leading to all-out war between Garlemald and Eorzea.&lt;br /&gt;
&lt;br /&gt;
===Stormblood (Patch 4.0)===&lt;br /&gt;
* Ascians are largely absent from this expansion, as the Echo and its capabilities take the stage in other ways.&lt;br /&gt;
* An unnamed Ascian causes trouble under the sea: [[Kurenai]] of [[Sui-no-Sato]] mentions the visitation of a &amp;quot;man cloaked in black&amp;quot; in the days before a voidsent takes possession of the [[Ruby Princess]]&#039;s body. &lt;br /&gt;
* At the conclusion of Stormblood, Elidibus appears to Emperor [[Varis zos Galvus]] after the death of his son, [[Zenos yae Galvus|Zenos]]. Elidibus removes his mask before the Emperor, causing him shock for reasons that are not revealed within the scene.&lt;br /&gt;
&lt;br /&gt;
====Patch 4.1 through 4.5====&lt;br /&gt;
* Elidibus is revealed to have stolen the body of Zenos from its unmarked grave in Ala Mhigo, and assumes his identity.&lt;br /&gt;
* Elidibus teaches [[Asahi sas Brutus]] how to summon a primal, leading to the summoning of [[Tsukuyomi]]. He continues to escalate the war between Garlemald and Eorzea in hopes of goading Varis into using [[Black Rose]], a chemical weapon that will produce the desired calamity.&lt;br /&gt;
* [[Gaius van Baelsar]] is revealed to have survived his apparent demis. In revenge for Lahabrea&#039;s manipulations, he has been hunting Ascians. Gaius collected the masks of the Ascians he defeated, including those of [[Altima]] and [[Deudalaphon]]. It is unclear if his actions resulted in the &amp;quot;true death&amp;quot; of the Ascians involved, or if he merely dispatched their corporeal forms.&lt;br /&gt;
* In Patch 4.4, [[Solus zos Galvus]] is introduced, and revealed to be an Ascian, and to have built the Garlean Empire specifically to further the goals of the Ascians. &lt;br /&gt;
* A memo from Galuf Baldesion reveals that, by casting the Isle of Val into the Lifestream, they also ensured the defeat of an Ascian known as &#039;&#039;&#039;Emmerololth,&#039;&#039;&#039; also ensuring that he would &amp;quot;never reform.&amp;quot;&lt;br /&gt;
* The Warrior of Light does battle against Elidibus posing as Zenos. Due to an untimely vision, he deals a critical blow and nearly defeats the Warrior, but is foiled by Estinien Wyrmblood rescuing them before he can deal a finishing blow. Elidibus-Zenos returns to Garlemald afterwards. &lt;br /&gt;
&lt;br /&gt;
===[[Shadowbringers]] (Patch 5.0)===&lt;br /&gt;
* In this expansion we get a very clear idea of what happens with [[Rejoining|Rejoinings]], [[Umbral Calamity|Umbral Calamities]] and how the [[Ascians]] have been involved the whole time.&lt;br /&gt;
* [[Solus zos Galvus]] comes forth pretty quickly and &#039;&#039;&#039;re-introduces himself as the Unsundered Ascian, [[Emet-Selch]]&#039;&#039;&#039;. Although his objectives remain obscured for several chapters, [[Emet-Selch]] eventually emerges as the primary antagonist of the expansion. &lt;br /&gt;
* When the Scions reach [[The Tempest]], we are first introduced to the concept of the [[Ancient]]s and their capitol city, [[Amaurot]], through the recreation made by Emet-Selch (other details that were revealed about the Ancients during this time are detailed on that page).&lt;br /&gt;
* [[The Final Days]] is also name-dropped and partially explained during the final few chapters, before the Warrior of Light eventually fights and &#039;&#039;&#039;kills Emet-Selch.&#039;&#039;&#039;&lt;br /&gt;
* Meanwhile, Elidibus, now the last remaining Unsundered, is forced to flee Garlemald after the real Zenos, who had cheated death by possessing another, takes back his body and murders Varis to halt the Black Rose. He vows to avenge his comrades by using the &amp;quot;Warriors of Light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Patch 5.1 through 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of the first two parts of the Eden raid series, providing hints about the past and potential future on the First.&lt;br /&gt;
* Release of the lead-up to Seat of Sacrifice, featuring Elidibus.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of Emet-Selch, the Scions begin investigating The Empty and discover the slumbering form of Eden.  After awaking the Sin Eater, then begin using its power to try to reverse the effects of the Flood of Light.  They are interrupted by the arrival of Gaia, a girl they determine to be the Oracle of Darkness.  Throughout her life, Gaia has been hearing what she calls a &#039;fairy,&#039; an internal voice or feeling that guides her actions.  She then joins the Scions in their investigation.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of [[The Seat of Sacrifice]], resulting in the &#039;&#039;&#039;capture of Elidibus within the Crystal Tower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elidibus heads to the First and possesses the body of [[Ardbert]] and awakens the latent power of the Echo in the people of the First to continue the legend of the Warrior of Light, using their faith in the myth to strengthen himself the way a primal would feed on the faith of those who would summon it.&lt;br /&gt;
&lt;br /&gt;
Elidibus, at his peak strength, attacks the [[Crystal Tower]] and summons simulacrums of the Warriors of Light from other worlds to fight the darkness with him. He and the Warrior of Light engage in combat at the top of the tower, and he almost wins. However, in a turn of events, the call that Elidibus evoked reached Emet-Selch, who pulled the Warrior of Light out of the Void to continue the fight. &lt;br /&gt;
&lt;br /&gt;
The Warrior of Light prevails, and the last Unsundered Ascian was sealed within the Crystal Tower. Before fading completely, the remnants of Elidibus&#039;s shade gifts the Warrior of Light with the [[Soul Crystals]] of the Convocation of the Fourteen, sharing his memories with them. With Elidibus gone, the Ascians can no longer replenish their ranks, meaning the end of them and their plans.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.4====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of Eden&#039;s Promise, the final third of the Eden Raids, revealing the history and fate of [[Mitron]] and [[Loghrif]] on The First.&lt;br /&gt;
&lt;br /&gt;
It is discovered that Gaia is the reincarnated form of the Ascian Loghrif, and that the &#039;fairy&#039; was Loghrif&#039;s former partner and lover Mitron, trapped in the form of Eden.  Mitron forcibly integrates Loghrif&#039;s memories into Gaia while erasing Gaia&#039;s own memories, and together they form an Ascian Prime.  The Ascian Prime is then defeated by the warrior of darkness.  After the defeat, Mitron&#039;s essence is returned to the aetherial sea, and a restored Gaia remains on the First.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.5====&lt;br /&gt;
* Introduction of the Ascian [[Fandaniel]], through the release of [[Paglth&#039;an]]&lt;br /&gt;
&lt;br /&gt;
After the death of Elidibus, Fandaniel begins to act of his own accord. He entreats with Zenos and convinces him to help him in his mission to destroy the Source, promising him the chance to face off against the Warrior of Light one more time. &lt;br /&gt;
&lt;br /&gt;
Fandaniel confronts the Scions upon their return to the Source, warning them that he and his group of rogue Ascians, the Telophoroi, will destroy the Source using their [[Lunar Primals]], which they create by kidnapping the people of the Source and trapping them in strange towers, draining their Aether to summon the twisted versions of the Primals. Fandaniel, Zenos and the rest of the as yet unnamed Telophoroi ready to engage with the Warrior of Light, who intends to stop their coming apocalypse.&lt;br /&gt;
&lt;br /&gt;
===Endwalker (Patch 6.0)===&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
Fandaniel siphoned aether from his towers around Eorzea and concentrated them upon [[The Tower of Babil]]. Knowing the the prison of Zodiark laid upon the moon, Fandaniel used the aether to severely weaken Zodiark&#039;s binds, and had Zenos finish the job. Fandaniel then plunged into [[The Dark Inside]] and took control of Zodiark&#039;s body, and battled the Warrior of Light. The Warrior defeated the incomplete Zodiark, but the elder primal&#039;s destruction had been the Ascian&#039;s goal all along, as it recommenced the Final Days. Zodiark&#039;s death in Fandaniel&#039;s suicidal gambit marked &#039;&#039;&#039;the end of the Ascians as a threat&#039;&#039;&#039;, if any remained.&lt;br /&gt;
====Patches 6.1-6.5====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
No Ascians appeared in the patches.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail (Patch 7.0)===&lt;br /&gt;
No Ascians appeared, marking the first expansion to not include them.&lt;br /&gt;
====Patches 7.1-7.3====&lt;br /&gt;
An unnamed Ascian appears at the end of patch 7.3. Calyx refers to an unidentified group of &amp;quot;Winterer peers&amp;quot; while speaking with this Ascian, suggesting they are in a group of some kind.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]][[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Eternity_(Savage)&amp;diff=1020107</id>
		<title>Eden&#039;s Promise: Eternity (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Promise:_Eternity_(Savage)&amp;diff=1020107"/>
		<updated>2025-09-10T02:41:22Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* link= Utopian Vision: Eden&amp;#039;s Promise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Promise (Savage)|Eden&#039;s Promise: Eternity}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Promise: Eternity (Savage)&lt;br /&gt;
| image =  Eden&#039;s Promise Eternity (Savage).png&lt;br /&gt;
| description = Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 510&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Garden of Nowhere&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{questlink|feature|Where I Belong}}&lt;br /&gt;
| patch = 5.4&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E12S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] Utopian Vision: [[Eden&#039;s Promise (boss)|Eden&#039;s Promise]]==&lt;br /&gt;
Note: The battle takes place upon a large platform. Any player who jumps over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
Before the fight, it is advised that each player is assigned a clock position for mechanics later in the fight, as well as place markers around the boss in clock positions. Players should also split into to light parties consisting of one tank, one healer and two DPS for later.&lt;br /&gt;
&lt;br /&gt;
Similar to the Normal mode version of this fight, the boss will use attacks pulled from other primal bosses in the raid series. The attacks in this version of the fight have no telegraph outside of the tether to their specific crystal. The attacks are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Leviathan&#039;&#039;&#039; (Temporary Current): The attack will cover the east and west thirds of the platform, leaving only the center safe.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; (Ferostorm): Four cones will fire out from the top, bottom, left and right of the hitbox of the boss. Move to the intercardinals to avoid.&lt;br /&gt;
*&#039;&#039;&#039;Ramuh&#039;&#039;&#039; (Judgement Jolt): A point-blank AoE. Move away to avoid.&lt;br /&gt;
*&#039;&#039;&#039;Ifrit&#039;&#039;&#039; (Conflag Strike): Two wide-angle conal attacks fire from the back and front of the boss, creating small safe zones on either side of the boss.&lt;br /&gt;
Two of these attacks will be randomly chosen and fired at the same time, overlapping. Players will need to pay attention to what attacks are selected by the boss and stand in the remaining safe zones. Players will also have to be aware of whether the boss is using &#039;&#039;&#039;Stock&#039;&#039;&#039; or &#039;&#039;&#039;Cast&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stock&#039;&#039;&#039;: The boss will store the selected attacks, then use them later with &#039;&#039;&#039;Release&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Cast&#039;&#039;&#039;: The selected attacks will come out immediately.&lt;br /&gt;
The boss can also use &#039;&#039;&#039;Junction&#039;&#039;&#039; on either &#039;&#039;&#039;Shiva&#039;&#039;&#039; or &#039;&#039;&#039;Titan&#039;&#039;&#039;, adding additional mechanics to attacks.&lt;br /&gt;
*&#039;&#039;&#039;Junction: Titan&#039;&#039;&#039;: Healers are targeted with stack markers. Players should split into their light parties and split damage.&lt;br /&gt;
*&#039;&#039;&#039;Junction: Shiva&#039;&#039;&#039;: Players will be marked with AoEs. Separate to assigned positions to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
These attacks and effects will be randomly mixed together throughout the fight, so vigilance is key.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Maleficium&#039;&#039;&#039;: Unavoidable raid-wide damage. Mitigate and heal through.&lt;br /&gt;
The Primal crystals will appear outside of the arena at this point, allowing the boss to draw from them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Junction (Random)&#039;&#039;&#039;: The boss will junction either Shiva or Titan, adding their effects to the end of attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapturous Reach&#039;&#039;&#039;: The boss will us a massive attack on the left or right side of the arena, depending on what side the glowing effect is happening on. The attack will take up slightly more than half the arena, so players should move further into the safe zone than normal. Following this, players will need to either stack or spread based on the &#039;&#039;&#039;Junction&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cast&#039;&#039;&#039;: The boss will tether to two random crystals and combine their attacks. Move to the relevant safe zones, then stack or spread once again. The boss will drop the junction after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Formless Judgment&#039;&#039;&#039;: The top two highest enmity targets will be marked for a two-hit tankbuster. The targets will also be inflicted with either a &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039; or &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. The attacks deal massive damage, and without an invulnerability skill, tanks won&#039;t survive the second hit. Tanks should swap partway through the cast to avoid being hit by the same attack twice. Be sure to mitigate these attacks regardless, as they hit extremely hard.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Maleficium&#039;&#039;&#039;, then move to the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Junction: Shiva&#039;&#039;&#039;: The boss will now be able to use abilities from the &#039;&#039;&#039;Shiva&#039;&#039;&#039; fight. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;: This attack deals high raid-wide damage and freezes the arena, causing players to slide around. Several AoE markers will spawn around the edge of the arena, leaving only two safe zones. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Floe&#039;&#039;&#039;: Both healers will be targeted with stack markers. players should slide carefully into their light parties and slide into the safe zones to avoid the AoEs. The large AoEs will resolve at the same time as the markers on the healers. Two new AoEs will spawn in the previous safe zones that players will need to move out of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Pillar&#039;&#039;&#039;: All players will be targeted by markers that need to be spread out. Players should carefully slide out of safe zones and away from each other to avoid overlap and the new AoE circles. The markers and the AoEs will resolve at the same time, with the markers dropping large ice pillars where the player was standing, then tethering to the player that spawned them. The floor will return to normal at this point. Finally, the boss will cast more AoEs on the edge of the arena again, with a knockback in the center of the arena. &lt;br /&gt;
&lt;br /&gt;
Players should move to the safe zones on the arena to avoid the AoEs, then once the new circles spawn in those safe zones, move to the center of the arena to be knocked away into the new safe zones and away from their ice pillars to avoid lethal damage. Players will know if they are far enough away because their tethers will become thin and purple. When they resolve, the pillars will fly across the arena to the player. If players overlap and get hit by more than one ice pillar, they will die. The boss will drop the junction after this and follow up with an &#039;&#039;&#039;Maleficium&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Junction Titan&#039;&#039;&#039;: The boss will be able to use abilities from the &#039;&#039;&#039;Titan&#039;&#039;&#039; fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;: High raid-wide damage. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomb Boulders (1)&#039;&#039;&#039;: The arena will transform to have overlapping circle segments on the floor, while spawning bomb boulders around the edges that will tether to players as they get closer. Players will then be marked by three different markers:&lt;br /&gt;
**&#039;&#039;&#039;Blue&#039;&#039;&#039;: Detonates the circle segment under the player as well as adjacent circle segments.&lt;br /&gt;
**&#039;&#039;&#039;Yellow&#039;&#039;&#039;: Only detonates the segment the player is standing in. This attack can not be shared with other players.&lt;br /&gt;
**&#039;&#039;&#039;Orange&#039;&#039;&#039;: Only detonates the segment the player is standing in. This attack must be split with others.&lt;br /&gt;
*It should be noted the bomb boulders need to be hit by these detonations, otherwise they will explode on their own and deal high raid-wide damage.&lt;br /&gt;
* For the first phase of this attack, one blue marker, three yellow markers and four orange markers will spawn. Players with yellow markers should move to the north, east and west segments, orange marked players should move between them at the northeast and northwest segments, and blue should move to the south segment. The markers will resolve, and players will be re-marked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomb Boulders (2)&#039;&#039;&#039;: Two blue markers will spawn with six orange markers. Blue markers should go to the east and west, while orange marked players should stack in the north and south.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomb Boulders (3)&#039;&#039;&#039;: Two blue markers, two yellow and four orange markers will spawn this time. Blues should move to the southwest and southeast, all the orange marked players should move to the north, and yellow marked players should move to either side of them at the northwest and northeast.&lt;br /&gt;
Between each of these &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, players should move to the center so the healers can restore some of that lost health.&lt;br /&gt;
&lt;br /&gt;
After this the boss will drop the junction and cast &#039;&#039;&#039;Maleficium&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Eden&#039;&#039;&#039;: The boss will summon a massive clone at the south edge of the platform which will begin to cast &#039;&#039;&#039;Obliteration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cast&#039;&#039;&#039;: The boss will select two random attacks. Identify the safe zones and stack together, as the clone&#039;s &#039;&#039;&#039;Obliteration&#039;&#039;&#039; fires out as a laser and players must stack to mitigate damage. The boss will follow this up with yet another &#039;&#039;&#039;Maleficium&#039;&#039;&#039;. Healers should be prepared for this as the damage will come out very quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stock&#039;&#039;&#039;: The boss will select two random attacks and store them for later. Remember these attacks and identify their safe zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Classical Sculpture&#039;&#039;&#039;: The boss will mark both healers with stack markers. Players should group into their light parties and stack at the front and back of the boss. Two &#039;&#039;&#039;Chiseled Sculptures&#039;&#039;&#039; will drop where the healers were standing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chiseled Sculptures&#039;&#039;&#039;: Each statue will tether to four random players and number them 1-4. At the same time the boss will cast &#039;&#039;&#039;Rapturous Reach&#039;&#039;&#039; on one side of the arena. Players should move to the safe side of the arena, then move to another safe zone between the two statues. After the boss&#039;s attack resolves, players will move away from the group in the order they are numbered, as the statues will fire a line attack at the targeted player, then move back into the group and swap positions with the next player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Palm of Temperance&#039;&#039;&#039;: While the statues are firing their attacks, the clone will begin charging its attack. Once the final laser resolves, the boss will attack a side of the stage, causing damage and knockback. To avoid being knocked off the arena, players should move to the edge of the arena the attack is originating from (either southwest or southeast) to be knocked back safely. Knockback resistance actions do not work.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release&#039;&#039;&#039;: The boss will fire its two stored attacks, so players should quickly move into position to avoid damage. The boss will follow this with another &#039;&#039;&#039;Maleficium&#039;&#039;&#039; and a &#039;&#039;&#039;Formless Judgment&#039;&#039;&#039;. Healers should be prepared to heal through this, as a lot of damage comes out very quickly. Then the boss will &#039;&#039;&#039;Stock&#039;&#039;&#039; two random attacks for later.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastly Sculptures&#039;&#039;&#039;: Six lion sculptures will spawn, A large lion sculpture in the north and south, and four smaller lions, two on either side of the stage. The small lions will tether to either all four DPS or all the tanks and healers. They will perform a thin conal fire breath attack on the player they are tethered to, leaving a {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down&#039;&#039;&#039; debuff. The large lions will fire a thin conal fire breath attack at the closest player and drop a puddle underneath them that deals fire damage. Their breath attacks also leave a {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down&#039;&#039;&#039; debuff. These attacks cannot overlap, as being hit by more than one will deal too much damage to survive. These attacks need to be properly handled while dodging attacks from the boss. The most common strategy is as follows:&lt;br /&gt;
&lt;br /&gt;
**Tethered players will have to stand at a diagonal away from their small lion in a pre-marked position, so their attacks don&#039;t hit multiple players, while the non-tethered players are in charge of the large lions.&lt;br /&gt;
**The boss will cast &#039;&#039;&#039;Rapturous Reach&#039;&#039;&#039;, players will dodge to the safe side, then quickly move to their positions to bait the conal breath attacks from the small lions. One of the players assigned to each large lion will stand in the lion’s hitbox, turning it away towards the outside of the arena, and drop the puddle on the edge. The second player assigned to each lion will simply dodge in the safe zones for now. The clone will fire off &#039;&#039;&#039;Laser Eye&#039;&#039;&#039; after this, dropping a radial knockback in the center of the arena. It is recommended that players use their knockback resistance here to not have their positioning thrown off for the next breath attack. Another round of breath attacks will go off, and the second player assigned to each large lion should move in to bait the second attack, while the first player who baited the large lion should stand in the safe zone. The boss will follow up with &#039;&#039;&#039;Release&#039;&#039;&#039;, so players should move to the safe zone closest to them, then back into position for a final breath attack, with the first player baiting the large lions should move back into position for their attack. Following this the boss will cast &#039;&#039;&#039;Rapturous Reach&#039;&#039;&#039; again, so move to the safe side of the arena. The lions and puddles will disappear after this, followed by &#039;&#039;&#039;Maleficium&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
This is the final phase of the first half of the fight and is just a run through of the mechanics of the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stock&#039;&#039;&#039;: The boss will select two random attacks for later. Identify their safe zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Junction (Random)&#039;&#039;&#039;: The boss will either junction either &#039;&#039;&#039;Titan&#039;&#039;&#039; or &#039;&#039;&#039;Shiva&#039;&#039;&#039; and add their effects to the end of attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cast&#039;&#039;&#039;: The boss will use two random attacks, followed by either the stack or spread mechanic of the &#039;&#039;&#039;Junction&#039;&#039;&#039;, then lose the junction, followed by &#039;&#039;&#039;Maleficium&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Junction&#039;&#039;&#039;: This will be the opposite of the previous &#039;&#039;&#039;Junction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release&#039;&#039;&#039;: The boss will use the previously saved attacks, followed by the stack or spread mechanic of the &#039;&#039;&#039;Junction&#039;&#039;&#039;. The &#039;&#039;&#039;Junction&#039;&#039;&#039; will then be dropped, and the boss will follow up with &#039;&#039;&#039;Formless Judgment&#039;&#039;&#039;, then two more &#039;&#039;&#039;Maleficiums&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After two more auto-attacks, the boss will become untargetable, and it and the Guardian of Eden will begin to cast &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;, wiping the party. If you beat the boss before it becomes untargetable, the boss will use a knockback, stunning players, and a cutscene will play, moving to the next half of the encounter.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Oracle of Darkness]]==&lt;br /&gt;
Reaching this point in the fight acts as a checkpoint, so if the party wipes, they will restart from here. Note that leaving the instance and restarting will erase this checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Hell’s Judgment&#039;&#039;&#039;: HP of all players is reduced to a single digit. Heal up for the next attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;: High raid-wide damage. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039;: The boss receives a buff that delays the next spell cast.&lt;br /&gt;
&lt;br /&gt;
The boss will follow this with either &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; or &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;. This spell will be delayed for a moment.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Dark Water III&#039;&#039;&#039;: Both healers are targeted with split damage markers. Parties should break into light parties to soak damage.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;: Each player is marked with a large AoE. Players should spread out to pre-assigned clock locations.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; followed by the opposite spell that was cast previously. Once the spell finishes casting, the first spell will go off, so players should be ready to stack or split.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darkest Dance&#039;&#039;&#039;: The boss will target the player furthest from her and leap to them, then follow up with knockback to the rest of the party. The main tank should bait this attack by standing away from the boss whole the rest of the party stacks underneath the boss in her hitbox to avoid getting knocked off the arena. The second &#039;&#039;&#039;Spell-in-Waiting&#039;&#039;&#039; will fire at this point, so players should be ready to move to either stack or split.&lt;br /&gt;
&lt;br /&gt;
The boss will fire another &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;, then should be moved into the middle of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Basic Relativity&#039;&#039;&#039;: The boss will deal raid-wide damage that should be mitigated and healed through. Players will also be debuffed with &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039;. This debuff lasts for 22 seconds, after which each player’s position and facing direction will be recorded on the platform. Players will also be inflicted with a debuff, based on their role:&lt;br /&gt;
**Tanks and healers can be inflicted with either &#039;&#039;&#039;Dark Water III&#039;&#039;&#039;, a damage marker that must be split with assigned light parties, or &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;, a gaze attack that must be faced away from. any player that faces this debuff will die.&lt;br /&gt;
**DPS players will be inflicted with either &#039;&#039;&#039;Dark Blizzard III&#039;&#039;&#039;, a massive donut AoE attack that players need to either stack in the center for or move far away from, or &#039;&#039;&#039;Dark Fire III&#039;&#039;&#039;, a large circle AoE that players need to move away from.&lt;br /&gt;
&lt;br /&gt;
The DPS debuffs will last either 16 seconds or 29 seconds. If one group has the short debuff, the other group will have the longer debuff, which allows players to plan where to stand to resolve mechanics. &lt;br /&gt;
&lt;br /&gt;
At the same time, the boss will summon seven hourglasses around the arena, six red and one yellow. The boss will then tether to four of the hourglasses with two purple tethers that will connect to either the northeast/west or southeast/west hourglasses, whole two yellow tethers will connect to the east and west hourglasses. The boss will then cast &#039;&#039;&#039;Speed&#039;&#039;&#039;, augmenting the speed at which the tethered hourglasses attacks come out. Yellow tethers will increase speed, while purple tethers will decrease speed. At the end of their cast, the hourglasses will target the closest player with a line attack that deals damage and adds the debuff &#039;&#039;&#039;Twice Come Ruin&#039;&#039;&#039;. If a player is hit by more than one laser, the player will be debuffed with a very quick &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff that kills the player instantly. The attacks will fire in a specific order: yellow tethered hourglasses, non-tethered hourglasses, and purple tethered hourglasses.&lt;br /&gt;
&lt;br /&gt;
There are a lot of mechanics happening at once here, and players need to be coordinated in order to not wipe. To handle these, all players should start by stacking in front of the yellow hourglass and putting it behind them to orient themselves. From here, players can move out in the order of their debuffs to bait the laser attacks. DPS players with the &#039;&#039;&#039;Dark Blizzard III&#039;&#039;&#039; debuff should take the first tethers. If they have the fast variant of the debuff will have their debuff resolve far enough away from the group that there will be no overlap. If it is the slow debuff, players will simply return and stack with the group. At this point, players with the &#039;&#039;&#039;Dark Fire III&#039;&#039;&#039; debuff should move away to avoid hitting other players with their debuff.&lt;br /&gt;
Healers should move to bait the non-tethered hourglasses by moving to the left and right of the party. If they have the &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; gaze debuff, players can simply turn away from the healers to avoid. If tanks have the debuff, players should face the boss. By this point, the &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039; debuff will record players locations. Before it goes off, tanks should move between the yellow hourglass and the rest of the party.&lt;br /&gt;
Tanks will finally bait the attacks from the purple-tethered hourglasses. After they fire, the yellow hourglass will cast a point-blank AoE. Non-tank players should move to the center of the arena to avoid this. The slow version of the fire and blizzard debuffs will resolve after this, so fire debuffed players should move away from the group. after this, players will be stunned and teleported back to their recorded position. The yellow hourglass will then cast &#039;&#039;&#039;Empty Hate&#039;&#039;&#039;, dealing a proximity-based attack with knockback. Finally, the &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; debuff will resolve, so players will need to stack with their healer groups to mitigate damage. After this, the boss will cast &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;, so healers should be ready.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Singular Apocalypse&#039;&#039;&#039;: The platform will change, and a small beam of light will move around the arena, showing the direction the attack will move in. Once the light stops moving, a large light pillar will hit the center of the arena and begin moving around the edge. players need to stay out of this attack to avoid heavy damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cataclysm&#039;&#039;&#039;: The boss will face a random cardinal direction and leap to it, causing a massive AoE where she lands. Players should move to the edge of the opposite side from what she is facing, while being careful to avoid the light attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Halo&#039;&#039;&#039;: The boss will target the main aggro target with a large frontal cone tank buster. Tanks should point the boss away from the group. This attack only happens twice in the encounter, so it is recommended to simply use an invulnerability skill to deal with this.&lt;br /&gt;
&lt;br /&gt;
After this, players should stack in the center of the arena for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shellcrusher&#039;&#039;&#039;: A random player is targeted, and all players must split the damage to survive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;: Another random player is targeted but must take the attack alone. anyone else hit by this attack will die. Players should move to their assigned clock positions quickly to avoid overlap with other players.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;, then should be moved to the center of the room. The arena will return to normal.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Intermediate Relativity&#039;&#039;&#039;: Massive raid-wide damage. This needs to be mitigated and healed through. Players will also be debuffed with four more debuffs:&lt;br /&gt;
**&#039;&#039;&#039;Spell-in-Waiting: Return IV&#039;&#039;&#039;: This works similarly to the previous debuff, except it records players locations several times.&lt;br /&gt;
**&#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;: Players will be marked with a large AoE that players will need to spread out to deal with.&lt;br /&gt;
The next debuffs will be assigned once again based on role. The debuffs will also last either 31 seconds, 27 seconds, or 23 seconds. Players need to look at their debuff bar to identify the order these debuffs will resolve in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Blizzard III&#039;&#039;&#039;: Assigned to either all tanks and healers or all DPS, this debuff functions the same way as the previous blizzard debuff, requiring players to stack or stand a good distance away. This time, however, three players afflicted with this will also be marked with a standard &#039;&#039;&#039;Flare&#039;&#039;&#039; marker. One will be marked with a &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; debuff, requiring players to stack to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Aero III&#039;&#039;&#039;: Assigned to all tanks and healers or all DPS, this debuff will spawn a large circle AoE marked under players will knock back anyone hit. Players afflicted with this will also receive the &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
Many of these mechanics will resolve one after the other in rapid succession, making it a lot to keep track of. However, many debuffs will resolve at the same time, making it possible to plan where players should stand to resolve their debuffs. All &#039;&#039;&#039;Dark Eruptions&#039;&#039;&#039; will resolve at the same time, and all &#039;&#039;&#039;Dark Aero/Blizzard&#039;&#039;&#039; resolve at the same time as well, and the &#039;&#039;&#039;Shadoweye&#039;&#039;&#039; gaze, &#039;&#039;&#039;Flare&#039;&#039;&#039; and &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; debuffs happen simultaneously. This allows players to designate safe zones for each player to stand for &#039;&#039;&#039;Return IV&#039;&#039;&#039; resolutions:&lt;br /&gt;
&lt;br /&gt;
*Using assigned clock positions, separate to avoid overlap for &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;. Then, players marked with &#039;&#039;&#039;Dark Aero III&#039;&#039;&#039; will move to the intercardinals of the arena, &#039;&#039;&#039;Flare&#039;&#039;&#039; markers should be stacked with in the northwest/east and the south of the arena, &#039;&#039;&#039;Dark Blizzard III&#039;&#039;&#039; should be taken to the center of the arena, and the players with the gaze/water markers should stack inside the center of the arena, with the gaze players facing outwards. This way when the &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; debuff resolves, players are stacked to mitigate damage.&lt;br /&gt;
&lt;br /&gt;
*To resolve these in the correct order for &#039;&#039;&#039;Return IV&#039;&#039;&#039;, players need to look at their debuff bar to determine the order the debuffs will resolve in, and work backwards from there, moving to the place the last debuff will resolve first, let &#039;&#039;&#039;Return IV&#039;&#039;&#039; record their location and facing direction, then move to the location for the second debuff, and finally to the location of the first. The gaze debuff will fire at this point, requiring players to turn to the outside to avoid instant death. Once &#039;&#039;&#039;Return IV&#039;&#039;&#039; resolves, players will be stunned and teleported around the arena to resolve debuffs. Assuming players have moved to the correct positions, the attacks should fire without incident. Once players can move again, the fight will resume, and the boss will follow up with a &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Apocalypse&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; attack, except two beams of light will appear and move in opposite directions. Move out of the center to avoid the first hit and watch the edge of the arena. The boss will then use &#039;&#039;&#039;Cataclysm&#039;&#039;&#039;, so move to the safe side of the arena while avoiding light attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Somber Dance&#039;&#039;&#039;: The boss will jump to the player that is furthest away, then to the player that is closest. Tanks should bait these attacks, with the main tank standing away, then the off tank moving in with the boss, so she leaps to them next. Tanks should be sure to use cooldowns, as these attacks hit hard. The platform will return to normal after this and follow up with a &#039;&#039;&#039;Shellcrusher&#039;&#039;&#039; and a &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;, so be ready to stack and then split. this will be followed by another &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;, so healers should be ready.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
*&#039;&#039;&#039;Advanced Relativity&#039;&#039;&#039;: Deals massive raid-wide damage and debuff, so be sure to mitigate and heal through, then the boss will summon hourglasses. This attack is a mix of the first two &#039;&#039;&#039;Relativity&#039;&#039;&#039; mechanics mixed together, but the debuffs will resolve the same way as before. Players can use the yellow tethered hourglasses to orient themselves again, this time standing behind it, then split into their light parties and move to the north and south behind the hourglasses. To make it easier to identify where to drop &#039;&#039;&#039;Return IV&#039;&#039;&#039; recordings, players can use the segments of the circles on the floor to mark where to drop debuffs. After &#039;&#039;&#039;Advanced Relativity&#039;&#039;&#039; goes off and the boss begins casting &#039;&#039;&#039;Speed&#039;&#039;&#039;, players will move according to their debuffs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Aero III&#039;&#039;&#039; debuffed players should move closer to the edges of the arena so they can act as a knockback for players, while other players stack near the point of the segmented circle pointing inwards to the center of the arena for the &#039;&#039;&#039;Dark Water III&#039;&#039;&#039; debuff.&lt;br /&gt;
*Once &#039;&#039;&#039;Return IV&#039;&#039;&#039; records players locations, the gaze debuffed players will move to the left point of the segmented circle and face outwards from the arena, while the player marked with double &#039;&#039;&#039;Dark Aero III&#039;&#039;&#039; will move to the other point to record their locations. Finally, the last gaze player will move to the other side of the right segment and face outwards, while the double &#039;&#039;&#039;Dark Aero III&#039;&#039;&#039; player will mirror this movement on the left.&lt;br /&gt;
*Players with the &#039;&#039;&#039;Dark Fire III&#039;&#039;&#039; debuffs will move out to drop their locations, one each to the east or west edge, and one each at the inner east or west, closer to the center depending on which side players have agreed on moving to. Players should also face outwards for this to avoid the gaze marker. After this, players will be stunned and &#039;&#039;&#039;Return IV&#039;&#039;&#039; will resolve, moving players around the arena and resolving debuffs. Once this has finished, players will be able to move and target the boss again and the fight will resume. She will follow this up with a &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*&#039;&#039;&#039;Triple Apocalypse&#039;&#039;&#039;: Three beams of light will appear this time, two on the edge of the arena and one in the middle. Players should follow the beam out from the middle and see where it intersects with another light beam. This marks the safe zone where players can stand when the light attack fires in the center of the arena. The boss follows up with &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039;, so bait the attack accordingly again, with the main tank at the edge and the rest of the party stacking inside the boss’s hitbox for the knockback. The platform will return to normal at this point. The boss will cast &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039; and &#039;&#039;&#039;Black Halo&#039;&#039;&#039;, so the main tank will want to point the boss away and either tankswap and pop an invulnerability skill or heavily mitigate the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terminal Relativity&#039;&#039;&#039;: Massive raid-wide damage and three &#039;&#039;&#039;Quietus&#039;&#039;&#039; debuffs on all players that explode after their duration dealing heavy raid-wide damage. Mixed in with this, the boss will also cast &#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039; three times in a row, also dealing heavy damage. Healers should be prepared for this as the damage comes out very fast in this phase.&lt;br /&gt;
&lt;br /&gt;
Once the boss finishes casting all three &#039;&#039;&#039;Shockwave Pulsars&#039;&#039;&#039;, she will enrage and begin casting &#039;&#039;&#039;Memory&#039;s End&#039;&#039;&#039; and must be defeated before the cast finishes, otherwise the party will wipe and return to the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edenmorn Weapons}}&lt;br /&gt;
*{{tomestone|Poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Book of Eternity}} (Guaranteed)&lt;br /&gt;
*{{Item icon|Eden&#039;s Promise Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edenmorn Arms (IL 535)}}&lt;br /&gt;
{{Drops table row|Edenmorn Battleaxe}}&lt;br /&gt;
{{Drops table row|Edenmorn Zweihander}}&lt;br /&gt;
{{Drops table row|Edenmorn Gunblade}}&lt;br /&gt;
{{Drops table row|Edenmorn Halberd}}&lt;br /&gt;
{{Drops table row|Edenmorn Sickle}}&lt;br /&gt;
{{Drops table row|Edenmorn Sainti}}&lt;br /&gt;
{{Drops table row|Edenmorn Samurai Blade}}&lt;br /&gt;
{{Drops table row|Edenmorn Main Gauches}}&lt;br /&gt;
{{Drops table row|Edenmorn Twinfangs}}&lt;br /&gt;
{{Drops table row|Edenmorn Cavalry Bow}}&lt;br /&gt;
{{Drops table row|Edenmorn Pistol}}&lt;br /&gt;
{{Drops table row|Edenmorn Chakrams}}&lt;br /&gt;
{{Drops table row|Edenmorn Rod}}&lt;br /&gt;
{{Drops table row|Edenmorn Index}}&lt;br /&gt;
{{Drops table row|Edenmorn Rapier}}&lt;br /&gt;
{{Drops table row|Edenmorn Round Brush}}&lt;br /&gt;
{{Drops table row|Edenmorn Cane}}&lt;br /&gt;
{{Drops table row|Edenmorn Codex}}&lt;br /&gt;
{{Drops table row|Edenmorn Torquetum}}&lt;br /&gt;
{{Drops table row|Edenmorn Pendulums}}&lt;br /&gt;
{{Drops table row|Edenmorn Chest Gear Coffer (IL 530)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenmorn Weapon Coffer (IL 535)}}&lt;br /&gt;
{{Drops table row|Wind-up Gaia}}&lt;br /&gt;
{{Drops table row|Eden Crystal}}&lt;br /&gt;
{{Drops table row|The Extreme Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Within Thee I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Within Thee II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Within Thee III}}&lt;br /&gt;
{{achievement table row|Mightier than the Promise}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Eden&#039;s Promise|Promises to Keep}}&lt;br /&gt;
{{music table row|Phase 2: Oracle of Darkness|The Extreme}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E12S.png&lt;br /&gt;
E12 boss.png&lt;br /&gt;
Oracle of Darkness.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1011741</id>
		<title>Vault Oneiron</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1011741"/>
		<updated>2025-08-26T04:09:22Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Vault Oneiron&lt;br /&gt;
| description = Formerly an entertainment district of Living Memory, Vault Oneiron once beckoned its patrons with promises of riches untold. Now, its hypnoslot machine whirs back to life, as if to challenge treasure hunters from lands beyond to try their luck. Will its prosperous dreams manifest into your reality? Or will the nightmarish creatures within spell your doom?&lt;br /&gt;
| alt-description = [https://na.finalfantasyxiv.com/dawntrail/patch_7_3/ Patch 7.3 Special Site]&lt;br /&gt;
| weather = &lt;br /&gt;
| image = Vault Oneiron.png&lt;br /&gt;
| type = Treasure Dungeon&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-max-sync =&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = flex8&lt;br /&gt;
| unsync = false&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| entrance = Living Memory&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| modes =&lt;br /&gt;
| trust-exp = &lt;br /&gt;
| base-exp = &lt;br /&gt;
| stone-sky-sea =&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = Dawntrail&lt;br /&gt;
| echo =&lt;br /&gt;
}}&lt;br /&gt;
This duty has a similar format to the single-room &amp;quot;roulette wheel&amp;quot;-type layout that was characteristic of prior expansions&#039; second treasure dungeons, but has a slot machine in place of a roulette wheel.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Entering Vault Oneiron==&lt;br /&gt;
*Requirements: Disciples of War or Magic. No level or item level requirement, but level 100 full party (eight players) recommended.&amp;lt;!--&lt;br /&gt;
**People are free to change their combat classes and jobs inside Vault Oneiron.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vault Oneiron can be accessed after finding and opening treasure coffers obtained from [[Timeworn Gargantuaskin Map|Gargantuaskin treasure maps]] within [[Living Memory]].&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
[[File:Vault oneiron img4.png|400px|right]]&lt;br /&gt;
Upon entering the instance, players will find a hypnoslot machine that must be used to perform an invocation. Doing so will cause three outrunner screens to cycle through images, summoning different creatures to serve as a trial depending on where they stop. There is also a chance the invocation may end with your prompt removal from the vault.&lt;br /&gt;
&lt;br /&gt;
A treasure chest will appear upon defeating the enemies summoned. Only the player who opened the teleportation portal can access it.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|No three-of-a-kind || Summons a lesser notion (trash mobs).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect1.png|100px]] x 3|| Summons a greater fancy (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect2.png|100px]] x 3 || Summons an elder imagining (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect3.png|100px]] x 3 || Summons a final fantasy (single boss, harder mechanics).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect4.png|100px]] x 3 || Expels players from the vault.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect5.png|100px]] x 3 || Reveals a more grandiose vision (Fever Dream minigame).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Occasionally, one outrunner may tick one image a few seconds after stopping (i.e. a two-of-a-kind can become a three). There is a chance for the slot machine to become struck by lightning and re-roll completely.&lt;br /&gt;
&lt;br /&gt;
The fifth and final roll will always either be a Final Fantasy or an expulsion from the instance.&lt;br /&gt;
&lt;br /&gt;
If all screens are rainbow prior to rolling, an Elder Imagining/Greater Fancy or Fever Dream is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If all screens are sad faces prior to rolling, a Greater Fancy or expulsion from the instance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
===Leaving the Vault===&lt;br /&gt;
The duty will end if any of the following conditions are met:&lt;br /&gt;
*Five trials are passed and the duty is completed.&lt;br /&gt;
*The outrunners all stop on broken gem images.&lt;br /&gt;
*All party members are KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Lesser Notion===&lt;br /&gt;
*[[Vault Crab]]&amp;lt;!--lavashell--&amp;gt;&lt;br /&gt;
*[[Vault Scorpion]]&amp;lt;!--lava scorpion--&amp;gt;&lt;br /&gt;
*[[Vault Gargantua]]&lt;br /&gt;
&lt;br /&gt;
*[[Vault Agavoides]]&lt;br /&gt;
*[[Vault Tree]]&amp;lt;!--leshy--&amp;gt;&lt;br /&gt;
*[[Vault Wind Spirit]]&amp;lt;!--anila--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Bot]]&amp;lt;!--enforcement droid--&amp;gt;&lt;br /&gt;
*[[Vault Aerostat]]&lt;br /&gt;
*[[Vault Roadripper]]&amp;lt;!--mining drone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Gemkeeper]]&lt;br /&gt;
*[[Vault Acrocat]]&lt;br /&gt;
*[[Vault Bat]]&lt;br /&gt;
&lt;br /&gt;
*[[Vault Torbalan]]&lt;br /&gt;
*[[Vault Water Spirit]]&amp;lt;!--apa--&amp;gt;&lt;br /&gt;
*[[Vault Fluid Soul]]&lt;br /&gt;
&lt;br /&gt;
===Greater Fancy===&lt;br /&gt;
*[[Old Bitter-eye]]&lt;br /&gt;
**[[Vault Eyeclops]]&lt;br /&gt;
&lt;br /&gt;
*[[Fastitocalon]]&lt;br /&gt;
**[[Vault Laser Cannon]]&lt;br /&gt;
&lt;br /&gt;
*[[Gwyddneu]]&lt;br /&gt;
**[[Vault Leptocyon]]&lt;br /&gt;
&lt;br /&gt;
===Elder Imagining===&lt;br /&gt;
*[[Gilded Sentry]]&lt;br /&gt;
**[[Vaultkeeper]]&lt;br /&gt;
**[[Goldy Cat]]&lt;br /&gt;
&lt;br /&gt;
*[[Great Gimme Cat]]&lt;br /&gt;
**Goldy Cat&lt;br /&gt;
&lt;br /&gt;
*[[Paeonia]]&lt;br /&gt;
**[[Paeonia Seedling]]&lt;br /&gt;
**Vault Vegetators&lt;br /&gt;
&lt;br /&gt;
===Final Fantasy===&lt;br /&gt;
*[[Hexapod]]&lt;br /&gt;
*[[Mobile Fortress]]&lt;br /&gt;
*[[Spirit of Thunder]]&lt;br /&gt;
&lt;br /&gt;
==Chance Opportunities==&lt;br /&gt;
There are special enemy types that may appear during each round of combat. Depending on the summon encountered, some of these encounters are guaranteed to trigger. Players have a limited amount of time to kill these enemies for additional gil and tomestones.&lt;br /&gt;
*[[Goldy Cat]]&lt;br /&gt;
*[[Vaultkeeper]]&lt;br /&gt;
*Vault Vegetators: [[Vault Onion]], [[Vault Eggplant]], [[Vault Garlic]], [[Vault Tomato]], [[Vault Queen]] - kill from smallest to largest number&lt;br /&gt;
&lt;br /&gt;
==Fever Dream==&lt;br /&gt;
If three treasure chest icons are rolled, a Fever Dream minigame will begin. During this, players will need to run around the arena and collect a total of 100 shining sacks within 90 seconds while dodging telegraphed line AoEs from the untargetable Vault Yans. Individual silver sacks are worth 1 point, while a group of 3 golden sacks is worth 3 points. This minigame does not scale for the number of players in the duty, so it is not possible to complete it if solo.&lt;br /&gt;
&lt;br /&gt;
Completing the minigame will reward a treasure coffer containing one of the following:&lt;br /&gt;
*{{item icon|Yan Horn}}&lt;br /&gt;
*{{item icon|Gimme Kitten}}&lt;br /&gt;
*{{item icon|Mini Yan}}&lt;br /&gt;
&lt;br /&gt;
==Completion Rewards==&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Play Number !! Gil Reward !! Tomestone of Mathematics&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{gil|1000}} || {{tomestone|Mathematics|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{gil|2000}} || {{tomestone|Mathematics|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{gil|3000}} || {{tomestone|Mathematics|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{gil|4000}} || {{tomestone|Mathematics|8}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{gil|50000}} || {{tomestone|Mathematics|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Potential Rewards==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===Rare===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Yan Horn}} &lt;br /&gt;
{{Drops table row|Twilight Gemstone}}&lt;br /&gt;
{{Drops table row|Gimme Kitten}}&lt;br /&gt;
{{Drops table row|Mini Yan}}&lt;br /&gt;
{{Drops table row|The Lawnblazer}}&lt;br /&gt;
{{Drops table row|Honeysuckler}}&lt;br /&gt;
{{Drops table row|Cast Stones in Shadow Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Etched in Memory Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Fun and Games Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Figmental Weapon Coffer}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Cat Eye Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Professorial Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Tactical Goggles}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Coeurl Eyeglasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Slim Frame Glasses}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Doing the Wave}}&lt;br /&gt;
{{Drops table row|Torch}}&lt;br /&gt;
{{Drops table row|Ribboned Parasol}}&lt;br /&gt;
{{Drops table row|Corduroy Felt}}&lt;br /&gt;
{{Drops table row|Dichromatic Dye}}&lt;br /&gt;
{{Drops table row|Summerlight Linen}}&lt;br /&gt;
{{Drops table row|Dumbbell Rack}}&lt;br /&gt;
{{Drops table row|Training Bench}}&lt;br /&gt;
{{Drops table row|Chocobo Chick Fountain}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Common===&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|Dreaming in Neon I}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon II}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon III}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon IV}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron I}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron II}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron III}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Dangertek}}&lt;br /&gt;
{{music table row|Lesser Notion|A Fine Death}}&lt;br /&gt;
{{music table row|Greater Fancy|Ominous Prognisticks}}&lt;br /&gt;
{{music table row|Elder Imagining|Pathmaker}}&lt;br /&gt;
{{music table row|Final Fantasy|Torn from the Heavens}}&lt;br /&gt;
{{music table row|Chance Encounter|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Vault oneiron img1.JPG&lt;br /&gt;
Vault oneiron img2.JPG&lt;br /&gt;
Vault oneiron img3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Oneiron&#039;&#039; is Greek for &amp;quot;dream&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Treasure Dungeon}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009314</id>
		<title>Ascians</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009314"/>
		<updated>2025-08-21T01:05:48Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dawntrail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
The &#039;&#039;&#039;Ascians&#039;&#039;&#039; are the principal antagonists in [[Final Fantasy XIV]]. They wear black (or rarely, white) robes and masks that conceal their faces. They are powerful, mysterious, and almost-immortal servants of [[Zodiark]], the god of Darkness that opposes [[Hydaelyn]]. Many questions about these beings yet remain unanswered, for lack of evidence. The few details &#039;&#039;we do know&#039;&#039; about the Ascians are &#039;&#039;&#039;heavily entwined with key story details&#039;&#039;&#039; for all expansions of Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1 (2022 printing), page 213|Servants of Darkness, the Ascians are pledged to Zodiark, a celestial syzygy legend holds was exiled to the moon by Hydaelyn Herself. From the shadows, they have shaped history by imparting forbidden knowledge unto mortals, stoking the fires of war while revealing the secrets of primal summoning. Throughout history, they have been known by many names, among those, Paragons and the Bringers of Chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the Ascians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are the Ascians and whence did the shadowless beings come? Do their bodies harbor “life” as is defined by our laws of nature, or are they something different—something more sinister? As of this writing, these questions and more remain unanswered for want of evidence. Mankind has not, however, been completely blind to the existence of the Ascians. A report compiled by the Scions and the Students of Baldesion points to their lingering presence throughout recorded history. Indeed, it is thought these beings also known as Paragons have long interfered with the affairs of man, and are somehow connected to each of history’s seven umbral calamities.&lt;br /&gt;
&lt;br /&gt;
Recent direct encounters with the beings have shed more light on both their true nature and intentions. For one, the Ascians are known to possess the Echo—just as the Warrior of Light and a handful of his companions—and use this power to transfer their souls into the bodies of others. This is doubtless the secret behind how the so-called “immortals” have survived for so long. Should the vessel an Ascian inhabited to be utterly obliterated, his soul does not appear to succumb to the tug of the Lifestream. Instead, the Paragons harness the power of the Crystal of Darkness to find sanctuary in a space that lies twixt corporeal and aetherial. At present, there is only one known means to destroy an Ascian: entrap its soul within white auracite—a substance capable of temporarily holding aether—and then shatter the stone with a blade of concentrated life energy.}}&lt;br /&gt;
{{Quotation|[[The_Unending_Codex#The_Ascians|The Unending Codex § The Ascians]]|Throughout Eorzean history, whether it be in folklore or myth, there has been scattered mention of dark-robed figures known variously as “Ascians” or “Paragons.” With their twisted words, they would incite strife between peoples, or indeed, entire nations─often escalating hostilities by instructing the beleaguered inhabitants in the rituals of primal summoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this portrayal was not inaccurate, it was not the entire story. In the course of their efforts to counter the machinations of the Ascians, the Scions of the Seventh Dawn came to understand the true nature of their enemy. They learned that the cabal was comprised of thirteen prominent individuals: three “unsundered” survivors of the Convocation of Fourteen, the council which had orchestrated the summoning of Zodiark in antiquity; and ten “sundered” souls─fragments of members restored to their former offices. They were known as Loghrif, Mitron, Emet-Selch, Pashtarot, Fandaniel, Altima, Halmarut, Nabriales, Igeyorhm, Deudalaphon, Emmerololth, Lahabrea, and Elidibus. These positions served as both name and title, for should an Ascian fall, another bearing a shard of the same soul would be found and raised to the vacant seat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ascians&#039; ultimate purpose was nothing less than the restoration of their dark god, Zodiark, and the resurrection of their ancient brethren. Such miracles demanded they sow chaos in both the Source and its reflections, that they might cultivate the conditions for cataclysmic Rejoinings. Only then would Zodiark be freed of His chains, and the souls of the modern age be worthy of offering up in sacrifice.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Long ago, in a time well before recorded history, [[Hydaelyn]] battled and triumphed against the will of Darkness, [[Zodiark]], casting him into space, and imprisoning him within the silver Moon. In doing so, Hydaelyn tore open the dimensional fabric, spawning thirteen mirror images of the world, and effectively dividing--or &#039;&#039;&#039;&amp;quot;[[The Sundering|Sundering]]&amp;quot;&#039;&#039;&#039;-- the aether that made up the original world into fourteen parts. &amp;lt;ref name=&amp;quot;dc&amp;quot;&amp;gt;Encyclopedia Eorzea, 2022 edition, &amp;quot;Dimensional Compression&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctrines and Beliefs==  &lt;br /&gt;
To wake their exiled god, Zodiark, the Ascians seek to &amp;quot;rejoin&amp;quot; these mirrored worlds with the original &amp;quot;source&amp;quot; world, by breaking down the walls between dimensions, causing the mirror worlds to collapse in on themselves. On the Source, where Final Fantasy XIV takes place, this also causes Umbral Calamities.&amp;lt;ref name=&amp;quot;dc&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Operating together under a &#039;&#039;strict social hierarchy&#039;&#039;, the Ascians have successfully &amp;quot;rejoined&amp;quot; a recorded total of seven worlds by sowing chaos and discord on Hydaelyn, but they do not accomplish this randomly; they have clear methods, now practiced a total of seven times.  &lt;br /&gt;
&lt;br /&gt;
===Ascian Overlords===&lt;br /&gt;
Efforts to cause the necessary conditions for these [[Rejoining]]s are led, foremost, by the three &#039;&#039;&#039;Unsundered&#039;&#039;&#039; Ascians, also known as the &#039;&#039;&#039;Ascian Overlords&#039;&#039;&#039;. The overlords are fundamentally more powerful than their counterparts because their souls were able to escape the effects of Hydaelyn&#039;s Sundering, retaining their original identities and abilities, whereas all other souls that existed at the time were divided into fourteen parts among the fourteen worlds.&lt;br /&gt;
&lt;br /&gt;
Overlords make up the topmost rung of the Ascian social hierarchy. To them, all other beings are considered inferior, and therefore disposable.&lt;br /&gt;
&lt;br /&gt;
===Red-masked Ascians===&lt;br /&gt;
The [[Ancient]] people who existed before the Sundering were governed by a structure of their own, a council of fourteen members, known as the [[Convocation of Fourteen]]. The Convocation members are also referred to by their title, or seat, and have different personal names from before assuming a position on the council. A successor would then assume the name of the seat they filled. Preceding the sundering, each of the current members of the Convocation stored their memories in crystal, a format that the ancients commonly used for information. &lt;br /&gt;
&lt;br /&gt;
Seeking allies for their cause in the times that came after the Sundering, the Ascian Overlords would seek out the souls that were sundered from the former Convocation members, restore their memories, and thus bring them back into the fold. Each Ascian occupying a seat on the &amp;quot;new&amp;quot; Convocation of Fourteen wears a &#039;&#039;&#039;red mask&#039;&#039;&#039; as their ancient counterparts did, with each mask bearing a design symbolizing the owner&#039;s specific seat on the Convocation. The Ascian Overlords, each being members of the Convocation prior to the sundering, &#039;&#039;also wear red masks&#039;&#039; for this reason. &lt;br /&gt;
&lt;br /&gt;
===Black-masked Ascians===&lt;br /&gt;
Frequently unnamed, Ascians wearing black masks are exclusively made up of sundered peoples recruited to the Ascians by other members. The method of how being unclear.&lt;br /&gt;
&lt;br /&gt;
===White Robes===&lt;br /&gt;
Robes of white indicate an Ascian emissary, such as the Overlord [[Elidibus]]. The symbolism of the robes also dates back to the [[Amaurotine|ancients]], but the meaning used by the Ascians is somewhat different. &lt;br /&gt;
 &lt;br /&gt;
==Known Members==&lt;br /&gt;
&lt;br /&gt;
===Overlords===&lt;br /&gt;
* [[Lahabrea]]&lt;br /&gt;
* [[Elidibus]]&lt;br /&gt;
* [[Emet-Selch]] &lt;br /&gt;
&lt;br /&gt;
===Red Masks===&lt;br /&gt;
* [[Pashtarot]] &lt;br /&gt;
* [[Nabriales]]&lt;br /&gt;
* [[Igeyorhm]]&lt;br /&gt;
* [[Loghrif]]&lt;br /&gt;
* [[Mitron]]&lt;br /&gt;
* [[Hermes|Fandaniel]]&lt;br /&gt;
* Emmerololth&lt;br /&gt;
&lt;br /&gt;
The remaining Red-mask Ascians appeared in a cutscene around [[Patch 2.3]], but have yet to reappear in-game as of [[Patch 7.0]].&lt;br /&gt;
* Altima&lt;br /&gt;
* Halmarut&lt;br /&gt;
* Deudalaphon&lt;br /&gt;
* Emmerololth -- the one exception on this list. Mentioned again in [[Patch 4.55]], but still does not appear on screen.&lt;br /&gt;
&lt;br /&gt;
{{see also|The Convocation of Fourteen}}&lt;br /&gt;
&lt;br /&gt;
===Black Masks===&lt;br /&gt;
&#039;&#039;Not including instances of &amp;quot;masked mages&amp;quot; from 2.0 that were actually just Lahabrea&#039;&#039;&lt;br /&gt;
*[[Ascian of the Twelfth Sword]]&lt;br /&gt;
*[[Ascian of the Twelfth Staff]]&lt;br /&gt;
*[[Ascian of the Twelfth Chalice]]&lt;br /&gt;
*[[Ascian of the Twelfth Pentacle]]&lt;br /&gt;
&lt;br /&gt;
== Encounters ==&lt;br /&gt;
As the game&#039;s primary antagonists, the Ascians are fought throughout the Main Scenario Questline and beyond.&lt;br /&gt;
===A Realm Reborn ===&lt;br /&gt;
* [[Lahabrea]] is fought as the final boss of the main storyline, during {{questlink|main|The Ultimate Weapon}}. He was originally faced as the final boss of {{questlink|dungeon|The Praetorium}}, but due to the lack of an ilvl sync and the lack of mechanics, the encounter became notoriously easy. In [[Patch 6.1]], Lahabrea&#039;s encounter was revamped to become a solo quest battle.&lt;br /&gt;
* [[Nabriales]] is fought as the boss of the trial, {{questlink|trial|The Chrysalis}}.&lt;br /&gt;
===Heavensward ===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] are faced as the penultimate boss(es) of the main storyline, during the final encounter of {{questlink|dungeon|The Aetherochemical Research Facility}}. The second phase sees the Ascians fuse into a [[Ascian Prime]]. In [[Patch 6.3]], this encounter was mechanically overhauled, with the first phase especially extended.&lt;br /&gt;
* The [[Ascian of the Twelfth Chalice]] is faced in two quest battles during the expansion&#039;s [[Summoner]] storyline. He is first faced alone during {{questlink|feature|I Could Have Tranced All Night}}, and then alongside the other three Ascians of the Twelfth during {{questlink|feature|A Flare for the Dramatic}}.&lt;br /&gt;
=== Stormblood ===&lt;br /&gt;
* [[Lahabrea]] reappears as the boss of the intermission phase of {{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}.&lt;br /&gt;
* [[Elidibus]] is fought as the final boss of the patches storyline during {{questlink|main|A Requiem for Heroes}}, while using [[Zenos yae Galvus]]&#039; body as vessel.&lt;br /&gt;
===Shadowbringers===&lt;br /&gt;
* [[Emet-Selch]] is fought under his true name, &#039;&#039;&#039;Hades&#039;&#039;&#039;, as the final boss of the main storyline, during the trial, {{questlink|trial|The Dying Gasp}}. It&#039;s extreme mode sees shades of previously defeated Ascians reappear.&lt;br /&gt;
* [[Elidibus]] is twice faced during the events of [[Patch 5.3]]&#039;s storyline. The first battle is against him possessing the body of [[Ardbert]] in the solo quest battle during {{questlink|main|Faded Memories}}. The final battle is against him in his &amp;quot;&#039;&#039;&#039;Warrior of Light&#039;&#039;&#039;&amp;quot; guise during the trial, {{questlink|trial|The Seat of Sacrifice}}, as well as it&#039;s extreme mode.&lt;br /&gt;
*A mutated Ascian Prime consisting of [[Mitron]] and [[Gaia]]/[[Loghrif]], &#039;&#039;&#039;Eden&#039;s Promise&#039;&#039;&#039;, is the final boss of the [[Eden]] raid series. It is faced during {{questlink|raid|Eden&#039;s Promise: Eternity}}, as well as it&#039;s savage mode.&lt;br /&gt;
&lt;br /&gt;
===Endwalker===&lt;br /&gt;
* [[Fandaniel]] is fought thrice throughout the main storyline, though never under his true name or form. The first battle is against him possessing the body of Zodiark in the trial, {{questlink|trial|The Dark Inside}}, as well as it&#039;s extreme mode. He is later fought as his unsundered incarnation, [[Hermes]], as the final boss of {{questlink|dungeon|Ktisis Hyperboreia}}. The third battle is against &#039;&#039;&#039;Amon the Dying&#039;&#039;&#039;, a lich version of his [[Amon]] incarnation, as the final boss of {{questlink|dungeon|The Aitiascope}}&lt;br /&gt;
* [[Lahabrea]]&#039;s splintered fragment, [[Hephaistos]], is fought as the boss of {{questlink|raid|Abyssos: The Eighth Circle}}, as well as its savage mode.&lt;br /&gt;
* A reincarnation of [[Elidibus]]&#039;s orignal self, [[Themis]], is fought as the boss of {{questlink|raid|Anabaseios: The Eleventh Circle}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail===&lt;br /&gt;
* [[Mitron]] and [[Gaia]]/[[Loghrif]] are fought multiple times throughout {{questlink|ultimateraid|Futures Rewritten (Ultimate)}}, where Mitron possesses the body of Ryne (when transformed into Shiva) during phases 2 and 4 as well as holding control over [[Pandora]] in phase 5, and Loghirf is fought as the [[Oracle of Darkness]] in phases 3 and 4.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== Pre-Game Events ===&lt;br /&gt;
In prehistory, a single race, known as the [[Amaurotine|Amaurotines]], inhabited all corners of the planet [[Etheirys]]. Through their vast pool of aether and the innate ability to use &amp;quot;creation magick&amp;quot; they accomplished wondrous feats and built utopian cities, including [[Amaurot]], the center of their civilization and home to the [[Convocation of Fourteen]].&lt;br /&gt;
&lt;br /&gt;
The actions of the Convocation&#039;s current &amp;quot;Fandaniel&amp;quot;, [[Hermes]], doomed their people when he allowed his creations, [[Meteion]] and her sisters, to commence the song of oblivion. Only the former &amp;quot;Azem&amp;quot;, [[Venat]], escaped Hermes&#039;s act of altering the memories of those who learned of his deed. The Meteia&#039;s song stagnated Etheirys&#039;s aether and instilled despair in the ancients, warping their creation magick to unleash grotesque monsters formed from their subconscious fears. This calamity would come to be known as the [[Final Days]].&lt;br /&gt;
&lt;br /&gt;
The Convocation devised a plan to &amp;quot;weave the laws of reality anew&amp;quot; through the summoning of Zodiark, an entity able to quell the aether stagnation as a darkness-attribute primal. [[Azem|The ancient who succeeded Venat]] in the seat of &amp;quot;Azem&amp;quot; refused to participate in the summoning and left the Convocation who yet went on to sacrifice half of the ancients&#039; population for the amount of aether needed to summon Zodiark; the ancient bearing the title of &amp;quot;Elidibus&amp;quot;, [[Themis]], offered himself as Zodiark&#039;s core. Though the summoning halted the Final Days, it was but a temporary solution, as the calamity had reduced most of the star into a lifeless, blighted land, prompting the Convocation to sacrifice another half of their population to restore life to the world.&lt;br /&gt;
&lt;br /&gt;
The Convocation sought to call upon Zodiark&#039;s power once more by offering the primal the harvested life energies of the new life forms that had been born in their world to reconstitute those who had sacrificed themselves and now rested within their deity. Venat assembled a faction of ancients who opposed the Convocation&#039;s plans to sacrifice the new life forms, this summoning the current Azem also refused to participate in. Elidibus separated himself from Zodiark to aid the Convocation as a primal in a failed attempt to restore order. Venat used her followers&#039; sacrifice to become Hydaelyn to subjugate Zodiark to buy time until she would devise a permanent solution to stop the Meteia. The two elder primals fought ceaselessly until Hydaelyn used all her strength to fragment Zodiark, shattering the &amp;quot;very fabric of reality&amp;quot; and dividing the world into thirteen reflections and the Source. Amaurot was destroyed along the remains of the ancients&#039; civilization, while the souls of the living similarly split into fourteen pieces across the fragmented worlds.&lt;br /&gt;
&lt;br /&gt;
Only three ancients escaped the sundering with their souls intact: Elidibus, Hades (the ancient bearing the title of &amp;quot;[[Emet-Selch]]&amp;quot;) and Hephaistos (the ancient bearing the title &amp;quot;[[Lahabrea]]&amp;quot;). The three resolved to orchestrate a series of events to revive Zodiark and restore their home via Umbral Calamities, cataclysms designed to gradually merge the Source and the thirteen shards back into the original Etheirys. They intended to resume sacrificing some of the rejoined current humanity to bring back their loved ones once the Rejoining was complete. They reformed themselves as the Ascians, and began searching for the fragmented souls of their fellow Convocation members to bring them into the fold. By imparting their knowledge of creation magick, the Ascians posed as saviors to the races whose persecution they exploited, allowing the beast tribes to summon their &amp;quot;gods&amp;quot; to grant them succor. Elidibus and Emet-Selch also contributed across the Source and its shards as part of their plan, the latter nurturing civilizations while the former began the legend of the &amp;quot;[[Warriors of Light|Warrior of Light]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Originally, each Ascian was entrusted to personally oversee a shard. That changed following [[Igeyorhm]] manipulating the heroes of the Thirteenth shard into using auracite to contain primals to prevent their resummoning. The heroes, corrupted by the leaking aether, turned on each other and the people they were meant to protect. The conflicts escalated into great wars, unleashing a [[The Flood|Flood of Darkness]] that decimated the Thirteenth shard and transformed the survivors into [[voidsent]], rendering the world unfit for Rejoining. The Ascians discovered a link between the aether of the shards and the Source, and theorized that a simultaneous disaster on the Source and the shard of the same elemental aspect would allow for them to rejoin, a theory subsequently proven in the first Umbral Calamity of Wind. Since then, Ascians have worked in groups to oversee the process.&lt;br /&gt;
&lt;br /&gt;
During the Third Astral Era, Emet-Selch established the [[Allagan Empire]] on the Source to set up the Fourth Umbral Calamity. The Ascians manipulated the grief-stricken [[Tiamat]] and the [[First Brood]] into reviving Tiamat&#039;s deceased mate [[Bahamut]] as a primal and provided the Allagan emperor, [[Xande]], the means to capture and bind primals. While the Allagans sealed the primal Bahamut in [[Dalamud]], the [[Warring Triad]] were imprisoned at [[Azys Lla]] to power Allag&#039;s aetherochemical research. Prior to Xande causing the Fourth Umbral Calamity in his attempt to destroy the world, Emet-Selch inducted the Allagan scientist [[Amon]] into the Ascians by restoring his memories as a fragment of Hermes, the ancient who had held the seat of &amp;quot;Fandaniel&amp;quot; in the Convocation of Fourteen.&lt;br /&gt;
&lt;br /&gt;
By the time that the Fifth and Sixth Umbral Calamities were completed, the centuries in between each Rejoining gradually took their toll upon the three Unsundered. Lahabrea&#039;s fanatical obsession of completing the Rejoining would see him constantly swap bodies, draining his mental and physical strength. Elidibus would forget about his original life in Amaurot, rejecting Emet-Selch&#039;s suggestion to use a memory crystal and remaining committed to his duty. Emet-Selch was the only Ascian to maintain his sanity and full strength, taking rests in the rift between each Rejoining. He later assumed the identity of Solus zos Galvus and established the [[Garlean Empire]] to suit his brethren&#039;s needs in setting up the Seventh Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
===A Realm Reborn (2.0)===&lt;br /&gt;
&lt;br /&gt;
Following the [[Seventh Umbral Calamity]], the Ascians became much more active in their efforts to influence the Source. The Ascians&#039; actions were uncovered with several reports of &#039;&#039;&#039;&amp;quot;Masked Mages&amp;quot;&#039;&#039;&#039; spotted interacting with the beast tribes. &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039; was the first &#039;&#039;named&#039;&#039; Ascian introduced, introducing himself to the Warrior of Light within the depths of &#039;&#039;&#039;Toto-Rak&#039;&#039;&#039; during the Level 24 quest [[Into the Beast&#039;s Maw]]. It would be him, operating from the shadows, working to manipulate Legatus [[Gaius van Baelsar]] into being an unwitting pawn for his master plan. The Garleans would cooperate while being completely unaware of his true motives, seeking out [[The Ultima Weapon]] made by the Allagans, and using it to absorb the Aether of summoned Primals.&lt;br /&gt;
&lt;br /&gt;
Lahabrea struck a personal nerve with the Scions when he took possession of [[Thancred Waters]], using him as a spy against his friends for an unknown amount of time before revealing his charade during [[Escape from Castrum Centri]]. Thancred remained the unwilling vessel of Lahabrea until [[Operation Archon]]; after the Warrior of Light&#039;s defeat of The Ultima Weapon, Lahabrea attempted to kill the hero using the powers of darkness. His attempt was initially successful, but the Warrior was then revived by Hydaelyn&#039;s intervention. Empowered, the Warrior defeated Lahabrea and expelled him from Thancred&#039;s body. &lt;br /&gt;
&lt;br /&gt;
====2.0 Epilogue====&lt;br /&gt;
In the Epilogue cutscene for A Realm Reborn, [[Lahabrea]] was shown to have survived his expulsion, and &#039;&#039;three more named Ascians were introduced&#039;&#039; with their hoods down, but faces obscured. This included &#039;&#039;&#039;[[Pashtarot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Nabriales]]&#039;&#039;&#039; in that order.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Cutscene dialogue following Lahabrea&#039;s defeat, during [[The Ultimate Weapon]]|&amp;lt;br&amp;gt;Pashtarot: Bahamut stirs.&amp;lt;br&amp;gt;Igeyorhm: As will the others ere long.&amp;lt;br&amp;gt;Nabriales: &#039;Tis not a question of whether Eorzea&#039;s champion shall yield, but of when.&amp;lt;br&amp;gt;Lahabrea: And with each passing moment we draw closer to the Reckoning.&amp;lt;br&amp;gt;(Lahabrea raises his hands, and the camera zooms out to reveal the presence of more hooded Ascians behind them).&amp;lt;br&amp;gt;Ascians: To the one true god! &amp;lt;br&amp;gt;Ascians: To Zodiark!}}&lt;br /&gt;
&lt;br /&gt;
====Patch 2.1====&lt;br /&gt;
As the Scions are making preparations to depart for [[Mor Dhona]], the white-robed Ascian &#039;&#039;&#039;[[Elidibus]]&#039;&#039;&#039; appears within the solar and introduces himself to [[Minfilia]] as &#039;emissary of the Ascians.&#039; Elidibus departs again in at the end of [[The Gifted]], leaving the Warrior of Light with some ominous words to chew on.&lt;br /&gt;
{{Quotation|Elidibus, during [[The Gifted]]| &amp;quot;As it was, so shall it be again.&amp;quot;}}   &lt;br /&gt;
After this, Nabriales appears again in a brief confrontation with Elidibus, asking him why he revealed himself to the Scions. &lt;br /&gt;
&lt;br /&gt;
During cutscenes for the Extreme fights for The Howling Eye, The Navel, and The Bowl of Embers, we are first introduced to an unnamed &#039;&#039;&#039;Ascian of the Twelfth Staff&#039;&#039;&#039; and an &#039;&#039;&#039;Ascian of the Twelfth Sword&#039;&#039;&#039;. Their contribution to the plot is minimal at best.&lt;br /&gt;
&lt;br /&gt;
====Patches 2.2 through 2.5====&lt;br /&gt;
* Elidibus is credited with &amp;quot;granting the Echo&amp;quot; to a Sahagin priest, teaching him how to cheat death by possessing the body of another. Interestingly enough, this is also the first recorded case of an Ascian who does not belong to one of the &amp;quot;races of man&amp;quot;, even if he was shortly subsumed by the Primal Leviathan &lt;br /&gt;
* In [[What Little Gods Are Made Of]], the first information is revealed about how Ascian &amp;quot;immortality&amp;quot; works, resulting in a wonderful slideshow presentation. Within this same quest is another scene with the Ascian Convocation meeting in [[the Chrysalis]], in which &#039;&#039;&#039;Emmerololth&#039;&#039;&#039; and &#039;&#039;&#039;Altima&#039;&#039;&#039; are named and shown on screen for the first time. We also get to see the first visual depiction of Zodiark, &#039;&#039;outside of&#039;&#039; his &amp;quot;crystal&amp;quot; form.&lt;br /&gt;
* In [[The Instruments of Our Deliverance]], Nabriales is shown observing the defeat of Shiva at the hands of the Warrior of Light. &lt;br /&gt;
* The scenes during [[Aether on Demand]] give us our second slideshow presentation about the Scion&#039;s plan to trap an Ascian soul within White Auracite, the first step in destroying it. Later, &#039;&#039;&#039;Nabriales meets his end&#039;&#039;&#039; during [[An Uninvited Ascian]], marking the &#039;&#039;first time an Ascian is permanently killed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavensward (Patch 3.0)===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] work in the background for most of the expansion, teaching various parties how to summon new primals.&lt;br /&gt;
* During the Summoner class quests, the [[Ascian of the Twelfth Chalice]] flees Azys Lla after being defeated by the Warrior of Light. The finale of these quests results in the defeat of the Ascians of the Twelfth Chalice, Staff, Sword, and Pentacle. These scenes also reveal that the four of them are specifically servants of Lahabrea (or &#039;&#039;were&#039;&#039;). Their mortal forms are defeated, but it is unclear if they are able to harness rebirth the same way their masters do.&lt;br /&gt;
* On [[Azys Lla]], Lahabrea and Igeyorhm use the power of the Echo to fuse into an [[Ascian Prime]] for the first time. After the defeat of Ascian Prime, &#039;&#039;&#039;Igeyorhm dies&#039;&#039;&#039; at the hands of the Warrior of Light, using a White Auracite in their possession. Following this, &#039;&#039;&#039;Lahabrea dies&#039;&#039;&#039; after being betrayed by [[Thordan VII]], who consumes the aether of his soul to further empower his primal form.&lt;br /&gt;
* Off-screen, [[Mitron]] and [[Loghrif]] attempted to enact an Umbral Calamity on [[The First]] at the same time as Lahabrea and Igeyorhm on the Source. Their plots were foiled by the Warriors of Light on the First; their leader [[Ardbert]] &#039;&#039;&#039;destroyed Loghrif&#039;&#039;&#039; with a blade of light and caused Mitron to transform into a sin eater, [[Eden]], triggering a Flood of Light.&lt;br /&gt;
* [[Elidibus]] reappears in an Epilogue scene, shown on the Moon for the first time. With the Ascians taking heavy losses, he opts to recruit the First&#039;s Warriors of Light to restore balance on the Source.&lt;br /&gt;
&lt;br /&gt;
====Patches 3.1 through 3.5====&lt;br /&gt;
* Elidibus tricks the Warriors of the First into believing they can save their homeworld by enacting an Umbral Calamity on the Source. They perform various tasks for Elidibus, such as retrieving the eyes of [[Nidhogg]] and defeating numerous newly-summoned primals, such as [[Ravana]].&lt;br /&gt;
* The Warriors are eventually sent back to the First by Hydaelyn to stop the Flood of Light themselves. Meanwhile, Elidibus hands over the eyes of Nidhogg to [[the Griffin]], who goes on to use them to summon the primal [[Shinryu]], leading to all-out war between Garlemald and Eorzea.&lt;br /&gt;
&lt;br /&gt;
===Stormblood (Patch 4.0)===&lt;br /&gt;
* Ascians are largely absent from this expansion, as the Echo and its capabilities take the stage in other ways.&lt;br /&gt;
* An unnamed Ascian causes trouble under the sea: [[Kurenai]] of [[Sui-no-Sato]] mentions the visitation of a &amp;quot;man cloaked in black&amp;quot; in the days before a voidsent takes possession of the [[Ruby Princess]]&#039;s body. &lt;br /&gt;
* At the conclusion of Stormblood, Elidibus appears to Emperor [[Varis zos Galvus]] after the death of his son, [[Zenos yae Galvus|Zenos]]. Elidibus removes his mask before the Emperor, causing him shock for reasons that are not revealed within the scene.&lt;br /&gt;
&lt;br /&gt;
====Patch 4.1 through 4.5====&lt;br /&gt;
* Elidibus is revealed to have stolen the body of Zenos from its unmarked grave in Ala Mhigo, and assumes his identity.&lt;br /&gt;
* Elidibus teaches [[Asahi sas Brutus]] how to summon a primal, leading to the summoning of [[Tsukuyomi]]. He continues to escalate the war between Garlemald and Eorzea in hopes of goading Varis into using [[Black Rose]], a chemical weapon that will produce the desired calamity.&lt;br /&gt;
* [[Gaius van Baelsar]] is revealed to have survived his apparent demis. In revenge for Lahabrea&#039;s manipulations, he has been hunting Ascians. Gaius collected the masks of the Ascians he defeated, including those of [[Altima]] and [[Deudalaphon]]. It is unclear if his actions resulted in the &amp;quot;true death&amp;quot; of the Ascians involved, or if he merely dispatched their corporeal forms.&lt;br /&gt;
* In Patch 4.4, [[Solus zos Galvus]] is introduced, and revealed to be an Ascian, and to have built the Garlean Empire specifically to further the goals of the Ascians. &lt;br /&gt;
* A memo from Galuf Baldesion reveals that, by casting the Isle of Val into the Lifestream, they also ensured the defeat of an Ascian known as &#039;&#039;&#039;Emmerololth,&#039;&#039;&#039; also ensuring that he would &amp;quot;never reform.&amp;quot;&lt;br /&gt;
* The Warrior of Light does battle against Elidibus posing as Zenos. Due to an untimely vision, he deals a critical blow and nearly defeats the Warrior, but is foiled by Estinien Wyrmblood rescuing them before he can deal a finishing blow. Elidibus-Zenos returns to Garlemald afterwards. &lt;br /&gt;
&lt;br /&gt;
===[[Shadowbringers]] (Patch 5.0)===&lt;br /&gt;
* In this expansion we get a very clear idea of what happens with [[Rejoining|Rejoinings]], [[Umbral Calamity|Umbral Calamities]] and how the [[Ascians]] have been involved the whole time.&lt;br /&gt;
* [[Solus zos Galvus]] comes forth pretty quickly and &#039;&#039;&#039;re-introduces himself as the Unsundered Ascian, [[Emet-Selch]]&#039;&#039;&#039;. Although his objectives remain obscured for several chapters, [[Emet-Selch]] eventually emerges as the primary antagonist of the expansion. &lt;br /&gt;
* When the Scions reach [[The Tempest]], we are first introduced to the concept of the [[Ancient]]s and their capitol city, [[Amaurot]], through the recreation made by Emet-Selch (other details that were revealed about the Ancients during this time are detailed on that page).&lt;br /&gt;
* [[The Final Days]] is also name-dropped and partially explained during the final few chapters, before the Warrior of Light eventually fights and &#039;&#039;&#039;kills Emet-Selch.&#039;&#039;&#039;&lt;br /&gt;
* Meanwhile, Elidibus, now the last remaining Unsundered, is forced to flee Garlemald after the real Zenos, who had cheated death by possessing another, takes back his body and murders Varis to halt the Black Rose. He vows to avenge his comrades by using the &amp;quot;Warriors of Light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Patch 5.1 through 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of the first two parts of the Eden raid series, providing hints about the past and potential future on the First.&lt;br /&gt;
* Release of the lead-up to Seat of Sacrifice, featuring Elidibus.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of Emet-Selch, the Scions begin investigating The Empty and discover the slumbering form of Eden.  After awaking the Sin Eater, then begin using its power to try to reverse the effects of the Flood of Light.  They are interrupted by the arrival of Gaia, a girl they determine to be the Oracle of Darkness.  Throughout her life, Gaia has been hearing what she calls a &#039;fairy,&#039; an internal voice or feeling that guides her actions.  She then joins the Scions in their investigation.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of [[The Seat of Sacrifice]], resulting in the &#039;&#039;&#039;capture of Elidibus within the Crystal Tower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elidibus heads to the First and possesses the body of [[Ardbert]] and awakens the latent power of the Echo in the people of the First to continue the legend of the Warrior of Light, using their faith in the myth to strengthen himself the way a primal would feed on the faith of those who would summon it.&lt;br /&gt;
&lt;br /&gt;
Elidibus, at his peak strength, attacks the [[Crystal Tower]] and summons simulacrums of the Warriors of Light from other worlds to fight the darkness with him. He and the Warrior of Light engage in combat at the top of the tower, and he almost wins. However, in a turn of events, the call that Elidibus evoked reached Emet-Selch, who pulled the Warrior of Light out of the Void to continue the fight. &lt;br /&gt;
&lt;br /&gt;
The Warrior of Light prevails, and the last Unsundered Ascian was sealed within the Crystal Tower. Before fading completely, the remnants of Elidibus&#039;s shade gifts the Warrior of Light with the [[Soul Crystals]] of the Convocation of the Fourteen, sharing his memories with them. With Elidibus gone, the Ascians can no longer replenish their ranks, meaning the end of them and their plans.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.4====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of Eden&#039;s Promise, the final third of the Eden Raids, revealing the history and fate of [[Mitron]] and [[Loghrif]] on The First.&lt;br /&gt;
&lt;br /&gt;
It is discovered that Gaia is the reincarnated form of the Ascian Loghrif, and that the &#039;fairy&#039; was Loghrif&#039;s former partner and lover Mitron, trapped in the form of Eden.  Mitron forcibly integrates Loghrif&#039;s memories into Gaia while erasing Gaia&#039;s own memories, and together they form an Ascian Prime.  The Ascian Prime is then defeated by the warrior of darkness.  After the defeat, Mitron&#039;s essence is returned to the aetherial sea, and a restored Gaia remains on the First.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.5====&lt;br /&gt;
* Introduction of the Ascian [[Fandaniel]], through the release of [[Paglth&#039;an]]&lt;br /&gt;
&lt;br /&gt;
After the death of Elidibus, Fandaniel begins to act of his own accord. He entreats with Zenos and convinces him to help him in his mission to destroy the Source, promising him the chance to face off against the Warrior of Light one more time. &lt;br /&gt;
&lt;br /&gt;
Fandaniel confronts the Scions upon their return to the Source, warning them that he and his group of rogue Ascians, the Telophoroi, will destroy the Source using their [[Lunar Primals]], which they create by kidnapping the people of the Source and trapping them in strange towers, draining their Aether to summon the twisted versions of the Primals. Fandaniel, Zenos and the rest of the as yet unnamed Telophoroi ready to engage with the Warrior of Light, who intends to stop their coming apocalypse.&lt;br /&gt;
&lt;br /&gt;
===Endwalker (Patch 6.0)===&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
Fandaniel siphoned aether from his towers around Eorzea and concentrated them upon [[The Tower of Babil]]. Knowing the the prison of Zodiark laid upon the moon, Fandaniel used the aether to severely weaken Zodiark&#039;s binds, and had Zenos finish the job. Fandaniel then plunged into [[The Dark Inside]] and took control of Zodiark&#039;s body, and battled the Warrior of Light. The Warrior defeated the incomplete Zodiark, but the elder primal&#039;s destruction had been the Ascian&#039;s goal all along, as it recommenced the Final Days. Zodiark&#039;s death in Fandaniel&#039;s suicidal gambit marked &#039;&#039;&#039;the end of the Ascians as a threat&#039;&#039;&#039;, if any remained.&lt;br /&gt;
====Patches 6.1-6.5====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
No Ascians appeared in the patches.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail (Patch 7.0)===&lt;br /&gt;
No Ascians appeared, marking the first expansion to not include them.&lt;br /&gt;
====Patches 7.1-7.3====&lt;br /&gt;
An unnamed Ascian appears at the end of patch 7.3. Calyx refers to an unidentified group of &amp;quot;Winterer peers&amp;quot; while speaking with this Ascian, suggesting they are in a group of some kind.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]][[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009313</id>
		<title>Ascians</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009313"/>
		<updated>2025-08-21T00:58:20Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dawntrail */&lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
The &#039;&#039;&#039;Ascians&#039;&#039;&#039; are the principal antagonists in [[Final Fantasy XIV]]. They wear black (or rarely, white) robes and masks that conceal their faces. They are powerful, mysterious, and almost-immortal servants of [[Zodiark]], the god of Darkness that opposes [[Hydaelyn]]. Many questions about these beings yet remain unanswered, for lack of evidence. The few details &#039;&#039;we do know&#039;&#039; about the Ascians are &#039;&#039;&#039;heavily entwined with key story details&#039;&#039;&#039; for all expansions of Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1 (2022 printing), page 213|Servants of Darkness, the Ascians are pledged to Zodiark, a celestial syzygy legend holds was exiled to the moon by Hydaelyn Herself. From the shadows, they have shaped history by imparting forbidden knowledge unto mortals, stoking the fires of war while revealing the secrets of primal summoning. Throughout history, they have been known by many names, among those, Paragons and the Bringers of Chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the Ascians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are the Ascians and whence did the shadowless beings come? Do their bodies harbor “life” as is defined by our laws of nature, or are they something different—something more sinister? As of this writing, these questions and more remain unanswered for want of evidence. Mankind has not, however, been completely blind to the existence of the Ascians. A report compiled by the Scions and the Students of Baldesion points to their lingering presence throughout recorded history. Indeed, it is thought these beings also known as Paragons have long interfered with the affairs of man, and are somehow connected to each of history’s seven umbral calamities.&lt;br /&gt;
&lt;br /&gt;
Recent direct encounters with the beings have shed more light on both their true nature and intentions. For one, the Ascians are known to possess the Echo—just as the Warrior of Light and a handful of his companions—and use this power to transfer their souls into the bodies of others. This is doubtless the secret behind how the so-called “immortals” have survived for so long. Should the vessel an Ascian inhabited to be utterly obliterated, his soul does not appear to succumb to the tug of the Lifestream. Instead, the Paragons harness the power of the Crystal of Darkness to find sanctuary in a space that lies twixt corporeal and aetherial. At present, there is only one known means to destroy an Ascian: entrap its soul within white auracite—a substance capable of temporarily holding aether—and then shatter the stone with a blade of concentrated life energy.}}&lt;br /&gt;
{{Quotation|[[The_Unending_Codex#The_Ascians|The Unending Codex § The Ascians]]|Throughout Eorzean history, whether it be in folklore or myth, there has been scattered mention of dark-robed figures known variously as “Ascians” or “Paragons.” With their twisted words, they would incite strife between peoples, or indeed, entire nations─often escalating hostilities by instructing the beleaguered inhabitants in the rituals of primal summoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this portrayal was not inaccurate, it was not the entire story. In the course of their efforts to counter the machinations of the Ascians, the Scions of the Seventh Dawn came to understand the true nature of their enemy. They learned that the cabal was comprised of thirteen prominent individuals: three “unsundered” survivors of the Convocation of Fourteen, the council which had orchestrated the summoning of Zodiark in antiquity; and ten “sundered” souls─fragments of members restored to their former offices. They were known as Loghrif, Mitron, Emet-Selch, Pashtarot, Fandaniel, Altima, Halmarut, Nabriales, Igeyorhm, Deudalaphon, Emmerololth, Lahabrea, and Elidibus. These positions served as both name and title, for should an Ascian fall, another bearing a shard of the same soul would be found and raised to the vacant seat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ascians&#039; ultimate purpose was nothing less than the restoration of their dark god, Zodiark, and the resurrection of their ancient brethren. Such miracles demanded they sow chaos in both the Source and its reflections, that they might cultivate the conditions for cataclysmic Rejoinings. Only then would Zodiark be freed of His chains, and the souls of the modern age be worthy of offering up in sacrifice.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Long ago, in a time well before recorded history, [[Hydaelyn]] battled and triumphed against the will of Darkness, [[Zodiark]], casting him into space, and imprisoning him within the silver Moon. In doing so, Hydaelyn tore open the dimensional fabric, spawning thirteen mirror images of the world, and effectively dividing--or &#039;&#039;&#039;&amp;quot;[[The Sundering|Sundering]]&amp;quot;&#039;&#039;&#039;-- the aether that made up the original world into fourteen parts. &amp;lt;ref name=&amp;quot;dc&amp;quot;&amp;gt;Encyclopedia Eorzea, 2022 edition, &amp;quot;Dimensional Compression&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctrines and Beliefs==  &lt;br /&gt;
To wake their exiled god, Zodiark, the Ascians seek to &amp;quot;rejoin&amp;quot; these mirrored worlds with the original &amp;quot;source&amp;quot; world, by breaking down the walls between dimensions, causing the mirror worlds to collapse in on themselves. On the Source, where Final Fantasy XIV takes place, this also causes Umbral Calamities.&amp;lt;ref name=&amp;quot;dc&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Operating together under a &#039;&#039;strict social hierarchy&#039;&#039;, the Ascians have successfully &amp;quot;rejoined&amp;quot; a recorded total of seven worlds by sowing chaos and discord on Hydaelyn, but they do not accomplish this randomly; they have clear methods, now practiced a total of seven times.  &lt;br /&gt;
&lt;br /&gt;
===Ascian Overlords===&lt;br /&gt;
Efforts to cause the necessary conditions for these [[Rejoining]]s are led, foremost, by the three &#039;&#039;&#039;Unsundered&#039;&#039;&#039; Ascians, also known as the &#039;&#039;&#039;Ascian Overlords&#039;&#039;&#039;. The overlords are fundamentally more powerful than their counterparts because their souls were able to escape the effects of Hydaelyn&#039;s Sundering, retaining their original identities and abilities, whereas all other souls that existed at the time were divided into fourteen parts among the fourteen worlds.&lt;br /&gt;
&lt;br /&gt;
Overlords make up the topmost rung of the Ascian social hierarchy. To them, all other beings are considered inferior, and therefore disposable.&lt;br /&gt;
&lt;br /&gt;
===Red-masked Ascians===&lt;br /&gt;
The [[Ancient]] people who existed before the Sundering were governed by a structure of their own, a council of fourteen members, known as the [[Convocation of Fourteen]]. The Convocation members are also referred to by their title, or seat, and have different personal names from before assuming a position on the council. A successor would then assume the name of the seat they filled. Preceding the sundering, each of the current members of the Convocation stored their memories in crystal, a format that the ancients commonly used for information. &lt;br /&gt;
&lt;br /&gt;
Seeking allies for their cause in the times that came after the Sundering, the Ascian Overlords would seek out the souls that were sundered from the former Convocation members, restore their memories, and thus bring them back into the fold. Each Ascian occupying a seat on the &amp;quot;new&amp;quot; Convocation of Fourteen wears a &#039;&#039;&#039;red mask&#039;&#039;&#039; as their ancient counterparts did, with each mask bearing a design symbolizing the owner&#039;s specific seat on the Convocation. The Ascian Overlords, each being members of the Convocation prior to the sundering, &#039;&#039;also wear red masks&#039;&#039; for this reason. &lt;br /&gt;
&lt;br /&gt;
===Black-masked Ascians===&lt;br /&gt;
Frequently unnamed, Ascians wearing black masks are exclusively made up of sundered peoples recruited to the Ascians by other members. The method of how being unclear.&lt;br /&gt;
&lt;br /&gt;
===White Robes===&lt;br /&gt;
Robes of white indicate an Ascian emissary, such as the Overlord [[Elidibus]]. The symbolism of the robes also dates back to the [[Amaurotine|ancients]], but the meaning used by the Ascians is somewhat different. &lt;br /&gt;
 &lt;br /&gt;
==Known Members==&lt;br /&gt;
&lt;br /&gt;
===Overlords===&lt;br /&gt;
* [[Lahabrea]]&lt;br /&gt;
* [[Elidibus]]&lt;br /&gt;
* [[Emet-Selch]] &lt;br /&gt;
&lt;br /&gt;
===Red Masks===&lt;br /&gt;
* [[Pashtarot]] &lt;br /&gt;
* [[Nabriales]]&lt;br /&gt;
* [[Igeyorhm]]&lt;br /&gt;
* [[Loghrif]]&lt;br /&gt;
* [[Mitron]]&lt;br /&gt;
* [[Hermes|Fandaniel]]&lt;br /&gt;
* Emmerololth&lt;br /&gt;
&lt;br /&gt;
The remaining Red-mask Ascians appeared in a cutscene around [[Patch 2.3]], but have yet to reappear in-game as of [[Patch 7.0]].&lt;br /&gt;
* Altima&lt;br /&gt;
* Halmarut&lt;br /&gt;
* Deudalaphon&lt;br /&gt;
* Emmerololth -- the one exception on this list. Mentioned again in [[Patch 4.55]], but still does not appear on screen.&lt;br /&gt;
&lt;br /&gt;
{{see also|The Convocation of Fourteen}}&lt;br /&gt;
&lt;br /&gt;
===Black Masks===&lt;br /&gt;
&#039;&#039;Not including instances of &amp;quot;masked mages&amp;quot; from 2.0 that were actually just Lahabrea&#039;&#039;&lt;br /&gt;
*[[Ascian of the Twelfth Sword]]&lt;br /&gt;
*[[Ascian of the Twelfth Staff]]&lt;br /&gt;
*[[Ascian of the Twelfth Chalice]]&lt;br /&gt;
*[[Ascian of the Twelfth Pentacle]]&lt;br /&gt;
&lt;br /&gt;
== Encounters ==&lt;br /&gt;
As the game&#039;s primary antagonists, the Ascians are fought throughout the Main Scenario Questline and beyond.&lt;br /&gt;
===A Realm Reborn ===&lt;br /&gt;
* [[Lahabrea]] is fought as the final boss of the main storyline, during {{questlink|main|The Ultimate Weapon}}. He was originally faced as the final boss of {{questlink|dungeon|The Praetorium}}, but due to the lack of an ilvl sync and the lack of mechanics, the encounter became notoriously easy. In [[Patch 6.1]], Lahabrea&#039;s encounter was revamped to become a solo quest battle.&lt;br /&gt;
* [[Nabriales]] is fought as the boss of the trial, {{questlink|trial|The Chrysalis}}.&lt;br /&gt;
===Heavensward ===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] are faced as the penultimate boss(es) of the main storyline, during the final encounter of {{questlink|dungeon|The Aetherochemical Research Facility}}. The second phase sees the Ascians fuse into a [[Ascian Prime]]. In [[Patch 6.3]], this encounter was mechanically overhauled, with the first phase especially extended.&lt;br /&gt;
* The [[Ascian of the Twelfth Chalice]] is faced in two quest battles during the expansion&#039;s [[Summoner]] storyline. He is first faced alone during {{questlink|feature|I Could Have Tranced All Night}}, and then alongside the other three Ascians of the Twelfth during {{questlink|feature|A Flare for the Dramatic}}.&lt;br /&gt;
=== Stormblood ===&lt;br /&gt;
* [[Lahabrea]] reappears as the boss of the intermission phase of {{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}.&lt;br /&gt;
* [[Elidibus]] is fought as the final boss of the patches storyline during {{questlink|main|A Requiem for Heroes}}, while using [[Zenos yae Galvus]]&#039; body as vessel.&lt;br /&gt;
===Shadowbringers===&lt;br /&gt;
* [[Emet-Selch]] is fought under his true name, &#039;&#039;&#039;Hades&#039;&#039;&#039;, as the final boss of the main storyline, during the trial, {{questlink|trial|The Dying Gasp}}. It&#039;s extreme mode sees shades of previously defeated Ascians reappear.&lt;br /&gt;
* [[Elidibus]] is twice faced during the events of [[Patch 5.3]]&#039;s storyline. The first battle is against him possessing the body of [[Ardbert]] in the solo quest battle during {{questlink|main|Faded Memories}}. The final battle is against him in his &amp;quot;&#039;&#039;&#039;Warrior of Light&#039;&#039;&#039;&amp;quot; guise during the trial, {{questlink|trial|The Seat of Sacrifice}}, as well as it&#039;s extreme mode.&lt;br /&gt;
*A mutated Ascian Prime consisting of [[Mitron]] and [[Gaia]]/[[Loghrif]], &#039;&#039;&#039;Eden&#039;s Promise&#039;&#039;&#039;, is the final boss of the [[Eden]] raid series. It is faced during {{questlink|raid|Eden&#039;s Promise: Eternity}}, as well as it&#039;s savage mode.&lt;br /&gt;
&lt;br /&gt;
===Endwalker===&lt;br /&gt;
* [[Fandaniel]] is fought thrice throughout the main storyline, though never under his true name or form. The first battle is against him possessing the body of Zodiark in the trial, {{questlink|trial|The Dark Inside}}, as well as it&#039;s extreme mode. He is later fought as his unsundered incarnation, [[Hermes]], as the final boss of {{questlink|dungeon|Ktisis Hyperboreia}}. The third battle is against &#039;&#039;&#039;Amon the Dying&#039;&#039;&#039;, a lich version of his [[Amon]] incarnation, as the final boss of {{questlink|dungeon|The Aitiascope}}&lt;br /&gt;
* [[Lahabrea]]&#039;s splintered fragment, [[Hephaistos]], is fought as the boss of {{questlink|raid|Abyssos: The Eighth Circle}}, as well as its savage mode.&lt;br /&gt;
* A reincarnation of [[Elidibus]]&#039;s orignal self, [[Themis]], is fought as the boss of {{questlink|raid|Anabaseios: The Eleventh Circle}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail===&lt;br /&gt;
* [[Mitron]] is fought multiple times throughout {{questlink|ultimateraid|Futures Rewritten (Ultimate)}}, where she possesses the body of Ryne (when transformed into Shiva) during phases 2 and 4 as well as holding control over [[Pandora]] in phase 5.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== Pre-Game Events ===&lt;br /&gt;
In prehistory, a single race, known as the [[Amaurotine|Amaurotines]], inhabited all corners of the planet [[Etheirys]]. Through their vast pool of aether and the innate ability to use &amp;quot;creation magick&amp;quot; they accomplished wondrous feats and built utopian cities, including [[Amaurot]], the center of their civilization and home to the [[Convocation of Fourteen]].&lt;br /&gt;
&lt;br /&gt;
The actions of the Convocation&#039;s current &amp;quot;Fandaniel&amp;quot;, [[Hermes]], doomed their people when he allowed his creations, [[Meteion]] and her sisters, to commence the song of oblivion. Only the former &amp;quot;Azem&amp;quot;, [[Venat]], escaped Hermes&#039;s act of altering the memories of those who learned of his deed. The Meteia&#039;s song stagnated Etheirys&#039;s aether and instilled despair in the ancients, warping their creation magick to unleash grotesque monsters formed from their subconscious fears. This calamity would come to be known as the [[Final Days]].&lt;br /&gt;
&lt;br /&gt;
The Convocation devised a plan to &amp;quot;weave the laws of reality anew&amp;quot; through the summoning of Zodiark, an entity able to quell the aether stagnation as a darkness-attribute primal. [[Azem|The ancient who succeeded Venat]] in the seat of &amp;quot;Azem&amp;quot; refused to participate in the summoning and left the Convocation who yet went on to sacrifice half of the ancients&#039; population for the amount of aether needed to summon Zodiark; the ancient bearing the title of &amp;quot;Elidibus&amp;quot;, [[Themis]], offered himself as Zodiark&#039;s core. Though the summoning halted the Final Days, it was but a temporary solution, as the calamity had reduced most of the star into a lifeless, blighted land, prompting the Convocation to sacrifice another half of their population to restore life to the world.&lt;br /&gt;
&lt;br /&gt;
The Convocation sought to call upon Zodiark&#039;s power once more by offering the primal the harvested life energies of the new life forms that had been born in their world to reconstitute those who had sacrificed themselves and now rested within their deity. Venat assembled a faction of ancients who opposed the Convocation&#039;s plans to sacrifice the new life forms, this summoning the current Azem also refused to participate in. Elidibus separated himself from Zodiark to aid the Convocation as a primal in a failed attempt to restore order. Venat used her followers&#039; sacrifice to become Hydaelyn to subjugate Zodiark to buy time until she would devise a permanent solution to stop the Meteia. The two elder primals fought ceaselessly until Hydaelyn used all her strength to fragment Zodiark, shattering the &amp;quot;very fabric of reality&amp;quot; and dividing the world into thirteen reflections and the Source. Amaurot was destroyed along the remains of the ancients&#039; civilization, while the souls of the living similarly split into fourteen pieces across the fragmented worlds.&lt;br /&gt;
&lt;br /&gt;
Only three ancients escaped the sundering with their souls intact: Elidibus, Hades (the ancient bearing the title of &amp;quot;[[Emet-Selch]]&amp;quot;) and Hephaistos (the ancient bearing the title &amp;quot;[[Lahabrea]]&amp;quot;). The three resolved to orchestrate a series of events to revive Zodiark and restore their home via Umbral Calamities, cataclysms designed to gradually merge the Source and the thirteen shards back into the original Etheirys. They intended to resume sacrificing some of the rejoined current humanity to bring back their loved ones once the Rejoining was complete. They reformed themselves as the Ascians, and began searching for the fragmented souls of their fellow Convocation members to bring them into the fold. By imparting their knowledge of creation magick, the Ascians posed as saviors to the races whose persecution they exploited, allowing the beast tribes to summon their &amp;quot;gods&amp;quot; to grant them succor. Elidibus and Emet-Selch also contributed across the Source and its shards as part of their plan, the latter nurturing civilizations while the former began the legend of the &amp;quot;[[Warriors of Light|Warrior of Light]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Originally, each Ascian was entrusted to personally oversee a shard. That changed following [[Igeyorhm]] manipulating the heroes of the Thirteenth shard into using auracite to contain primals to prevent their resummoning. The heroes, corrupted by the leaking aether, turned on each other and the people they were meant to protect. The conflicts escalated into great wars, unleashing a [[The Flood|Flood of Darkness]] that decimated the Thirteenth shard and transformed the survivors into [[voidsent]], rendering the world unfit for Rejoining. The Ascians discovered a link between the aether of the shards and the Source, and theorized that a simultaneous disaster on the Source and the shard of the same elemental aspect would allow for them to rejoin, a theory subsequently proven in the first Umbral Calamity of Wind. Since then, Ascians have worked in groups to oversee the process.&lt;br /&gt;
&lt;br /&gt;
During the Third Astral Era, Emet-Selch established the [[Allagan Empire]] on the Source to set up the Fourth Umbral Calamity. The Ascians manipulated the grief-stricken [[Tiamat]] and the [[First Brood]] into reviving Tiamat&#039;s deceased mate [[Bahamut]] as a primal and provided the Allagan emperor, [[Xande]], the means to capture and bind primals. While the Allagans sealed the primal Bahamut in [[Dalamud]], the [[Warring Triad]] were imprisoned at [[Azys Lla]] to power Allag&#039;s aetherochemical research. Prior to Xande causing the Fourth Umbral Calamity in his attempt to destroy the world, Emet-Selch inducted the Allagan scientist [[Amon]] into the Ascians by restoring his memories as a fragment of Hermes, the ancient who had held the seat of &amp;quot;Fandaniel&amp;quot; in the Convocation of Fourteen.&lt;br /&gt;
&lt;br /&gt;
By the time that the Fifth and Sixth Umbral Calamities were completed, the centuries in between each Rejoining gradually took their toll upon the three Unsundered. Lahabrea&#039;s fanatical obsession of completing the Rejoining would see him constantly swap bodies, draining his mental and physical strength. Elidibus would forget about his original life in Amaurot, rejecting Emet-Selch&#039;s suggestion to use a memory crystal and remaining committed to his duty. Emet-Selch was the only Ascian to maintain his sanity and full strength, taking rests in the rift between each Rejoining. He later assumed the identity of Solus zos Galvus and established the [[Garlean Empire]] to suit his brethren&#039;s needs in setting up the Seventh Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
===A Realm Reborn (2.0)===&lt;br /&gt;
&lt;br /&gt;
Following the [[Seventh Umbral Calamity]], the Ascians became much more active in their efforts to influence the Source. The Ascians&#039; actions were uncovered with several reports of &#039;&#039;&#039;&amp;quot;Masked Mages&amp;quot;&#039;&#039;&#039; spotted interacting with the beast tribes. &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039; was the first &#039;&#039;named&#039;&#039; Ascian introduced, introducing himself to the Warrior of Light within the depths of &#039;&#039;&#039;Toto-Rak&#039;&#039;&#039; during the Level 24 quest [[Into the Beast&#039;s Maw]]. It would be him, operating from the shadows, working to manipulate Legatus [[Gaius van Baelsar]] into being an unwitting pawn for his master plan. The Garleans would cooperate while being completely unaware of his true motives, seeking out [[The Ultima Weapon]] made by the Allagans, and using it to absorb the Aether of summoned Primals.&lt;br /&gt;
&lt;br /&gt;
Lahabrea struck a personal nerve with the Scions when he took possession of [[Thancred Waters]], using him as a spy against his friends for an unknown amount of time before revealing his charade during [[Escape from Castrum Centri]]. Thancred remained the unwilling vessel of Lahabrea until [[Operation Archon]]; after the Warrior of Light&#039;s defeat of The Ultima Weapon, Lahabrea attempted to kill the hero using the powers of darkness. His attempt was initially successful, but the Warrior was then revived by Hydaelyn&#039;s intervention. Empowered, the Warrior defeated Lahabrea and expelled him from Thancred&#039;s body. &lt;br /&gt;
&lt;br /&gt;
====2.0 Epilogue====&lt;br /&gt;
In the Epilogue cutscene for A Realm Reborn, [[Lahabrea]] was shown to have survived his expulsion, and &#039;&#039;three more named Ascians were introduced&#039;&#039; with their hoods down, but faces obscured. This included &#039;&#039;&#039;[[Pashtarot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Nabriales]]&#039;&#039;&#039; in that order.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Cutscene dialogue following Lahabrea&#039;s defeat, during [[The Ultimate Weapon]]|&amp;lt;br&amp;gt;Pashtarot: Bahamut stirs.&amp;lt;br&amp;gt;Igeyorhm: As will the others ere long.&amp;lt;br&amp;gt;Nabriales: &#039;Tis not a question of whether Eorzea&#039;s champion shall yield, but of when.&amp;lt;br&amp;gt;Lahabrea: And with each passing moment we draw closer to the Reckoning.&amp;lt;br&amp;gt;(Lahabrea raises his hands, and the camera zooms out to reveal the presence of more hooded Ascians behind them).&amp;lt;br&amp;gt;Ascians: To the one true god! &amp;lt;br&amp;gt;Ascians: To Zodiark!}}&lt;br /&gt;
&lt;br /&gt;
====Patch 2.1====&lt;br /&gt;
As the Scions are making preparations to depart for [[Mor Dhona]], the white-robed Ascian &#039;&#039;&#039;[[Elidibus]]&#039;&#039;&#039; appears within the solar and introduces himself to [[Minfilia]] as &#039;emissary of the Ascians.&#039; Elidibus departs again in at the end of [[The Gifted]], leaving the Warrior of Light with some ominous words to chew on.&lt;br /&gt;
{{Quotation|Elidibus, during [[The Gifted]]| &amp;quot;As it was, so shall it be again.&amp;quot;}}   &lt;br /&gt;
After this, Nabriales appears again in a brief confrontation with Elidibus, asking him why he revealed himself to the Scions. &lt;br /&gt;
&lt;br /&gt;
During cutscenes for the Extreme fights for The Howling Eye, The Navel, and The Bowl of Embers, we are first introduced to an unnamed &#039;&#039;&#039;Ascian of the Twelfth Staff&#039;&#039;&#039; and an &#039;&#039;&#039;Ascian of the Twelfth Sword&#039;&#039;&#039;. Their contribution to the plot is minimal at best.&lt;br /&gt;
&lt;br /&gt;
====Patches 2.2 through 2.5====&lt;br /&gt;
* Elidibus is credited with &amp;quot;granting the Echo&amp;quot; to a Sahagin priest, teaching him how to cheat death by possessing the body of another. Interestingly enough, this is also the first recorded case of an Ascian who does not belong to one of the &amp;quot;races of man&amp;quot;, even if he was shortly subsumed by the Primal Leviathan &lt;br /&gt;
* In [[What Little Gods Are Made Of]], the first information is revealed about how Ascian &amp;quot;immortality&amp;quot; works, resulting in a wonderful slideshow presentation. Within this same quest is another scene with the Ascian Convocation meeting in [[the Chrysalis]], in which &#039;&#039;&#039;Emmerololth&#039;&#039;&#039; and &#039;&#039;&#039;Altima&#039;&#039;&#039; are named and shown on screen for the first time. We also get to see the first visual depiction of Zodiark, &#039;&#039;outside of&#039;&#039; his &amp;quot;crystal&amp;quot; form.&lt;br /&gt;
* In [[The Instruments of Our Deliverance]], Nabriales is shown observing the defeat of Shiva at the hands of the Warrior of Light. &lt;br /&gt;
* The scenes during [[Aether on Demand]] give us our second slideshow presentation about the Scion&#039;s plan to trap an Ascian soul within White Auracite, the first step in destroying it. Later, &#039;&#039;&#039;Nabriales meets his end&#039;&#039;&#039; during [[An Uninvited Ascian]], marking the &#039;&#039;first time an Ascian is permanently killed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavensward (Patch 3.0)===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] work in the background for most of the expansion, teaching various parties how to summon new primals.&lt;br /&gt;
* During the Summoner class quests, the [[Ascian of the Twelfth Chalice]] flees Azys Lla after being defeated by the Warrior of Light. The finale of these quests results in the defeat of the Ascians of the Twelfth Chalice, Staff, Sword, and Pentacle. These scenes also reveal that the four of them are specifically servants of Lahabrea (or &#039;&#039;were&#039;&#039;). Their mortal forms are defeated, but it is unclear if they are able to harness rebirth the same way their masters do.&lt;br /&gt;
* On [[Azys Lla]], Lahabrea and Igeyorhm use the power of the Echo to fuse into an [[Ascian Prime]] for the first time. After the defeat of Ascian Prime, &#039;&#039;&#039;Igeyorhm dies&#039;&#039;&#039; at the hands of the Warrior of Light, using a White Auracite in their possession. Following this, &#039;&#039;&#039;Lahabrea dies&#039;&#039;&#039; after being betrayed by [[Thordan VII]], who consumes the aether of his soul to further empower his primal form.&lt;br /&gt;
* Off-screen, [[Mitron]] and [[Loghrif]] attempted to enact an Umbral Calamity on [[The First]] at the same time as Lahabrea and Igeyorhm on the Source. Their plots were foiled by the Warriors of Light on the First; their leader [[Ardbert]] &#039;&#039;&#039;destroyed Loghrif&#039;&#039;&#039; with a blade of light and caused Mitron to transform into a sin eater, [[Eden]], triggering a Flood of Light.&lt;br /&gt;
* [[Elidibus]] reappears in an Epilogue scene, shown on the Moon for the first time. With the Ascians taking heavy losses, he opts to recruit the First&#039;s Warriors of Light to restore balance on the Source.&lt;br /&gt;
&lt;br /&gt;
====Patches 3.1 through 3.5====&lt;br /&gt;
* Elidibus tricks the Warriors of the First into believing they can save their homeworld by enacting an Umbral Calamity on the Source. They perform various tasks for Elidibus, such as retrieving the eyes of [[Nidhogg]] and defeating numerous newly-summoned primals, such as [[Ravana]].&lt;br /&gt;
* The Warriors are eventually sent back to the First by Hydaelyn to stop the Flood of Light themselves. Meanwhile, Elidibus hands over the eyes of Nidhogg to [[the Griffin]], who goes on to use them to summon the primal [[Shinryu]], leading to all-out war between Garlemald and Eorzea.&lt;br /&gt;
&lt;br /&gt;
===Stormblood (Patch 4.0)===&lt;br /&gt;
* Ascians are largely absent from this expansion, as the Echo and its capabilities take the stage in other ways.&lt;br /&gt;
* An unnamed Ascian causes trouble under the sea: [[Kurenai]] of [[Sui-no-Sato]] mentions the visitation of a &amp;quot;man cloaked in black&amp;quot; in the days before a voidsent takes possession of the [[Ruby Princess]]&#039;s body. &lt;br /&gt;
* At the conclusion of Stormblood, Elidibus appears to Emperor [[Varis zos Galvus]] after the death of his son, [[Zenos yae Galvus|Zenos]]. Elidibus removes his mask before the Emperor, causing him shock for reasons that are not revealed within the scene.&lt;br /&gt;
&lt;br /&gt;
====Patch 4.1 through 4.5====&lt;br /&gt;
* Elidibus is revealed to have stolen the body of Zenos from its unmarked grave in Ala Mhigo, and assumes his identity.&lt;br /&gt;
* Elidibus teaches [[Asahi sas Brutus]] how to summon a primal, leading to the summoning of [[Tsukuyomi]]. He continues to escalate the war between Garlemald and Eorzea in hopes of goading Varis into using [[Black Rose]], a chemical weapon that will produce the desired calamity.&lt;br /&gt;
* [[Gaius van Baelsar]] is revealed to have survived his apparent demis. In revenge for Lahabrea&#039;s manipulations, he has been hunting Ascians. Gaius collected the masks of the Ascians he defeated, including those of [[Altima]] and [[Deudalaphon]]. It is unclear if his actions resulted in the &amp;quot;true death&amp;quot; of the Ascians involved, or if he merely dispatched their corporeal forms.&lt;br /&gt;
* In Patch 4.4, [[Solus zos Galvus]] is introduced, and revealed to be an Ascian, and to have built the Garlean Empire specifically to further the goals of the Ascians. &lt;br /&gt;
* A memo from Galuf Baldesion reveals that, by casting the Isle of Val into the Lifestream, they also ensured the defeat of an Ascian known as &#039;&#039;&#039;Emmerololth,&#039;&#039;&#039; also ensuring that he would &amp;quot;never reform.&amp;quot;&lt;br /&gt;
* The Warrior of Light does battle against Elidibus posing as Zenos. Due to an untimely vision, he deals a critical blow and nearly defeats the Warrior, but is foiled by Estinien Wyrmblood rescuing them before he can deal a finishing blow. Elidibus-Zenos returns to Garlemald afterwards. &lt;br /&gt;
&lt;br /&gt;
===[[Shadowbringers]] (Patch 5.0)===&lt;br /&gt;
* In this expansion we get a very clear idea of what happens with [[Rejoining|Rejoinings]], [[Umbral Calamity|Umbral Calamities]] and how the [[Ascians]] have been involved the whole time.&lt;br /&gt;
* [[Solus zos Galvus]] comes forth pretty quickly and &#039;&#039;&#039;re-introduces himself as the Unsundered Ascian, [[Emet-Selch]]&#039;&#039;&#039;. Although his objectives remain obscured for several chapters, [[Emet-Selch]] eventually emerges as the primary antagonist of the expansion. &lt;br /&gt;
* When the Scions reach [[The Tempest]], we are first introduced to the concept of the [[Ancient]]s and their capitol city, [[Amaurot]], through the recreation made by Emet-Selch (other details that were revealed about the Ancients during this time are detailed on that page).&lt;br /&gt;
* [[The Final Days]] is also name-dropped and partially explained during the final few chapters, before the Warrior of Light eventually fights and &#039;&#039;&#039;kills Emet-Selch.&#039;&#039;&#039;&lt;br /&gt;
* Meanwhile, Elidibus, now the last remaining Unsundered, is forced to flee Garlemald after the real Zenos, who had cheated death by possessing another, takes back his body and murders Varis to halt the Black Rose. He vows to avenge his comrades by using the &amp;quot;Warriors of Light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Patch 5.1 through 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of the first two parts of the Eden raid series, providing hints about the past and potential future on the First.&lt;br /&gt;
* Release of the lead-up to Seat of Sacrifice, featuring Elidibus.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of Emet-Selch, the Scions begin investigating The Empty and discover the slumbering form of Eden.  After awaking the Sin Eater, then begin using its power to try to reverse the effects of the Flood of Light.  They are interrupted by the arrival of Gaia, a girl they determine to be the Oracle of Darkness.  Throughout her life, Gaia has been hearing what she calls a &#039;fairy,&#039; an internal voice or feeling that guides her actions.  She then joins the Scions in their investigation.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of [[The Seat of Sacrifice]], resulting in the &#039;&#039;&#039;capture of Elidibus within the Crystal Tower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elidibus heads to the First and possesses the body of [[Ardbert]] and awakens the latent power of the Echo in the people of the First to continue the legend of the Warrior of Light, using their faith in the myth to strengthen himself the way a primal would feed on the faith of those who would summon it.&lt;br /&gt;
&lt;br /&gt;
Elidibus, at his peak strength, attacks the [[Crystal Tower]] and summons simulacrums of the Warriors of Light from other worlds to fight the darkness with him. He and the Warrior of Light engage in combat at the top of the tower, and he almost wins. However, in a turn of events, the call that Elidibus evoked reached Emet-Selch, who pulled the Warrior of Light out of the Void to continue the fight. &lt;br /&gt;
&lt;br /&gt;
The Warrior of Light prevails, and the last Unsundered Ascian was sealed within the Crystal Tower. Before fading completely, the remnants of Elidibus&#039;s shade gifts the Warrior of Light with the [[Soul Crystals]] of the Convocation of the Fourteen, sharing his memories with them. With Elidibus gone, the Ascians can no longer replenish their ranks, meaning the end of them and their plans.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.4====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of Eden&#039;s Promise, the final third of the Eden Raids, revealing the history and fate of [[Mitron]] and [[Loghrif]] on The First.&lt;br /&gt;
&lt;br /&gt;
It is discovered that Gaia is the reincarnated form of the Ascian Loghrif, and that the &#039;fairy&#039; was Loghrif&#039;s former partner and lover Mitron, trapped in the form of Eden.  Mitron forcibly integrates Loghrif&#039;s memories into Gaia while erasing Gaia&#039;s own memories, and together they form an Ascian Prime.  The Ascian Prime is then defeated by the warrior of darkness.  After the defeat, Mitron&#039;s essence is returned to the aetherial sea, and a restored Gaia remains on the First.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.5====&lt;br /&gt;
* Introduction of the Ascian [[Fandaniel]], through the release of [[Paglth&#039;an]]&lt;br /&gt;
&lt;br /&gt;
After the death of Elidibus, Fandaniel begins to act of his own accord. He entreats with Zenos and convinces him to help him in his mission to destroy the Source, promising him the chance to face off against the Warrior of Light one more time. &lt;br /&gt;
&lt;br /&gt;
Fandaniel confronts the Scions upon their return to the Source, warning them that he and his group of rogue Ascians, the Telophoroi, will destroy the Source using their [[Lunar Primals]], which they create by kidnapping the people of the Source and trapping them in strange towers, draining their Aether to summon the twisted versions of the Primals. Fandaniel, Zenos and the rest of the as yet unnamed Telophoroi ready to engage with the Warrior of Light, who intends to stop their coming apocalypse.&lt;br /&gt;
&lt;br /&gt;
===Endwalker (Patch 6.0)===&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
Fandaniel siphoned aether from his towers around Eorzea and concentrated them upon [[The Tower of Babil]]. Knowing the the prison of Zodiark laid upon the moon, Fandaniel used the aether to severely weaken Zodiark&#039;s binds, and had Zenos finish the job. Fandaniel then plunged into [[The Dark Inside]] and took control of Zodiark&#039;s body, and battled the Warrior of Light. The Warrior defeated the incomplete Zodiark, but the elder primal&#039;s destruction had been the Ascian&#039;s goal all along, as it recommenced the Final Days. Zodiark&#039;s death in Fandaniel&#039;s suicidal gambit marked &#039;&#039;&#039;the end of the Ascians as a threat&#039;&#039;&#039;, if any remained.&lt;br /&gt;
====Patches 6.1-6.5====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
No Ascians appeared in the patches.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail (Patch 7.0)===&lt;br /&gt;
No Ascians appeared, marking the first expansion to not include them.&lt;br /&gt;
====Patches 7.1-7.3====&lt;br /&gt;
An unnamed Ascian appears at the end of patch 7.3. Calyx refers to an unidentified group of &amp;quot;Winterer peers&amp;quot; while speaking with this Ascian, suggesting they are in a group of some kind.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]][[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009312</id>
		<title>Ascians</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ascians&amp;diff=1009312"/>
		<updated>2025-08-21T00:56:40Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: &lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
The &#039;&#039;&#039;Ascians&#039;&#039;&#039; are the principal antagonists in [[Final Fantasy XIV]]. They wear black (or rarely, white) robes and masks that conceal their faces. They are powerful, mysterious, and almost-immortal servants of [[Zodiark]], the god of Darkness that opposes [[Hydaelyn]]. Many questions about these beings yet remain unanswered, for lack of evidence. The few details &#039;&#039;we do know&#039;&#039; about the Ascians are &#039;&#039;&#039;heavily entwined with key story details&#039;&#039;&#039; for all expansions of Final Fantasy XIV.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1 (2022 printing), page 213|Servants of Darkness, the Ascians are pledged to Zodiark, a celestial syzygy legend holds was exiled to the moon by Hydaelyn Herself. From the shadows, they have shaped history by imparting forbidden knowledge unto mortals, stoking the fires of war while revealing the secrets of primal summoning. Throughout history, they have been known by many names, among those, Paragons and the Bringers of Chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the Ascians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are the Ascians and whence did the shadowless beings come? Do their bodies harbor “life” as is defined by our laws of nature, or are they something different—something more sinister? As of this writing, these questions and more remain unanswered for want of evidence. Mankind has not, however, been completely blind to the existence of the Ascians. A report compiled by the Scions and the Students of Baldesion points to their lingering presence throughout recorded history. Indeed, it is thought these beings also known as Paragons have long interfered with the affairs of man, and are somehow connected to each of history’s seven umbral calamities.&lt;br /&gt;
&lt;br /&gt;
Recent direct encounters with the beings have shed more light on both their true nature and intentions. For one, the Ascians are known to possess the Echo—just as the Warrior of Light and a handful of his companions—and use this power to transfer their souls into the bodies of others. This is doubtless the secret behind how the so-called “immortals” have survived for so long. Should the vessel an Ascian inhabited to be utterly obliterated, his soul does not appear to succumb to the tug of the Lifestream. Instead, the Paragons harness the power of the Crystal of Darkness to find sanctuary in a space that lies twixt corporeal and aetherial. At present, there is only one known means to destroy an Ascian: entrap its soul within white auracite—a substance capable of temporarily holding aether—and then shatter the stone with a blade of concentrated life energy.}}&lt;br /&gt;
{{Quotation|[[The_Unending_Codex#The_Ascians|The Unending Codex § The Ascians]]|Throughout Eorzean history, whether it be in folklore or myth, there has been scattered mention of dark-robed figures known variously as “Ascians” or “Paragons.” With their twisted words, they would incite strife between peoples, or indeed, entire nations─often escalating hostilities by instructing the beleaguered inhabitants in the rituals of primal summoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While this portrayal was not inaccurate, it was not the entire story. In the course of their efforts to counter the machinations of the Ascians, the Scions of the Seventh Dawn came to understand the true nature of their enemy. They learned that the cabal was comprised of thirteen prominent individuals: three “unsundered” survivors of the Convocation of Fourteen, the council which had orchestrated the summoning of Zodiark in antiquity; and ten “sundered” souls─fragments of members restored to their former offices. They were known as Loghrif, Mitron, Emet-Selch, Pashtarot, Fandaniel, Altima, Halmarut, Nabriales, Igeyorhm, Deudalaphon, Emmerololth, Lahabrea, and Elidibus. These positions served as both name and title, for should an Ascian fall, another bearing a shard of the same soul would be found and raised to the vacant seat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ascians&#039; ultimate purpose was nothing less than the restoration of their dark god, Zodiark, and the resurrection of their ancient brethren. Such miracles demanded they sow chaos in both the Source and its reflections, that they might cultivate the conditions for cataclysmic Rejoinings. Only then would Zodiark be freed of His chains, and the souls of the modern age be worthy of offering up in sacrifice.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Long ago, in a time well before recorded history, [[Hydaelyn]] battled and triumphed against the will of Darkness, [[Zodiark]], casting him into space, and imprisoning him within the silver Moon. In doing so, Hydaelyn tore open the dimensional fabric, spawning thirteen mirror images of the world, and effectively dividing--or &#039;&#039;&#039;&amp;quot;[[The Sundering|Sundering]]&amp;quot;&#039;&#039;&#039;-- the aether that made up the original world into fourteen parts. &amp;lt;ref name=&amp;quot;dc&amp;quot;&amp;gt;Encyclopedia Eorzea, 2022 edition, &amp;quot;Dimensional Compression&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctrines and Beliefs==  &lt;br /&gt;
To wake their exiled god, Zodiark, the Ascians seek to &amp;quot;rejoin&amp;quot; these mirrored worlds with the original &amp;quot;source&amp;quot; world, by breaking down the walls between dimensions, causing the mirror worlds to collapse in on themselves. On the Source, where Final Fantasy XIV takes place, this also causes Umbral Calamities.&amp;lt;ref name=&amp;quot;dc&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Operating together under a &#039;&#039;strict social hierarchy&#039;&#039;, the Ascians have successfully &amp;quot;rejoined&amp;quot; a recorded total of seven worlds by sowing chaos and discord on Hydaelyn, but they do not accomplish this randomly; they have clear methods, now practiced a total of seven times.  &lt;br /&gt;
&lt;br /&gt;
===Ascian Overlords===&lt;br /&gt;
Efforts to cause the necessary conditions for these [[Rejoining]]s are led, foremost, by the three &#039;&#039;&#039;Unsundered&#039;&#039;&#039; Ascians, also known as the &#039;&#039;&#039;Ascian Overlords&#039;&#039;&#039;. The overlords are fundamentally more powerful than their counterparts because their souls were able to escape the effects of Hydaelyn&#039;s Sundering, retaining their original identities and abilities, whereas all other souls that existed at the time were divided into fourteen parts among the fourteen worlds.&lt;br /&gt;
&lt;br /&gt;
Overlords make up the topmost rung of the Ascian social hierarchy. To them, all other beings are considered inferior, and therefore disposable.&lt;br /&gt;
&lt;br /&gt;
===Red-masked Ascians===&lt;br /&gt;
The [[Ancient]] people who existed before the Sundering were governed by a structure of their own, a council of fourteen members, known as the [[Convocation of Fourteen]]. The Convocation members are also referred to by their title, or seat, and have different personal names from before assuming a position on the council. A successor would then assume the name of the seat they filled. Preceding the sundering, each of the current members of the Convocation stored their memories in crystal, a format that the ancients commonly used for information. &lt;br /&gt;
&lt;br /&gt;
Seeking allies for their cause in the times that came after the Sundering, the Ascian Overlords would seek out the souls that were sundered from the former Convocation members, restore their memories, and thus bring them back into the fold. Each Ascian occupying a seat on the &amp;quot;new&amp;quot; Convocation of Fourteen wears a &#039;&#039;&#039;red mask&#039;&#039;&#039; as their ancient counterparts did, with each mask bearing a design symbolizing the owner&#039;s specific seat on the Convocation. The Ascian Overlords, each being members of the Convocation prior to the sundering, &#039;&#039;also wear red masks&#039;&#039; for this reason. &lt;br /&gt;
&lt;br /&gt;
===Black-masked Ascians===&lt;br /&gt;
Frequently unnamed, Ascians wearing black masks are exclusively made up of sundered peoples recruited to the Ascians by other members. The method of how being unclear.&lt;br /&gt;
&lt;br /&gt;
===White Robes===&lt;br /&gt;
Robes of white indicate an Ascian emissary, such as the Overlord [[Elidibus]]. The symbolism of the robes also dates back to the [[Amaurotine|ancients]], but the meaning used by the Ascians is somewhat different. &lt;br /&gt;
 &lt;br /&gt;
==Known Members==&lt;br /&gt;
&lt;br /&gt;
===Overlords===&lt;br /&gt;
* [[Lahabrea]]&lt;br /&gt;
* [[Elidibus]]&lt;br /&gt;
* [[Emet-Selch]] &lt;br /&gt;
&lt;br /&gt;
===Red Masks===&lt;br /&gt;
* [[Pashtarot]] &lt;br /&gt;
* [[Nabriales]]&lt;br /&gt;
* [[Igeyorhm]]&lt;br /&gt;
* [[Loghrif]]&lt;br /&gt;
* [[Mitron]]&lt;br /&gt;
* [[Hermes|Fandaniel]]&lt;br /&gt;
* Emmerololth&lt;br /&gt;
&lt;br /&gt;
The remaining Red-mask Ascians appeared in a cutscene around [[Patch 2.3]], but have yet to reappear in-game as of [[Patch 7.0]].&lt;br /&gt;
* Altima&lt;br /&gt;
* Halmarut&lt;br /&gt;
* Deudalaphon&lt;br /&gt;
* Emmerololth -- the one exception on this list. Mentioned again in [[Patch 4.55]], but still does not appear on screen.&lt;br /&gt;
&lt;br /&gt;
{{see also|The Convocation of Fourteen}}&lt;br /&gt;
&lt;br /&gt;
===Black Masks===&lt;br /&gt;
&#039;&#039;Not including instances of &amp;quot;masked mages&amp;quot; from 2.0 that were actually just Lahabrea&#039;&#039;&lt;br /&gt;
*[[Ascian of the Twelfth Sword]]&lt;br /&gt;
*[[Ascian of the Twelfth Staff]]&lt;br /&gt;
*[[Ascian of the Twelfth Chalice]]&lt;br /&gt;
*[[Ascian of the Twelfth Pentacle]]&lt;br /&gt;
&lt;br /&gt;
== Encounters ==&lt;br /&gt;
As the game&#039;s primary antagonists, the Ascians are fought throughout the Main Scenario Questline and beyond.&lt;br /&gt;
===A Realm Reborn ===&lt;br /&gt;
* [[Lahabrea]] is fought as the final boss of the main storyline, during {{questlink|main|The Ultimate Weapon}}. He was originally faced as the final boss of {{questlink|dungeon|The Praetorium}}, but due to the lack of an ilvl sync and the lack of mechanics, the encounter became notoriously easy. In [[Patch 6.1]], Lahabrea&#039;s encounter was revamped to become a solo quest battle.&lt;br /&gt;
* [[Nabriales]] is fought as the boss of the trial, {{questlink|trial|The Chrysalis}}.&lt;br /&gt;
===Heavensward ===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] are faced as the penultimate boss(es) of the main storyline, during the final encounter of {{questlink|dungeon|The Aetherochemical Research Facility}}. The second phase sees the Ascians fuse into a [[Ascian Prime]]. In [[Patch 6.3]], this encounter was mechanically overhauled, with the first phase especially extended.&lt;br /&gt;
* The [[Ascian of the Twelfth Chalice]] is faced in two quest battles during the expansion&#039;s [[Summoner]] storyline. He is first faced alone during {{questlink|feature|I Could Have Tranced All Night}}, and then alongside the other three Ascians of the Twelfth during {{questlink|feature|A Flare for the Dramatic}}.&lt;br /&gt;
=== Stormblood ===&lt;br /&gt;
* [[Lahabrea]] reappears as the boss of the intermission phase of {{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}.&lt;br /&gt;
* [[Elidibus]] is fought as the final boss of the patches storyline during {{questlink|main|A Requiem for Heroes}}, while using [[Zenos yae Galvus]]&#039; body as vessel.&lt;br /&gt;
===Shadowbringers===&lt;br /&gt;
* [[Emet-Selch]] is fought under his true name, &#039;&#039;&#039;Hades&#039;&#039;&#039;, as the final boss of the main storyline, during the trial, {{questlink|trial|The Dying Gasp}}. It&#039;s extreme mode sees shades of previously defeated Ascians reappear.&lt;br /&gt;
* [[Elidibus]] is twice faced during the events of [[Patch 5.3]]&#039;s storyline. The first battle is against him possessing the body of [[Ardbert]] in the solo quest battle during {{questlink|main|Faded Memories}}. The final battle is against him in his &amp;quot;&#039;&#039;&#039;Warrior of Light&#039;&#039;&#039;&amp;quot; guise during the trial, {{questlink|trial|The Seat of Sacrifice}}, as well as it&#039;s extreme mode.&lt;br /&gt;
*A mutated Ascian Prime consisting of [[Mitron]] and [[Gaia]]/[[Loghrif]], &#039;&#039;&#039;Eden&#039;s Promise&#039;&#039;&#039;, is the final boss of the [[Eden]] raid series. It is faced during {{questlink|raid|Eden&#039;s Promise: Eternity}}, as well as it&#039;s savage mode.&lt;br /&gt;
&lt;br /&gt;
===Endwalker===&lt;br /&gt;
* [[Fandaniel]] is fought thrice throughout the main storyline, though never under his true name or form. The first battle is against him possessing the body of Zodiark in the trial, {{questlink|trial|The Dark Inside}}, as well as it&#039;s extreme mode. He is later fought as his unsundered incarnation, [[Hermes]], as the final boss of {{questlink|dungeon|Ktisis Hyperboreia}}. The third battle is against &#039;&#039;&#039;Amon the Dying&#039;&#039;&#039;, a lich version of his [[Amon]] incarnation, as the final boss of {{questlink|dungeon|The Aitiascope}}&lt;br /&gt;
* [[Lahabrea]]&#039;s splintered fragment, [[Hephaistos]], is fought as the boss of {{questlink|raid|Abyssos: The Eighth Circle}}, as well as its savage mode.&lt;br /&gt;
* A reincarnation of [[Elidibus]]&#039;s orignal self, [[Themis]], is fought as the boss of {{questlink|raid|Anabaseios: The Eleventh Circle}}, as well as its savage mode.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail===&lt;br /&gt;
* [[Mitron]] is fought multiple times throughout {{questlink|ultimateraid|Futures Rewritten (Ultimate)}}, possessing the body of Ryne (when transformed into Shiva) during phases 2 and 4 as well as holding control over [[Pandora]] in phase 5.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== Pre-Game Events ===&lt;br /&gt;
In prehistory, a single race, known as the [[Amaurotine|Amaurotines]], inhabited all corners of the planet [[Etheirys]]. Through their vast pool of aether and the innate ability to use &amp;quot;creation magick&amp;quot; they accomplished wondrous feats and built utopian cities, including [[Amaurot]], the center of their civilization and home to the [[Convocation of Fourteen]].&lt;br /&gt;
&lt;br /&gt;
The actions of the Convocation&#039;s current &amp;quot;Fandaniel&amp;quot;, [[Hermes]], doomed their people when he allowed his creations, [[Meteion]] and her sisters, to commence the song of oblivion. Only the former &amp;quot;Azem&amp;quot;, [[Venat]], escaped Hermes&#039;s act of altering the memories of those who learned of his deed. The Meteia&#039;s song stagnated Etheirys&#039;s aether and instilled despair in the ancients, warping their creation magick to unleash grotesque monsters formed from their subconscious fears. This calamity would come to be known as the [[Final Days]].&lt;br /&gt;
&lt;br /&gt;
The Convocation devised a plan to &amp;quot;weave the laws of reality anew&amp;quot; through the summoning of Zodiark, an entity able to quell the aether stagnation as a darkness-attribute primal. [[Azem|The ancient who succeeded Venat]] in the seat of &amp;quot;Azem&amp;quot; refused to participate in the summoning and left the Convocation who yet went on to sacrifice half of the ancients&#039; population for the amount of aether needed to summon Zodiark; the ancient bearing the title of &amp;quot;Elidibus&amp;quot;, [[Themis]], offered himself as Zodiark&#039;s core. Though the summoning halted the Final Days, it was but a temporary solution, as the calamity had reduced most of the star into a lifeless, blighted land, prompting the Convocation to sacrifice another half of their population to restore life to the world.&lt;br /&gt;
&lt;br /&gt;
The Convocation sought to call upon Zodiark&#039;s power once more by offering the primal the harvested life energies of the new life forms that had been born in their world to reconstitute those who had sacrificed themselves and now rested within their deity. Venat assembled a faction of ancients who opposed the Convocation&#039;s plans to sacrifice the new life forms, this summoning the current Azem also refused to participate in. Elidibus separated himself from Zodiark to aid the Convocation as a primal in a failed attempt to restore order. Venat used her followers&#039; sacrifice to become Hydaelyn to subjugate Zodiark to buy time until she would devise a permanent solution to stop the Meteia. The two elder primals fought ceaselessly until Hydaelyn used all her strength to fragment Zodiark, shattering the &amp;quot;very fabric of reality&amp;quot; and dividing the world into thirteen reflections and the Source. Amaurot was destroyed along the remains of the ancients&#039; civilization, while the souls of the living similarly split into fourteen pieces across the fragmented worlds.&lt;br /&gt;
&lt;br /&gt;
Only three ancients escaped the sundering with their souls intact: Elidibus, Hades (the ancient bearing the title of &amp;quot;[[Emet-Selch]]&amp;quot;) and Hephaistos (the ancient bearing the title &amp;quot;[[Lahabrea]]&amp;quot;). The three resolved to orchestrate a series of events to revive Zodiark and restore their home via Umbral Calamities, cataclysms designed to gradually merge the Source and the thirteen shards back into the original Etheirys. They intended to resume sacrificing some of the rejoined current humanity to bring back their loved ones once the Rejoining was complete. They reformed themselves as the Ascians, and began searching for the fragmented souls of their fellow Convocation members to bring them into the fold. By imparting their knowledge of creation magick, the Ascians posed as saviors to the races whose persecution they exploited, allowing the beast tribes to summon their &amp;quot;gods&amp;quot; to grant them succor. Elidibus and Emet-Selch also contributed across the Source and its shards as part of their plan, the latter nurturing civilizations while the former began the legend of the &amp;quot;[[Warriors of Light|Warrior of Light]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Originally, each Ascian was entrusted to personally oversee a shard. That changed following [[Igeyorhm]] manipulating the heroes of the Thirteenth shard into using auracite to contain primals to prevent their resummoning. The heroes, corrupted by the leaking aether, turned on each other and the people they were meant to protect. The conflicts escalated into great wars, unleashing a [[The Flood|Flood of Darkness]] that decimated the Thirteenth shard and transformed the survivors into [[voidsent]], rendering the world unfit for Rejoining. The Ascians discovered a link between the aether of the shards and the Source, and theorized that a simultaneous disaster on the Source and the shard of the same elemental aspect would allow for them to rejoin, a theory subsequently proven in the first Umbral Calamity of Wind. Since then, Ascians have worked in groups to oversee the process.&lt;br /&gt;
&lt;br /&gt;
During the Third Astral Era, Emet-Selch established the [[Allagan Empire]] on the Source to set up the Fourth Umbral Calamity. The Ascians manipulated the grief-stricken [[Tiamat]] and the [[First Brood]] into reviving Tiamat&#039;s deceased mate [[Bahamut]] as a primal and provided the Allagan emperor, [[Xande]], the means to capture and bind primals. While the Allagans sealed the primal Bahamut in [[Dalamud]], the [[Warring Triad]] were imprisoned at [[Azys Lla]] to power Allag&#039;s aetherochemical research. Prior to Xande causing the Fourth Umbral Calamity in his attempt to destroy the world, Emet-Selch inducted the Allagan scientist [[Amon]] into the Ascians by restoring his memories as a fragment of Hermes, the ancient who had held the seat of &amp;quot;Fandaniel&amp;quot; in the Convocation of Fourteen.&lt;br /&gt;
&lt;br /&gt;
By the time that the Fifth and Sixth Umbral Calamities were completed, the centuries in between each Rejoining gradually took their toll upon the three Unsundered. Lahabrea&#039;s fanatical obsession of completing the Rejoining would see him constantly swap bodies, draining his mental and physical strength. Elidibus would forget about his original life in Amaurot, rejecting Emet-Selch&#039;s suggestion to use a memory crystal and remaining committed to his duty. Emet-Selch was the only Ascian to maintain his sanity and full strength, taking rests in the rift between each Rejoining. He later assumed the identity of Solus zos Galvus and established the [[Garlean Empire]] to suit his brethren&#039;s needs in setting up the Seventh Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
===A Realm Reborn (2.0)===&lt;br /&gt;
&lt;br /&gt;
Following the [[Seventh Umbral Calamity]], the Ascians became much more active in their efforts to influence the Source. The Ascians&#039; actions were uncovered with several reports of &#039;&#039;&#039;&amp;quot;Masked Mages&amp;quot;&#039;&#039;&#039; spotted interacting with the beast tribes. &#039;&#039;&#039;[[Lahabrea]]&#039;&#039;&#039; was the first &#039;&#039;named&#039;&#039; Ascian introduced, introducing himself to the Warrior of Light within the depths of &#039;&#039;&#039;Toto-Rak&#039;&#039;&#039; during the Level 24 quest [[Into the Beast&#039;s Maw]]. It would be him, operating from the shadows, working to manipulate Legatus [[Gaius van Baelsar]] into being an unwitting pawn for his master plan. The Garleans would cooperate while being completely unaware of his true motives, seeking out [[The Ultima Weapon]] made by the Allagans, and using it to absorb the Aether of summoned Primals.&lt;br /&gt;
&lt;br /&gt;
Lahabrea struck a personal nerve with the Scions when he took possession of [[Thancred Waters]], using him as a spy against his friends for an unknown amount of time before revealing his charade during [[Escape from Castrum Centri]]. Thancred remained the unwilling vessel of Lahabrea until [[Operation Archon]]; after the Warrior of Light&#039;s defeat of The Ultima Weapon, Lahabrea attempted to kill the hero using the powers of darkness. His attempt was initially successful, but the Warrior was then revived by Hydaelyn&#039;s intervention. Empowered, the Warrior defeated Lahabrea and expelled him from Thancred&#039;s body. &lt;br /&gt;
&lt;br /&gt;
====2.0 Epilogue====&lt;br /&gt;
In the Epilogue cutscene for A Realm Reborn, [[Lahabrea]] was shown to have survived his expulsion, and &#039;&#039;three more named Ascians were introduced&#039;&#039; with their hoods down, but faces obscured. This included &#039;&#039;&#039;[[Pashtarot]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Igeyorhm]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Nabriales]]&#039;&#039;&#039; in that order.&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Cutscene dialogue following Lahabrea&#039;s defeat, during [[The Ultimate Weapon]]|&amp;lt;br&amp;gt;Pashtarot: Bahamut stirs.&amp;lt;br&amp;gt;Igeyorhm: As will the others ere long.&amp;lt;br&amp;gt;Nabriales: &#039;Tis not a question of whether Eorzea&#039;s champion shall yield, but of when.&amp;lt;br&amp;gt;Lahabrea: And with each passing moment we draw closer to the Reckoning.&amp;lt;br&amp;gt;(Lahabrea raises his hands, and the camera zooms out to reveal the presence of more hooded Ascians behind them).&amp;lt;br&amp;gt;Ascians: To the one true god! &amp;lt;br&amp;gt;Ascians: To Zodiark!}}&lt;br /&gt;
&lt;br /&gt;
====Patch 2.1====&lt;br /&gt;
As the Scions are making preparations to depart for [[Mor Dhona]], the white-robed Ascian &#039;&#039;&#039;[[Elidibus]]&#039;&#039;&#039; appears within the solar and introduces himself to [[Minfilia]] as &#039;emissary of the Ascians.&#039; Elidibus departs again in at the end of [[The Gifted]], leaving the Warrior of Light with some ominous words to chew on.&lt;br /&gt;
{{Quotation|Elidibus, during [[The Gifted]]| &amp;quot;As it was, so shall it be again.&amp;quot;}}   &lt;br /&gt;
After this, Nabriales appears again in a brief confrontation with Elidibus, asking him why he revealed himself to the Scions. &lt;br /&gt;
&lt;br /&gt;
During cutscenes for the Extreme fights for The Howling Eye, The Navel, and The Bowl of Embers, we are first introduced to an unnamed &#039;&#039;&#039;Ascian of the Twelfth Staff&#039;&#039;&#039; and an &#039;&#039;&#039;Ascian of the Twelfth Sword&#039;&#039;&#039;. Their contribution to the plot is minimal at best.&lt;br /&gt;
&lt;br /&gt;
====Patches 2.2 through 2.5====&lt;br /&gt;
* Elidibus is credited with &amp;quot;granting the Echo&amp;quot; to a Sahagin priest, teaching him how to cheat death by possessing the body of another. Interestingly enough, this is also the first recorded case of an Ascian who does not belong to one of the &amp;quot;races of man&amp;quot;, even if he was shortly subsumed by the Primal Leviathan &lt;br /&gt;
* In [[What Little Gods Are Made Of]], the first information is revealed about how Ascian &amp;quot;immortality&amp;quot; works, resulting in a wonderful slideshow presentation. Within this same quest is another scene with the Ascian Convocation meeting in [[the Chrysalis]], in which &#039;&#039;&#039;Emmerololth&#039;&#039;&#039; and &#039;&#039;&#039;Altima&#039;&#039;&#039; are named and shown on screen for the first time. We also get to see the first visual depiction of Zodiark, &#039;&#039;outside of&#039;&#039; his &amp;quot;crystal&amp;quot; form.&lt;br /&gt;
* In [[The Instruments of Our Deliverance]], Nabriales is shown observing the defeat of Shiva at the hands of the Warrior of Light. &lt;br /&gt;
* The scenes during [[Aether on Demand]] give us our second slideshow presentation about the Scion&#039;s plan to trap an Ascian soul within White Auracite, the first step in destroying it. Later, &#039;&#039;&#039;Nabriales meets his end&#039;&#039;&#039; during [[An Uninvited Ascian]], marking the &#039;&#039;first time an Ascian is permanently killed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavensward (Patch 3.0)===&lt;br /&gt;
* [[Lahabrea]] and [[Igeyorhm]] work in the background for most of the expansion, teaching various parties how to summon new primals.&lt;br /&gt;
* During the Summoner class quests, the [[Ascian of the Twelfth Chalice]] flees Azys Lla after being defeated by the Warrior of Light. The finale of these quests results in the defeat of the Ascians of the Twelfth Chalice, Staff, Sword, and Pentacle. These scenes also reveal that the four of them are specifically servants of Lahabrea (or &#039;&#039;were&#039;&#039;). Their mortal forms are defeated, but it is unclear if they are able to harness rebirth the same way their masters do.&lt;br /&gt;
* On [[Azys Lla]], Lahabrea and Igeyorhm use the power of the Echo to fuse into an [[Ascian Prime]] for the first time. After the defeat of Ascian Prime, &#039;&#039;&#039;Igeyorhm dies&#039;&#039;&#039; at the hands of the Warrior of Light, using a White Auracite in their possession. Following this, &#039;&#039;&#039;Lahabrea dies&#039;&#039;&#039; after being betrayed by [[Thordan VII]], who consumes the aether of his soul to further empower his primal form.&lt;br /&gt;
* Off-screen, [[Mitron]] and [[Loghrif]] attempted to enact an Umbral Calamity on [[The First]] at the same time as Lahabrea and Igeyorhm on the Source. Their plots were foiled by the Warriors of Light on the First; their leader [[Ardbert]] &#039;&#039;&#039;destroyed Loghrif&#039;&#039;&#039; with a blade of light and caused Mitron to transform into a sin eater, [[Eden]], triggering a Flood of Light.&lt;br /&gt;
* [[Elidibus]] reappears in an Epilogue scene, shown on the Moon for the first time. With the Ascians taking heavy losses, he opts to recruit the First&#039;s Warriors of Light to restore balance on the Source.&lt;br /&gt;
&lt;br /&gt;
====Patches 3.1 through 3.5====&lt;br /&gt;
* Elidibus tricks the Warriors of the First into believing they can save their homeworld by enacting an Umbral Calamity on the Source. They perform various tasks for Elidibus, such as retrieving the eyes of [[Nidhogg]] and defeating numerous newly-summoned primals, such as [[Ravana]].&lt;br /&gt;
* The Warriors are eventually sent back to the First by Hydaelyn to stop the Flood of Light themselves. Meanwhile, Elidibus hands over the eyes of Nidhogg to [[the Griffin]], who goes on to use them to summon the primal [[Shinryu]], leading to all-out war between Garlemald and Eorzea.&lt;br /&gt;
&lt;br /&gt;
===Stormblood (Patch 4.0)===&lt;br /&gt;
* Ascians are largely absent from this expansion, as the Echo and its capabilities take the stage in other ways.&lt;br /&gt;
* An unnamed Ascian causes trouble under the sea: [[Kurenai]] of [[Sui-no-Sato]] mentions the visitation of a &amp;quot;man cloaked in black&amp;quot; in the days before a voidsent takes possession of the [[Ruby Princess]]&#039;s body. &lt;br /&gt;
* At the conclusion of Stormblood, Elidibus appears to Emperor [[Varis zos Galvus]] after the death of his son, [[Zenos yae Galvus|Zenos]]. Elidibus removes his mask before the Emperor, causing him shock for reasons that are not revealed within the scene.&lt;br /&gt;
&lt;br /&gt;
====Patch 4.1 through 4.5====&lt;br /&gt;
* Elidibus is revealed to have stolen the body of Zenos from its unmarked grave in Ala Mhigo, and assumes his identity.&lt;br /&gt;
* Elidibus teaches [[Asahi sas Brutus]] how to summon a primal, leading to the summoning of [[Tsukuyomi]]. He continues to escalate the war between Garlemald and Eorzea in hopes of goading Varis into using [[Black Rose]], a chemical weapon that will produce the desired calamity.&lt;br /&gt;
* [[Gaius van Baelsar]] is revealed to have survived his apparent demis. In revenge for Lahabrea&#039;s manipulations, he has been hunting Ascians. Gaius collected the masks of the Ascians he defeated, including those of [[Altima]] and [[Deudalaphon]]. It is unclear if his actions resulted in the &amp;quot;true death&amp;quot; of the Ascians involved, or if he merely dispatched their corporeal forms.&lt;br /&gt;
* In Patch 4.4, [[Solus zos Galvus]] is introduced, and revealed to be an Ascian, and to have built the Garlean Empire specifically to further the goals of the Ascians. &lt;br /&gt;
* A memo from Galuf Baldesion reveals that, by casting the Isle of Val into the Lifestream, they also ensured the defeat of an Ascian known as &#039;&#039;&#039;Emmerololth,&#039;&#039;&#039; also ensuring that he would &amp;quot;never reform.&amp;quot;&lt;br /&gt;
* The Warrior of Light does battle against Elidibus posing as Zenos. Due to an untimely vision, he deals a critical blow and nearly defeats the Warrior, but is foiled by Estinien Wyrmblood rescuing them before he can deal a finishing blow. Elidibus-Zenos returns to Garlemald afterwards. &lt;br /&gt;
&lt;br /&gt;
===[[Shadowbringers]] (Patch 5.0)===&lt;br /&gt;
* In this expansion we get a very clear idea of what happens with [[Rejoining|Rejoinings]], [[Umbral Calamity|Umbral Calamities]] and how the [[Ascians]] have been involved the whole time.&lt;br /&gt;
* [[Solus zos Galvus]] comes forth pretty quickly and &#039;&#039;&#039;re-introduces himself as the Unsundered Ascian, [[Emet-Selch]]&#039;&#039;&#039;. Although his objectives remain obscured for several chapters, [[Emet-Selch]] eventually emerges as the primary antagonist of the expansion. &lt;br /&gt;
* When the Scions reach [[The Tempest]], we are first introduced to the concept of the [[Ancient]]s and their capitol city, [[Amaurot]], through the recreation made by Emet-Selch (other details that were revealed about the Ancients during this time are detailed on that page).&lt;br /&gt;
* [[The Final Days]] is also name-dropped and partially explained during the final few chapters, before the Warrior of Light eventually fights and &#039;&#039;&#039;kills Emet-Selch.&#039;&#039;&#039;&lt;br /&gt;
* Meanwhile, Elidibus, now the last remaining Unsundered, is forced to flee Garlemald after the real Zenos, who had cheated death by possessing another, takes back his body and murders Varis to halt the Black Rose. He vows to avenge his comrades by using the &amp;quot;Warriors of Light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Patch 5.1 through 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of the first two parts of the Eden raid series, providing hints about the past and potential future on the First.&lt;br /&gt;
* Release of the lead-up to Seat of Sacrifice, featuring Elidibus.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of Emet-Selch, the Scions begin investigating The Empty and discover the slumbering form of Eden.  After awaking the Sin Eater, then begin using its power to try to reverse the effects of the Flood of Light.  They are interrupted by the arrival of Gaia, a girl they determine to be the Oracle of Darkness.  Throughout her life, Gaia has been hearing what she calls a &#039;fairy,&#039; an internal voice or feeling that guides her actions.  She then joins the Scions in their investigation.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.3====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of [[The Seat of Sacrifice]], resulting in the &#039;&#039;&#039;capture of Elidibus within the Crystal Tower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elidibus heads to the First and possesses the body of [[Ardbert]] and awakens the latent power of the Echo in the people of the First to continue the legend of the Warrior of Light, using their faith in the myth to strengthen himself the way a primal would feed on the faith of those who would summon it.&lt;br /&gt;
&lt;br /&gt;
Elidibus, at his peak strength, attacks the [[Crystal Tower]] and summons simulacrums of the Warriors of Light from other worlds to fight the darkness with him. He and the Warrior of Light engage in combat at the top of the tower, and he almost wins. However, in a turn of events, the call that Elidibus evoked reached Emet-Selch, who pulled the Warrior of Light out of the Void to continue the fight. &lt;br /&gt;
&lt;br /&gt;
The Warrior of Light prevails, and the last Unsundered Ascian was sealed within the Crystal Tower. Before fading completely, the remnants of Elidibus&#039;s shade gifts the Warrior of Light with the [[Soul Crystals]] of the Convocation of the Fourteen, sharing his memories with them. With Elidibus gone, the Ascians can no longer replenish their ranks, meaning the end of them and their plans.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.4====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
* Release of Eden&#039;s Promise, the final third of the Eden Raids, revealing the history and fate of [[Mitron]] and [[Loghrif]] on The First.&lt;br /&gt;
&lt;br /&gt;
It is discovered that Gaia is the reincarnated form of the Ascian Loghrif, and that the &#039;fairy&#039; was Loghrif&#039;s former partner and lover Mitron, trapped in the form of Eden.  Mitron forcibly integrates Loghrif&#039;s memories into Gaia while erasing Gaia&#039;s own memories, and together they form an Ascian Prime.  The Ascian Prime is then defeated by the warrior of darkness.  After the defeat, Mitron&#039;s essence is returned to the aetherial sea, and a restored Gaia remains on the First.&lt;br /&gt;
&lt;br /&gt;
====Patch 5.5====&lt;br /&gt;
* Introduction of the Ascian [[Fandaniel]], through the release of [[Paglth&#039;an]]&lt;br /&gt;
&lt;br /&gt;
After the death of Elidibus, Fandaniel begins to act of his own accord. He entreats with Zenos and convinces him to help him in his mission to destroy the Source, promising him the chance to face off against the Warrior of Light one more time. &lt;br /&gt;
&lt;br /&gt;
Fandaniel confronts the Scions upon their return to the Source, warning them that he and his group of rogue Ascians, the Telophoroi, will destroy the Source using their [[Lunar Primals]], which they create by kidnapping the people of the Source and trapping them in strange towers, draining their Aether to summon the twisted versions of the Primals. Fandaniel, Zenos and the rest of the as yet unnamed Telophoroi ready to engage with the Warrior of Light, who intends to stop their coming apocalypse.&lt;br /&gt;
&lt;br /&gt;
===Endwalker (Patch 6.0)===&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
Fandaniel siphoned aether from his towers around Eorzea and concentrated them upon [[The Tower of Babil]]. Knowing the the prison of Zodiark laid upon the moon, Fandaniel used the aether to severely weaken Zodiark&#039;s binds, and had Zenos finish the job. Fandaniel then plunged into [[The Dark Inside]] and took control of Zodiark&#039;s body, and battled the Warrior of Light. The Warrior defeated the incomplete Zodiark, but the elder primal&#039;s destruction had been the Ascian&#039;s goal all along, as it recommenced the Final Days. Zodiark&#039;s death in Fandaniel&#039;s suicidal gambit marked &#039;&#039;&#039;the end of the Ascians as a threat&#039;&#039;&#039;, if any remained.&lt;br /&gt;
====Patches 6.1-6.5====&lt;br /&gt;
{{section-stub| reason=&amp;quot;Need information for this period, summarized like the other sections.&amp;quot;}}&lt;br /&gt;
No Ascians appeared in the patches.&lt;br /&gt;
&lt;br /&gt;
===Dawntrail (Patch 7.0)===&lt;br /&gt;
No Ascians appeared, marking the first expansion to not include them.&lt;br /&gt;
====Patches 7.1-7.3====&lt;br /&gt;
An unnamed Ascian appears at the end of patch 7.3. Calyx refers to an unidentified group of &amp;quot;Winterer peers&amp;quot; while speaking with this Ascian, suggesting they are in a group of some kind.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]][[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007173</id>
		<title>Vault Oneiron</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007173"/>
		<updated>2025-08-19T23:37:02Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Vault Oneiron&lt;br /&gt;
| description = Formerly an entertainment district of Living Memory, Vault Oneiron once beckoned its patrons with promises of riches untold. Now, its hypnoslot machine whirs back to life, as if to challenge treasure hunters from lands beyond to try their luck. Will its prosperous dreams manifest into your reality? Or will the nightmarish creatures within spell your doom?&lt;br /&gt;
| alt-description = [https://na.finalfantasyxiv.com/dawntrail/patch_7_3/ Patch 7.3 Special Site]&lt;br /&gt;
| weather = &lt;br /&gt;
| image = Vault Oneiron.png&lt;br /&gt;
| type = Treasure Dungeon&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-max-sync =&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = flex8&lt;br /&gt;
| unsync = false&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| entrance = Living Memory&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| modes =&lt;br /&gt;
| trust-exp = &lt;br /&gt;
| base-exp = &lt;br /&gt;
| stone-sky-sea =&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = Dawntrail&lt;br /&gt;
| echo =&lt;br /&gt;
}}&lt;br /&gt;
This duty has a similar format to the single-room &amp;quot;roulette wheel&amp;quot;-type layout that was characteristic of prior expansions&#039; second treasure dungeons, but has a slot machine in place of a roulette wheel.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Entering Vault Oneiron==&lt;br /&gt;
*Requirements: Disciples of War or Magic. No level or item level requirement, but level 100 full party (eight players) recommended.&amp;lt;!--&lt;br /&gt;
**People are free to change their combat classes and jobs inside Vault Oneiron.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vault Oneiron can be accessed after finding and opening treasure coffers obtained from [[Timeworn Gargantuaskin Map|Gargantuaskin treasure maps]] within [[Living Memory]].&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
[[File:Vault oneiron img4.png|400px|right]]&lt;br /&gt;
Upon entering the instance, players will find a hypnoslot machine that must be used to perform an invocation. Doing so will cause three outrunner screens to cycle through images, summoning different creatures to serve as a trial depending on where they stop. There is also a chance the invocation may end with your prompt removal from the vault.&lt;br /&gt;
&lt;br /&gt;
A treasure chest will appear upon defeating the enemies summoned. Only the player who opened the teleportation portal can access it.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|No three-of-a-kind || Summons a lesser notion (trash mobs).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect1.png|100px]] x 3|| Summons a greater fancy (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect2.png|100px]] x 3 || Summons an elder imagining (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect3.png|100px]] x 3 || Summons a final fantasy (single boss, harder mechanics).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect4.png|100px]] x 3 || Expels players from the vault.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect5.png|100px]] x 3 || Reveals a more grandiose vision (Fever Dream minigame).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Occasionally, one outrunner may tick one image a few seconds after stopping (i.e. a two-of-a-kind can become a three). There is a chance for the slot machine to become struck by lightning and re-roll completely.&lt;br /&gt;
&lt;br /&gt;
The fifth and final roll will always either be a Final Fantasy or an expulsion from the instance.&lt;br /&gt;
&lt;br /&gt;
If all screens are rainbow prior to rolling, an Elder Imagining or Fever Dream is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If all screens are sad faces prior to rolling, a Greater Fancy or expulsion from the instance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
===Leaving the Vault===&lt;br /&gt;
The duty will end if any of the following conditions are met:&lt;br /&gt;
*Five trials are passed and the duty is completed.&lt;br /&gt;
*The outrunners all stop on broken gem images.&lt;br /&gt;
*All party members are KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Lesser Notion===&lt;br /&gt;
*[[Vault Crab]]&amp;lt;!--lavashell--&amp;gt;&lt;br /&gt;
*[[Vault Scorpion]]&amp;lt;!--lava scorpion--&amp;gt;&lt;br /&gt;
*[[Vault Gargantua]]&lt;br /&gt;
&lt;br /&gt;
*[[Vault Agavoides]]&lt;br /&gt;
*[[Vault Tree]]&amp;lt;!--leshy--&amp;gt;&lt;br /&gt;
*[[Vault Wind Spirit]]&amp;lt;!--anila--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Bot]]&amp;lt;!--enforcement droid--&amp;gt;&lt;br /&gt;
*[[Vault Aerostat]]&lt;br /&gt;
*[[Vault Roadripper]]&amp;lt;!--mining drone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Gemkeeper]]&lt;br /&gt;
*[[Vault Acrocat]]&lt;br /&gt;
*[[Vault Bat]]&lt;br /&gt;
&lt;br /&gt;
===Greater Fancy===&lt;br /&gt;
*[[Old Bitter-eye]]&lt;br /&gt;
**[[Vault Eyeclops]]&lt;br /&gt;
&lt;br /&gt;
*[[Fastitocalon]]&lt;br /&gt;
**[[Vault Laser Cannon]]&lt;br /&gt;
&lt;br /&gt;
*[[Gwyddneu]]&lt;br /&gt;
**[[Vault Leptocyon]]&lt;br /&gt;
&lt;br /&gt;
===Elder Imagining===&lt;br /&gt;
*[[Gilded Sentry]]&lt;br /&gt;
**[[Vaultkeeper]]&lt;br /&gt;
**[[Goldy Cat]]&lt;br /&gt;
&lt;br /&gt;
*[[Great Gimme Cat]]&lt;br /&gt;
**Goldy Cat&lt;br /&gt;
&lt;br /&gt;
*[[Paeonia]]&lt;br /&gt;
**[[Paeonia Seedling]]&lt;br /&gt;
**Vault Vegetators&lt;br /&gt;
&lt;br /&gt;
===Final Fantasy===&lt;br /&gt;
*[[Mobile Fortress]]&lt;br /&gt;
*[[Spirit of Thunder]]&lt;br /&gt;
&lt;br /&gt;
==Chance Opportunities==&lt;br /&gt;
There are special enemy types that may appear during each round of combat. Depending on the summon encountered, some of these encounters are guaranteed to trigger. Players have a limited amount of time to kill these enemies for additional gil and tomestones.&lt;br /&gt;
*[[Goldy Cat]]&lt;br /&gt;
*[[Vaultkeeper]]&lt;br /&gt;
*Vault Vegetators: [[Vault Onion]], [[Vault Eggplant]], [[Vault Garlic]], [[Vault Tomato]], [[Vault Queen]] - kill from smallest to largest number&lt;br /&gt;
&lt;br /&gt;
==Fever Dream==&lt;br /&gt;
If three treasure chest icons are rolled, a Fever Dream minigame will begin. During this, players will need to run around the arena and collect a total of 100 sacks within 90 seconds. This minigame does not scale for the number of players in the duty, so it is not possible to complete it if solo.&lt;br /&gt;
&lt;br /&gt;
Completing the minigame will reward a treasure coffer containing one of the following:&lt;br /&gt;
*{{item icon|Yan Horn}}&lt;br /&gt;
*{{item icon|Gimme Kitten}}&lt;br /&gt;
*{{item icon|Mini Yan}}&lt;br /&gt;
&lt;br /&gt;
==Completion Rewards==&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Play Number !! Gil Reward !! Tomestone of Mathematics&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{gil|1000}} || {{tomestone|Mathematics|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{gil|2000}} || {{tomestone|Mathematics|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{gil|3000}} || {{tomestone|Mathematics|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{gil|4000}} || {{tomestone|Mathematics|8}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{gil|50000}} || {{tomestone|Mathematics|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Potential Rewards==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===Rare===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Yan Horn}} &lt;br /&gt;
{{Drops table row|Twilight Gemstone}}&lt;br /&gt;
{{Drops table row|Gimme Kitten}}&lt;br /&gt;
{{Drops table row|Mini Yan}}&lt;br /&gt;
{{Drops table row|The Lawnblazer}}&lt;br /&gt;
{{Drops table row|Honeysuckler}}&lt;br /&gt;
{{Drops table row|Cast Stones in Shadow Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Etched in Memory Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Fun and Games Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Figmental Weapon Coffer}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Cat Eye Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Professorial Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Tactical Goggles}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Coeurl Eyeglasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Slim Frame Glasses}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Doing the Wave}}&lt;br /&gt;
{{Drops table row|Torch}}&lt;br /&gt;
{{Drops table row|Ribboned Parasol}}&lt;br /&gt;
{{Drops table row|Corduroy Felt}}&lt;br /&gt;
{{Drops table row|Dichromatic Dye}}&lt;br /&gt;
{{Drops table row|Summerlight Linen}}&lt;br /&gt;
{{Drops table row|Dumbbell Rack}}&lt;br /&gt;
{{Drops table row|Training Bench}}&lt;br /&gt;
{{Drops table row|Chocobo Chick Fountain}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Common===&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|Dreaming in Neon I}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon II}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon III}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon IV}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron I}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron II}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron III}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Dangertek}}&lt;br /&gt;
{{music table row|Lesser Notion|A Fine Death}}&lt;br /&gt;
{{music table row|Greater Fancy|Ominous Prognisticks}}&lt;br /&gt;
{{music table row|Elder Imagining|Pathmaker}}&lt;br /&gt;
{{music table row|Final Fantasy|Torn from the Heavens}}&lt;br /&gt;
{{music table row|Chance Encounter|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Vault oneiron img1.JPG&lt;br /&gt;
Vault oneiron img2.JPG&lt;br /&gt;
Vault oneiron img3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Oneiron&#039;&#039; is Greek for &amp;quot;dream&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Treasure Dungeon}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007172</id>
		<title>Vault Oneiron</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007172"/>
		<updated>2025-08-19T23:35:50Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Vault Oneiron&lt;br /&gt;
| description = Formerly an entertainment district of Living Memory, Vault Oneiron once beckoned its patrons with promises of riches untold. Now, its hypnoslot machine whirs back to life, as if to challenge treasure hunters from lands beyond to try their luck. Will its prosperous dreams manifest into your reality? Or will the nightmarish creatures within spell your doom?&lt;br /&gt;
| alt-description = [https://na.finalfantasyxiv.com/dawntrail/patch_7_3/ Patch 7.3 Special Site]&lt;br /&gt;
| weather = &lt;br /&gt;
| image = Vault Oneiron.png&lt;br /&gt;
| type = Treasure Dungeon&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-max-sync =&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = flex8&lt;br /&gt;
| unsync = false&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| entrance = Living Memory&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| modes =&lt;br /&gt;
| trust-exp = &lt;br /&gt;
| base-exp = &lt;br /&gt;
| stone-sky-sea =&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = Dawntrail&lt;br /&gt;
| echo =&lt;br /&gt;
}}&lt;br /&gt;
This duty has a similar format to the single-room &amp;quot;roulette wheel&amp;quot;-type layout that was characteristic of prior expansions&#039; second treasure dungeons, but has a slot machine in place of a roulette wheel.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Entering Vault Oneiron==&lt;br /&gt;
*Requirements: Disciples of War or Magic. No level or item level requirement, but level 100 full party (eight players) recommended.&amp;lt;!--&lt;br /&gt;
**People are free to change their combat classes and jobs inside Vault Oneiron.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vault Oneiron can be accessed after finding and opening treasure coffers obtained from [[Timeworn Gargantuaskin Map|Gargantuaskin treasure maps]] within [[Living Memory]].&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
[[File:Vault oneiron img4.png|400px|right]]&lt;br /&gt;
Upon entering the instance, players will find a hypnoslot machine that must be used to perform an invocation. Doing so will cause three outrunner screens to cycle through images, summoning different creatures to serve as a trial depending on where they stop. There is also a chance the invocation may end with your prompt removal from the vault.&lt;br /&gt;
&lt;br /&gt;
A treasure chest will appear upon defeating the enemies summoned. Only the player who opened the teleportation portal can access it.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|No three-of-a-kind || Summons a lesser notion (trash mobs).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect1.png|100px]] x 3|| Summons a greater fancy (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect2.png|100px]] x 3 || Summons an elder imagining (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect3.png|100px]] x 3 || Summons a final fantasy (single boss, harder mechanics).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect4.png|100px]] x 3 || Expels players from the vault.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect5.png|100px]] x 3 || Reveals a more grandiose vision (Fever Dream minigame).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Occasionally, one outrunner may tick one image a few seconds after stopping (i.e. a two-of-a-kind can become a three). There is a chance for the slot machine to become struck by lightning and re-roll completely.&lt;br /&gt;
&lt;br /&gt;
The fifth and final roll will always either be a Final Fantasy or an expulsion from the instance.&lt;br /&gt;
&lt;br /&gt;
If all screens are rainbow prior to rolling, an Elder Imagining or Fever Dream is guaranteed.&lt;br /&gt;
If all screens are sad faces prior to rolling, a Greater Fancy or expulsion from the instance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
===Leaving the Vault===&lt;br /&gt;
The duty will end if any of the following conditions are met:&lt;br /&gt;
*Five trials are passed and the duty is completed.&lt;br /&gt;
*The outrunners all stop on broken gem images.&lt;br /&gt;
*All party members are KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Lesser Notion===&lt;br /&gt;
*[[Vault Crab]]&amp;lt;!--lavashell--&amp;gt;&lt;br /&gt;
*[[Vault Scorpion]]&amp;lt;!--lava scorpion--&amp;gt;&lt;br /&gt;
*[[Vault Gargantua]]&lt;br /&gt;
&lt;br /&gt;
*[[Vault Agavoides]]&lt;br /&gt;
*[[Vault Tree]]&amp;lt;!--leshy--&amp;gt;&lt;br /&gt;
*[[Vault Wind Spirit]]&amp;lt;!--anila--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Bot]]&amp;lt;!--enforcement droid--&amp;gt;&lt;br /&gt;
*[[Vault Aerostat]]&lt;br /&gt;
*[[Vault Roadripper]]&amp;lt;!--mining drone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Gemkeeper]]&lt;br /&gt;
*[[Vault Acrocat]]&lt;br /&gt;
*[[Vault Bat]]&lt;br /&gt;
&lt;br /&gt;
===Greater Fancy===&lt;br /&gt;
*[[Old Bitter-eye]]&lt;br /&gt;
**[[Vault Eyeclops]]&lt;br /&gt;
&lt;br /&gt;
*[[Fastitocalon]]&lt;br /&gt;
**[[Vault Laser Cannon]]&lt;br /&gt;
&lt;br /&gt;
*[[Gwyddneu]]&lt;br /&gt;
**[[Vault Leptocyon]]&lt;br /&gt;
&lt;br /&gt;
===Elder Imagining===&lt;br /&gt;
*[[Gilded Sentry]]&lt;br /&gt;
**[[Vaultkeeper]]&lt;br /&gt;
**[[Goldy Cat]]&lt;br /&gt;
&lt;br /&gt;
*[[Great Gimme Cat]]&lt;br /&gt;
**Goldy Cat&lt;br /&gt;
&lt;br /&gt;
*[[Paeonia]]&lt;br /&gt;
**[[Paeonia Seedling]]&lt;br /&gt;
**Vault Vegetators&lt;br /&gt;
&lt;br /&gt;
===Final Fantasy===&lt;br /&gt;
*[[Mobile Fortress]]&lt;br /&gt;
*[[Spirit of Thunder]]&lt;br /&gt;
&lt;br /&gt;
==Chance Opportunities==&lt;br /&gt;
There are special enemy types that may appear during each round of combat. Depending on the summon encountered, some of these encounters are guaranteed to trigger. Players have a limited amount of time to kill these enemies for additional gil and tomestones.&lt;br /&gt;
*[[Goldy Cat]]&lt;br /&gt;
*[[Vaultkeeper]]&lt;br /&gt;
*Vault Vegetators: [[Vault Onion]], [[Vault Eggplant]], [[Vault Garlic]], [[Vault Tomato]], [[Vault Queen]] - kill from smallest to largest number&lt;br /&gt;
&lt;br /&gt;
==Fever Dream==&lt;br /&gt;
If three treasure chest icons are rolled, a Fever Dream minigame will begin. During this, players will need to run around the arena and collect a total of 100 sacks within 90 seconds. This minigame does not scale for the number of players in the duty, so it is not possible to complete it if solo.&lt;br /&gt;
&lt;br /&gt;
Completing the minigame will reward a treasure coffer containing one of the following:&lt;br /&gt;
*{{item icon|Yan Horn}}&lt;br /&gt;
*{{item icon|Gimme Kitten}}&lt;br /&gt;
*{{item icon|Mini Yan}}&lt;br /&gt;
&lt;br /&gt;
==Completion Rewards==&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Play Number !! Gil Reward !! Tomestone of Mathematics&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{gil|1000}} || {{tomestone|Mathematics|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{gil|2000}} || {{tomestone|Mathematics|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{gil|3000}} || {{tomestone|Mathematics|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{gil|4000}} || {{tomestone|Mathematics|8}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{gil|50000}} || {{tomestone|Mathematics|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Potential Rewards==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===Rare===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Yan Horn}} &lt;br /&gt;
{{Drops table row|Twilight Gemstone}}&lt;br /&gt;
{{Drops table row|Gimme Kitten}}&lt;br /&gt;
{{Drops table row|Mini Yan}}&lt;br /&gt;
{{Drops table row|The Lawnblazer}}&lt;br /&gt;
{{Drops table row|Honeysuckler}}&lt;br /&gt;
{{Drops table row|Cast Stones in Shadow Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Etched in Memory Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Fun and Games Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Figmental Weapon Coffer}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Cat Eye Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Professorial Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Tactical Goggles}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Coeurl Eyeglasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Slim Frame Glasses}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Doing the Wave}}&lt;br /&gt;
{{Drops table row|Torch}}&lt;br /&gt;
{{Drops table row|Ribboned Parasol}}&lt;br /&gt;
{{Drops table row|Corduroy Felt}}&lt;br /&gt;
{{Drops table row|Dichromatic Dye}}&lt;br /&gt;
{{Drops table row|Summerlight Linen}}&lt;br /&gt;
{{Drops table row|Dumbbell Rack}}&lt;br /&gt;
{{Drops table row|Training Bench}}&lt;br /&gt;
{{Drops table row|Chocobo Chick Fountain}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Common===&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|Dreaming in Neon I}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon II}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon III}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon IV}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron I}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron II}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron III}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Dangertek}}&lt;br /&gt;
{{music table row|Lesser Notion|A Fine Death}}&lt;br /&gt;
{{music table row|Greater Fancy|Ominous Prognisticks}}&lt;br /&gt;
{{music table row|Elder Imagining|Pathmaker}}&lt;br /&gt;
{{music table row|Final Fantasy|Torn from the Heavens}}&lt;br /&gt;
{{music table row|Chance Encounter|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Vault oneiron img1.JPG&lt;br /&gt;
Vault oneiron img2.JPG&lt;br /&gt;
Vault oneiron img3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Oneiron&#039;&#039; is Greek for &amp;quot;dream&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Treasure Dungeon}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007171</id>
		<title>Vault Oneiron</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vault_Oneiron&amp;diff=1007171"/>
		<updated>2025-08-19T23:31:30Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = Vault Oneiron&lt;br /&gt;
| description = Formerly an entertainment district of Living Memory, Vault Oneiron once beckoned its patrons with promises of riches untold. Now, its hypnoslot machine whirs back to life, as if to challenge treasure hunters from lands beyond to try their luck. Will its prosperous dreams manifest into your reality? Or will the nightmarish creatures within spell your doom?&lt;br /&gt;
| alt-description = [https://na.finalfantasyxiv.com/dawntrail/patch_7_3/ Patch 7.3 Special Site]&lt;br /&gt;
| weather = &lt;br /&gt;
| image = Vault Oneiron.png&lt;br /&gt;
| type = Treasure Dungeon&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-max-sync =&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = flex8&lt;br /&gt;
| unsync = false&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = Unlost World&lt;br /&gt;
| entrance = Living Memory&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| modes =&lt;br /&gt;
| trust-exp = &lt;br /&gt;
| base-exp = &lt;br /&gt;
| stone-sky-sea =&lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = Dawntrail&lt;br /&gt;
| echo =&lt;br /&gt;
}}&lt;br /&gt;
This duty has a similar format to the single-room &amp;quot;roulette wheel&amp;quot;-type layout that was characteristic of prior expansions&#039; second treasure dungeons, but has a slot machine in place of a roulette wheel.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Entering Vault Oneiron==&lt;br /&gt;
*Requirements: Disciples of War or Magic. No level or item level requirement, but level 100 full party (eight players) recommended.&amp;lt;!--&lt;br /&gt;
**People are free to change their combat classes and jobs inside Vault Oneiron.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vault Oneiron can be accessed after finding and opening treasure coffers obtained from [[Timeworn Gargantuaskin Map|Gargantuaskin treasure maps]] within [[Living Memory]].&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
[[File:Vault oneiron img4.png|400px|right]]&lt;br /&gt;
Upon entering the instance, players will find a hypnoslot machine that must be used to perform an invocation. Doing so will cause three outrunner screens to cycle through images, summoning different creatures to serve as a trial depending on where they stop. There is also a chance the invocation may end with your prompt removal from the vault.&lt;br /&gt;
&lt;br /&gt;
A treasure chest will appear upon defeating the enemies summoned. Only the player who opened the teleportation portal can access it.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Outcome&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|No three-of-a-kind || Summons a lesser notion (trash mobs).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect1.png|100px]] x 3|| Summons a greater fancy (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect2.png|100px]] x 3 || Summons an elder imagining (single boss).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect3.png|100px]] x 3 || Summons a final fantasy (single boss, harder mechanics).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect4.png|100px]] x 3 || Expels players from the vault.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vault Oneiron Effect5.png|100px]] x 3 || Reveals a more grandiose vision (Fever Dream minigame).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Occasionally, one outrunner may tick one image a few seconds after stopping (i.e. a two-of-a-kind can become a three). There is a chance for the slot machine to become struck by lightning and re-roll completely.&lt;br /&gt;
&lt;br /&gt;
The fifth and final roll will always either be a Final Fantasy or an expulsion from the instance.&lt;br /&gt;
&lt;br /&gt;
If all screens are rainbow prior to rolling, an Elder Imagining or Fever Dream is guaranteed.&lt;br /&gt;
If all screens have sad faces prior to rolling, either a Greater Fancy or expulsion from the duty is guaranteed.&lt;br /&gt;
&lt;br /&gt;
===Leaving the Vault===&lt;br /&gt;
The duty will end if any of the following conditions are met:&lt;br /&gt;
*Five trials are passed and the duty is completed.&lt;br /&gt;
*The outrunners all stop on broken gem images.&lt;br /&gt;
*All party members are KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Lesser Notion===&lt;br /&gt;
*[[Vault Crab]]&amp;lt;!--lavashell--&amp;gt;&lt;br /&gt;
*[[Vault Scorpion]]&amp;lt;!--lava scorpion--&amp;gt;&lt;br /&gt;
*[[Vault Gargantua]]&lt;br /&gt;
&lt;br /&gt;
*[[Vault Agavoides]]&lt;br /&gt;
*[[Vault Tree]]&amp;lt;!--leshy--&amp;gt;&lt;br /&gt;
*[[Vault Wind Spirit]]&amp;lt;!--anila--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Bot]]&amp;lt;!--enforcement droid--&amp;gt;&lt;br /&gt;
*[[Vault Aerostat]]&lt;br /&gt;
*[[Vault Roadripper]]&amp;lt;!--mining drone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Vault Gemkeeper]]&lt;br /&gt;
*[[Vault Acrocat]]&lt;br /&gt;
*[[Vault Bat]]&lt;br /&gt;
&lt;br /&gt;
===Greater Fancy===&lt;br /&gt;
*[[Old Bitter-eye]]&lt;br /&gt;
**[[Vault Eyeclops]]&lt;br /&gt;
&lt;br /&gt;
*[[Fastitocalon]]&lt;br /&gt;
**[[Vault Laser Cannon]]&lt;br /&gt;
&lt;br /&gt;
*[[Gwyddneu]]&lt;br /&gt;
**[[Vault Leptocyon]]&lt;br /&gt;
&lt;br /&gt;
===Elder Imagining===&lt;br /&gt;
*[[Gilded Sentry]]&lt;br /&gt;
**[[Vaultkeeper]]&lt;br /&gt;
**[[Goldy Cat]]&lt;br /&gt;
&lt;br /&gt;
*[[Great Gimme Cat]]&lt;br /&gt;
**Goldy Cat&lt;br /&gt;
&lt;br /&gt;
*[[Paeonia]]&lt;br /&gt;
**[[Paeonia Seedling]]&lt;br /&gt;
**Vault Vegetators&lt;br /&gt;
&lt;br /&gt;
===Final Fantasy===&lt;br /&gt;
*[[Mobile Fortress]]&lt;br /&gt;
*[[Spirit of Thunder]]&lt;br /&gt;
&lt;br /&gt;
==Chance Opportunities==&lt;br /&gt;
There are special enemy types that may appear during each round of combat. Depending on the summon encountered, some of these encounters are guaranteed to trigger. Players have a limited amount of time to kill these enemies for additional gil and tomestones.&lt;br /&gt;
*[[Goldy Cat]]&lt;br /&gt;
*[[Vaultkeeper]]&lt;br /&gt;
*Vault Vegetators: [[Vault Onion]], [[Vault Eggplant]], [[Vault Garlic]], [[Vault Tomato]], [[Vault Queen]] - kill from smallest to largest number&lt;br /&gt;
&lt;br /&gt;
==Fever Dream==&lt;br /&gt;
If three treasure chest icons are rolled, a Fever Dream minigame will begin. During this, players will need to run around the arena and collect a total of 100 sacks within 90 seconds. This minigame does not scale for the number of players in the duty, so it is not possible to complete it if solo.&lt;br /&gt;
&lt;br /&gt;
Completing the minigame will reward a treasure coffer containing one of the following:&lt;br /&gt;
*{{item icon|Yan Horn}}&lt;br /&gt;
*{{item icon|Gimme Kitten}}&lt;br /&gt;
*{{item icon|Mini Yan}}&lt;br /&gt;
&lt;br /&gt;
==Completion Rewards==&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Play Number !! Gil Reward !! Tomestone of Mathematics&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{gil|1000}} || {{tomestone|Mathematics|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{gil|2000}} || {{tomestone|Mathematics|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{gil|3000}} || {{tomestone|Mathematics|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{gil|4000}} || {{tomestone|Mathematics|8}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{gil|50000}} || {{tomestone|Mathematics|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Potential Rewards==&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
===Rare===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Yan Horn}} &lt;br /&gt;
{{Drops table row|Twilight Gemstone}}&lt;br /&gt;
{{Drops table row|Gimme Kitten}}&lt;br /&gt;
{{Drops table row|Mini Yan}}&lt;br /&gt;
{{Drops table row|The Lawnblazer}}&lt;br /&gt;
{{Drops table row|Honeysuckler}}&lt;br /&gt;
{{Drops table row|Cast Stones in Shadow Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Etched in Memory Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Fun and Games Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Figmental Weapon Coffer}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Cat Eye Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Professorial Glasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Tactical Goggles}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Coeurl Eyeglasses}}&lt;br /&gt;
{{Drops table row|The Faces We Wear - Slim Frame Glasses}}&lt;br /&gt;
{{Drops table row|Modern Aesthetics - Doing the Wave}}&lt;br /&gt;
{{Drops table row|Torch}}&lt;br /&gt;
{{Drops table row|Ribboned Parasol}}&lt;br /&gt;
{{Drops table row|Corduroy Felt}}&lt;br /&gt;
{{Drops table row|Dichromatic Dye}}&lt;br /&gt;
{{Drops table row|Summerlight Linen}}&lt;br /&gt;
{{Drops table row|Dumbbell Rack}}&lt;br /&gt;
{{Drops table row|Training Bench}}&lt;br /&gt;
{{Drops table row|Chocobo Chick Fountain}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Common===&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|Dreaming in Neon I}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon II}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon III}}&lt;br /&gt;
{{achievement table row|Dreaming in Neon IV}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron I}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron II}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron III}}&lt;br /&gt;
{{achievement table row|Viva Vault Oneiron IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Dangertek}}&lt;br /&gt;
{{music table row|Lesser Notion|A Fine Death}}&lt;br /&gt;
{{music table row|Greater Fancy|Ominous Prognisticks}}&lt;br /&gt;
{{music table row|Elder Imagining|Pathmaker}}&lt;br /&gt;
{{music table row|Final Fantasy|Torn from the Heavens}}&lt;br /&gt;
{{music table row|Chance Encounter|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Vault oneiron img1.JPG&lt;br /&gt;
Vault oneiron img2.JPG&lt;br /&gt;
Vault oneiron img3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Oneiron&#039;&#039; is Greek for &amp;quot;dream&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Treasure Dungeon}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=947292</id>
		<title>Dragonsong&#039;s Reprise (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=947292"/>
		<updated>2025-05-30T12:30:41Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = “There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man&#039;s masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...&lt;br /&gt;
| image = Dragonsong&#039;s Reprise1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 605&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Medias Res&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.11&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;DSR&#039;&#039;&#039; or &#039;&#039;&#039;DSU&#039;&#039;&#039; and is based on [[Main Scenario Quest]] dungeon and trial bosses from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}, speak with the [[Wandering Minstrel]] in [[Old Sharlayan]] (X:12.7 Y:14.2) as a level 90 Disciple of War or Magic.&lt;br /&gt;
*Dragonsong&#039;s Reprise (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 605, equipment with an [[item level]] of at least &#039;&#039;&#039;725&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.0, Grade 2 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight, although it will be beneficial in earlier phases (e.g. phases 3-5) if there are multiple deaths.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|A-P1eXE18ko|350|right|Visual guide by Tessan Twintails}}&lt;br /&gt;
It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.&lt;br /&gt;
&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “1” can be located at the north, and “A” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Spineshatter Dive” stand to mitigate confusion and allow for quick adjustments.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics, if not outright killing the player, will inflict a crippling -50% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039; debuff is around half the damage loss versus the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The total fight length is around 22 minutes (3 minutes for phase 1, 19 minutes for phases 2-7 post-checkpoint).&lt;br /&gt;
 &lt;br /&gt;
===Phase 1: Sers [[Ser Adelphel|Adelphel]], [[Ser Grinnaux|Grinnaux]], and [[Ser Charibert|Charibert]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;, deals heavy room wide damage, and must be mitigated. &lt;br /&gt;
*&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Grinnaux&#039;&#039;&#039;. Casts a donut AoE with the only safe area within the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Tethers to a random player which can be exchanged to other players on contact. Will then charge at the tethered player and use this ability, dealing moderate damage and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and is followed up immediately by &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;: A heavy-damage multi-hit tankbuster with a small AoE that requires heavy mitigation or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; moves to the center of the arena and randomly targets four players with orange overhead markers. Shortly afterwards, he will fire a line cleave at each marked player, dealing high damage, debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, while firing a wide conal shared damage AoE directly behind him that must be shared by the unmarked players, dealing high damage and debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If the portals are too close together, they will tether and explode, wiping the party. If they are placed too close to the cardinals of the arena, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will charge through them later, exploding them and wiping the party.&lt;br /&gt;
*&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast this, knocking all players away a good distance and dealing light damage. The knockback can be prevented with anti-knockback abilities.&lt;br /&gt;
*&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will drop on the edge of the arena at a random cardinal, perform &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Execution&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; targets the highest player in his &#039;&#039;&#039;[[enmity]]&#039;&#039;&#039; list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly killed.&lt;br /&gt;
*&#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. A massive heal on &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; that needs to be interrupted with {{action icon|Interject}} or {{action icon|Head Graze}}. This is cast three times in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players, likely resulting in deaths due to the concurrent &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to two DPS.&lt;br /&gt;
**&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one DPS and one healer.&lt;br /&gt;
**&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one DPS and one tank.&lt;br /&gt;
**&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to one tank and one healer.&lt;br /&gt;
*&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. All players are hit by a large fire AoE, dealing high damage and debuffing with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Full Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; fires a point-blank circular AoE with the safe region past max melee range.&lt;br /&gt;
*&#039;&#039;&#039;The Bull&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Brightblade&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, but will stop when he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Otherwise will deal high damage that requires mitigation.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
The fight will open with Sers &#039;&#039;&#039;Adelphel &amp;amp; Grinnaux&#039;&#039;&#039; as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; at roughly the same level of HP. &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will begin by casting &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing heavy party-wide damage, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;, so players should move into his hitbox. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will tether to a random player and begin casting &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, which the off tank should pick up and turn away from the party. Once the &#039;&#039;&#039;Holy Shield Bash/Blade Dance&#039;&#039;&#039; combo goes off, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will hit all players with &#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;, dealing high damage, which should be mitigated and healed through.&lt;br /&gt;
&lt;br /&gt;
After a certain amount of time, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will leave the arena and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will target four random players with &#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won&#039;t tether or get hit by &#039;&#039;&#039;Adelphel&#039;&#039;&#039; later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, severely hindering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will soon return to the arena, landing on a random cardinal of the arena and begin to cast &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing proximity-based damage. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Next, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where &#039;&#039;&#039;Adelphel&#039;&#039;&#039; first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as &#039;&#039;&#039;Adelphel&#039;&#039;&#039; immediately follows up with &#039;&#039;&#039;Execute&#039;&#039;&#039;, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.&lt;br /&gt;
&lt;br /&gt;
Players should move the bosses back to the center of the arena, and prepare to interrupt &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, a massive heal for &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will use a second &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039; at this point, and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will try to cast a second &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. For this &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn&#039;t break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, hitting all players in a small AoE and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players overlap for this attack, they will die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will cast another &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, while &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; casts either &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; or &#039;&#039;&#039;Full Dimension&#039;&#039;&#039;. If &#039;&#039;&#039;Empty&#039;&#039;&#039;, players need to move into &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; hitbox, and if its &#039;&#039;&#039;Full&#039;&#039;&#039;, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will attempt to cast another &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren&#039;t able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with &#039;&#039;&#039;Charibert&#039;&#039;&#039; on the west side of the arena. The untargettable &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; tethers all players to him and pulls them into a &#039;&#039;&#039;Planar Prison&#039;&#039;&#039;, inflicting them with &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which will kill players immediately if they leave the prison circle.&lt;br /&gt;
&lt;br /&gt;
At this point, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, which will deal party-wide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;, dealing very high damage debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the &#039;&#039;&#039;Skyblind&#039;&#039;&#039; debuff AoE. Players need to burn down &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible before his attack finishes casting. Players will notice &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; appear on the east side of the arena and throw his &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; at the party, but [[Haurchefant]] run into the arena and block the spear, which quickly drains his HP and kills him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out party-wide damage with &#039;&#039;&#039;Shockwave&#039;&#039;&#039; that should be healed through. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts and as long as at least one player is alive, the arena will transition. The &#039;&#039;&#039;Limit Break&#039;&#039;&#039; gauge will reset, players will gain access to a third &#039;&#039;&#039;Limit Break&#039;&#039;&#039; bar and a checkpoint, the only one in the encounter. Note that players must attack &#039;&#039;&#039;Thordan&#039;&#039;&#039; for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[King Thordan]] and His [[Knights Twelve]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a narrow conal AoE that snapshots players&#039; positions when the cast bar finishes and resolves shortly after.&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; to perform a series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;: &#039;&#039;&#039;Sers Ignasse, Vellguine, Paulecrain&#039;&#039;&#039; appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Conviction&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039;, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: The &#039;&#039;&#039;Ward&#039;s&#039;&#039;&#039; [[Dragoon]]s leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE and inflicting both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets a random non-tank player without a blue marker with an untelegraphed split damage AoE.&lt;br /&gt;
**&#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039; will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, inflicting {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; to them and anyone too close to them, then follow up with &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;, a multi-hit high damage conal tankbuster that requires heavy mitigation. The tethers can be exchanged with other players by contacting the tether. Damage can be mitigated with increased distance from the knights.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide attack that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Tankbuster that debuffs with {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. This is followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, requiring a tank swap or invulnerability cooldown to survive.&lt;br /&gt;
*&#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; once again for several more attacks.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039; that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;Sacred Sever&#039;&#039;&#039;: &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;in a medium-sized AoE that is reduced by distance from Zephirin. The damage should be shared among four players with heavy mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel and Janlenoux&#039;&#039;&#039; appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.&lt;br /&gt;
**&#039;&#039;&#039;Holy Comet&#039;&#039;&#039;: &#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039; will mark two random players based on their role (either two supports, or two DPS) with a red overhead marker and the {{status effect|Prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (&#039;&#039;&#039;Holy Impact&#039;&#039;&#039;) and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;: &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039; will target four players of the same role (DPS or supports) with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict {{status effect|ice resistance down}} &#039;&#039;&#039;[[Ice Resistance Down]] II&#039;&#039;&#039; among all players hit, making overlap lethal. The ice puddles will inflict {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;The Heaven&#039;s Stake&#039;&#039;&#039;: &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and performs a knockback from the center of the arena, dealing light raidwide damage. The knockback can be prevented by {{action icon|Surecast}} or {{action icon|Arm&#039;s Length}}.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate End&#039;&#039;&#039;: An attack that deals massive damage and must be mitigated in order to survive.&lt;br /&gt;
*&#039;&#039;&#039;Broad Swing&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and knock back any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. If players do not defeat &#039;&#039;&#039;Thordan&#039;&#039;&#039; before this attack fires, the party will be wiped. &#039;&#039;Note that any shields applied to the party will be instantly removed when the cast bar fills, but there is a slight delay until the attack kills players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
At the beginning of the phase, players should pull &#039;&#039;&#039;Thordan&#039;&#039;&#039; into the center of the arena to better handle coming mechanics. He will start with &#039;&#039;&#039;Ascalon&#039;s Mercy&#039;&#039;&#039;, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting &#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;, summoning the other &#039;&#039;&#039;Knight&#039;s Twelve&#039;&#039;&#039; to the arena and becoming intangible after the cast.&lt;br /&gt;
&lt;br /&gt;
For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights, &#039;&#039;&#039;Sers Ignasse, Vellguine, and Paulecrain&#039;&#039;&#039; will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the &#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;, as their attacks are quite wide. Players must also space out for the &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039; attack, as the attack deals high damage and debuffs with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, meaning overlap will kill. At the same time these attacks are happening, &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; will charge up and use &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will reappear in the center of the arena again and prepare another &#039;&#039;&#039;Ascalon&#039;s Might Concealed&#039;&#039;&#039;. To handle this, players will have to line up to bait the cleaves and move like before. Following this, &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear and begin casting &#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;, causing several dark portals to spawn on the ground that begin to slowly grow. &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039;, the two [[Paladin]]s will drop in the center of the arena and turn to face a certain direction. This indicates where &#039;&#039;&#039;Thordan&#039;&#039;&#039; will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights will soon drop on them using &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won&#039;t reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once the &#039;&#039;&#039;Paladins&#039;&#039;&#039; drop their tethers and the tanks pick them up, they can move to either side of the safe area near &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once they reach the safe area, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;, which will require the three players to stack to mitigate damage. The &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights will then rush to the tanks and use the &#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039; combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center of the arena and immediately begin casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;, dealing high party-wide damage, so healers should be ready for this. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, a heavy-hitting tankbuster that inflicts the main tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. This is immediately followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, which will kill the tank unless swapped or an invulnerability skill is used. After this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center and use &#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;, another series of mechanics. Once all the knights have lept from the center of the arena, the two &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights and &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; the [[Dark Knight]] will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena&#039;s edge as well. Two players will be marked with either one sword or two sword markers. The two &#039;&#039;&#039;Paladins&#039;&#039;&#039; will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; both ways. During this, the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; on the first marked player, then the second, then back to the first, and back to the second. Each hit of &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; must be split amongst other players to mitigate. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawn, as both will be casting a gaze attack that will inflict {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if hit by it.&lt;br /&gt;
&lt;br /&gt;
Once parties have been corrected, one party will move to behind the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;, and the other will move opposite. Once the gaze attacks fire, the knight&#039;s will begin dashing and the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will begin attacking. Players will need to move around the edge of the arena in the same direction as the &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights to avoid the &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; left behind.&lt;br /&gt;
&lt;br /&gt;
Once the knight&#039;s attacks have been resolved, the &#039;&#039;&#039;Mage&#039;&#039;&#039; knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive &#039;&#039;&#039;Prey&#039;&#039;&#039; markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players will need to meet up with their partners, with the &#039;&#039;&#039;Prey&#039;&#039;&#039; marked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use &#039;&#039;&#039;{{action icon|Sprint}}&#039;&#039;&#039; or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a &#039;&#039;&#039;Resistance Down&#039;&#039;&#039; of their element, and kill on the second touch. The meteors as they land will deal light party-wide damage, so healers may want to raise barriers or top up on healing for this.&lt;br /&gt;
&lt;br /&gt;
A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear at this time and begin charging &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks resolve, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable again and appear to the north of the arena and begin casting &#039;&#039;&#039;Ultimate End&#039;&#039;&#039;. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, &#039;&#039;&#039;Thordan&#039;&#039;&#039; gains the &#039;&#039;&#039;Discomposed&#039;&#039;&#039; debuff, increasing his damage taken by 30%. He will move into the arena, using two &#039;&#039;&#039;Broad Swings&#039;&#039;&#039;. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039; as an enrage. &#039;&#039;&#039;Thordan&#039;&#039;&#039; must be defeated before this cast finishes, or the party will be wiped. Upon defeating &#039;&#039;&#039;Thordan&#039;&#039;&#039;, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage. Note that if Thordan is defeated when the animation for his enrage goes off, any shields on the party will be deleted and will need to be immediately re-applied for the transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Nidhogg]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039;: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;: Each player is marked with a specific number over their heads, ranging from one to three ([[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, [[File:Third in line icon1.png|link=]] &#039;&#039;&#039;Third in Line&#039;&#039;&#039;). Three random players will be marked with 1, two players will be marked with 2, and the remaining three players will be marked with 3. These debuffs indicate what order the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, indicating where a tower will spawn after the &#039;&#039;&#039;Clones&#039;&#039;&#039; dive. The tower will spawn around 3 seconds after the clone dives. Each clone dive will inflict heavy damage, {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; to the targeted players, in a medium-sized AoE. Players who are caught in others&#039; clone dives will be knocked back and instantly die.&lt;br /&gt;
**[[File:High jump target icon1.png|link=]] &#039;&#039;&#039;Dark High Jump&#039;&#039;&#039; (circle): Dives on the player, and places a tower where they are standing. &lt;br /&gt;
**[[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Dark Elusive Jump&#039;&#039;&#039; (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing. &lt;br /&gt;
**[[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039; (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing. &lt;br /&gt;
**These are assigned per number group. At least one, but no more than two number groups will have arrows, while the remaining group(s) will have all circles. A group containing arrows will always contain one of each arrow, with the remaining player (if not group two) given a circle.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039;: A &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. If a player with these debuffs soaks a tower, they will die. &lt;br /&gt;
**A later variant will spawn four towers at the intercardinals in melee range of the boss. These require multiple players to soak to prevent them from exploding ~5 seconds after spawning. Towers may require one to four players, as indicated by the number of pillars within the tower circle. The pattern of these is random, but there will always be a total of 8 pillars. If fewer than the required number of players soak a given tower, it will explode and wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Gnash and Lash / Lash and Gnash&#039;&#039;&#039;: The boss will use three sequential attacks: a stack AoE, followed by an attack either within its hitbox, or outside, depending on the name of the cast. Being hit by the latter two attacks will inflict a small amount of damage, knock the player back slightly, and inflict a crippling {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039;: A high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players with additional party mitigation to lower damage.&lt;br /&gt;
**&#039;&#039;&#039;Lashing Wheel&#039;&#039;&#039;: A donut AoE that hits the entire arena except for inside the boss&#039;s hitbox.&lt;br /&gt;
**&#039;&#039;&#039;Gnashing Wheel&#039;&#039;&#039;: A point-blank circular AoE that hits inside the boss&#039;s hitbox, making the outside safe.&lt;br /&gt;
**In other words, &#039;&#039;&#039;Gnash and Lash&#039;&#039;&#039;: stack -&amp;gt; out -&amp;gt; in. &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;: stack -&amp;gt; in -&amp;gt; out&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039;: Line AoEs fired by the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will turn towards a random player and fire a point-blank conal AoE that deals lethal damage. He will always turn south when he uses this ability the second time.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; and a random &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; spawned from the last set of &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will each tether a random player. This clone will not use &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;. The tethers can be exchanged to other players on contact. A few seconds after the tethers appear, both will use a heavy-hitting AoE tankbuster on the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Players should group in the center of the arena and pop several mitigations to handle the damage output from &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting &#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;, and each player will be targeted with a marker ranging from one to three: [[File:First in line icon1.png|link=]][[File:Second in line icon1.png|link=]][[File:Third in line icon1.png|link=]]. These marks indicate which order players will have a &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: [[File:High jump target icon1.png|link=]] &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; (indicated by a debuff with a blue circle), [[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Elusive Jump Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points downwards), and [[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Spineshatter Dive Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the &#039;&#039;&#039;Third&#039;&#039;&#039; debuff to take their tower, as the &#039;&#039;&#039;Clone&#039;&#039;&#039; landing on a player inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, and they will die if they try to soak their own tower.&lt;br /&gt;
&lt;br /&gt;
During this, the boss will cast &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;, requiring players to move into the boss&#039;s hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with &amp;quot;one&amp;quot; will move to their locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, while the players marked with &amp;quot;two&amp;quot; and &amp;quot;three&amp;quot; stack in front of the boss to mitigate &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;. Players will then move in, and back out of the boss&#039;s hitbox. Following this, the &amp;quot;three&amp;quot; marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the &amp;quot;two&amp;quot; marked players move to their own predetermined locations to prepare to drop their towers.&lt;br /&gt;
&lt;br /&gt;
For the next set of towers, as mentioned prior, the &amp;quot;two&amp;quot; players will move to their predetermined location to drop their towers, and the &amp;quot;three&amp;quot; players will move to their predetermined locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; marker and face the correct location. The &amp;quot;three&amp;quot; marked players will also need to face outwards away from the boss immediately following the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; attack, as they will mimic the player. Once they begin casting &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; casts are resolving, the boss will begin casting another &#039;&#039;&#039;Gnash/Lash&#039;&#039;&#039; combo in either order, so players will need to determine the correct movement for the attack. &amp;quot;2&amp;quot; marked players will have their &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; drop on them, then will have to move in to stack with other players to mitigate another &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;, then two of the &amp;quot;one&amp;quot; marked players will soak the &amp;quot;two&amp;quot; players towers, facing outwards to bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; once again, and moving into the boss&#039;s hitbox as needed. Finally, the &amp;quot;two&amp;quot; players and the &amp;quot;one&amp;quot; player who didn&#039;t previously take a tower will handle the &amp;quot;three&amp;quot; marked players towers and bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; a final time.&lt;br /&gt;
&lt;br /&gt;
After the towers resolve, the boss will turn towards a random player and begin casting &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.&lt;br /&gt;
&lt;br /&gt;
To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039;. After a short while, both the boss and the clone will use &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use a few more auto-attacks and another &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, and then will begin slow casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, the boss&#039;s enrage. Players will need to defeat the boss before this attack fires or they will be wiped. Some parties may initially find it necessary to use a Melee Limit Break to defeat the boss before it enrages. While this is an option when still progressing on this phase and the next one, using a Limit Break at this point in the fight will prevent further progress at a later phase, so players must eventually be able to defeat Nidhogg without relying on a Limit Break in order to complete the encounter.&lt;br /&gt;
&lt;br /&gt;
Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: The [[Eyes of Nidhogg]]===&lt;br /&gt;
Both Eyes are stationary enemies that cannot be moved and have omnidirectional hitboxes. The &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) will always spawn west at 50% maximum HP and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red) will always spawn east at 100% HP.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*[[File:Soul of friendship icon1.png|link=]] &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;: Haurchefant&#039;s spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*[[File:Soul of devotion icon1.png|link=]] &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;: Ysayle&#039;s spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff that lasts six seconds.&lt;br /&gt;
*&#039;&#039;&#039;Hatebound&#039;&#039;&#039;: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a three second debuff ([[File:Bound and determined icon1.png|link=]] &#039;&#039;&#039;Bound and Determined&#039;&#039;&#039;) that prevents further chain exchange until it expires.&lt;br /&gt;
**[[File:Clawbound icon1.png|link=]] &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red): Damage taken will result in damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Fangbound icon1.png|link=]] &#039;&#039;&#039;Fangbound&#039;&#039;&#039; (blue): Damage taken will result in healing to the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Nova&#039;&#039;&#039;: Two large yellow orbs will spawn, one next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage as the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039;: Four small blue orbs will spawn, two next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;: Cast by both eyes. Two random players with &#039;&#039;&#039;Clawbound&#039;&#039;&#039; will be hit with a medium-sized AoE that inflicts heavy damage and {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.&lt;br /&gt;
*&#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;: Heavy party-wide damage cast from both eyes and requires mitigation. Will kill players if both eyes cast this at once, requiring the Right Eye to be defeated before this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. If both eyes are not defeated before &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will appear in his dragon form and cast this ability, wiping the party.&lt;br /&gt;
====Strategy====&lt;br /&gt;
When the phase begins, players should group up around [[Alphinaud]], as [[Haurchefant]] and [[Ysayle]] will appear, targeting a random player and &#039;&#039;&#039;Alphinaud&#039;&#039;&#039; to each drop a buff, &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;, and &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;. Each buff will allow a player to inflict damage on a specific eye. Players need to obtain both buffs, and need to be careful not to die, as they will not be able to deal damage for the remainder of the fight, even if they are revived. Once players receive their buffs, they should break into their light parties, with each tank taking an eye. Players will need to spread out around the eyes. [[Estinien]] will pulse out &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing party-wide damage that also inflicts a Bleeding damage over time for a few seconds. Healers should be ready for this. Both eyes will cast &#039;&#039;&#039;Hatebound&#039;&#039;&#039;, tethering four random players to each eye. These tethers can be exchanged by players passing over one another, with a brief three second cooldown before chains can be exchanged again. Players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain will heal the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; when they receive damage, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain will deal damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; when they receive damage. In order to meet the damage check for this phase, players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain must avoid taking damage when possible, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain must take non-lethal damage when possible.&lt;br /&gt;
&lt;br /&gt;
For the first mechanic, two large yellow orbs will spawn at either side of the arena next to the eyes, and four smaller blue orbs, one to the north and south of each eye. each orb will expand four times, exploding on the fourth growth. The yellow orbs must be soaked by two players before they explode and kill the party. The blue orbs function in the same manner. To handle these orbs, two players with red tethers must soak the yellow orbs on their third growth, before they explode, dealing heavy damage to both themselves and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. One way to handle this is to have the tanks and melee DPS players take the red chains and soak each orb. If one of these players doesn&#039;t have the correct tether, they will need to swap tethers. The best way to do this is to have players with the incorrect tether move to the center of the arena (stacking on Estinien) so they are all able to swap. Players who need to swap should stay still once they are on Estinien and not &amp;quot;wiggle&amp;quot; until their debuff swaps, because the swaps are not always immediate. Healers and ranged DPS will take the blue tethers and position themselves at the north and south of their respective eyes, in line with the blue orbs. Once the tanks and melee DPS soak the yellow orbs in pairs, they will move to where they healer and ranged DPS are to pass their tether, then move directly under the eye. The healers and ranged DPS will each take their blue orbs.&lt;br /&gt;
&lt;br /&gt;
Following this, the eyes will both cast &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;, dropping a mid-sized circle AoE on two random players with a red tether, dealing heavy damage and inflicting a {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning that being hit by a second &#039;&#039;&#039;Dive&#039;&#039;&#039; will kill them. Players hit by the AoE will also die, so proper spacing is required. This mechanic will repeat three times. To handle this, all players should move towards the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, as the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; will be taking damage with each &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;. The healers and ranged DPS, who have red tethers, will surround the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, standing max melee range at the intercardinals of it. The tanks and melee DPS, who have blue tethers, should stack directly on the eye. When the first two players are hit with &#039;&#039;&#039;Dives&#039;&#039;&#039;, the two tanks will take the tethers of the players hit, with one tank scanning from northeast going clockwise to find the player they need to swap with, and the other tank scanning from northwest going counterclockwise. To make sure the tethers are passed correctly, the players moving out from the eye will move to the red tethered players&#039; position. When the swaps resolve, the players who swapped to blue will move back to stack with the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. When the next set of players are hit, the melee DPS will take those tethers, and finally the two players (the &amp;quot;flex players&amp;quot;) who were first hit will take the final set of tethers. The flex players should communicate who will take which tether, or have a priority system set up beforehand, as there is not enough time for one player to correct themselves if both flex players attempt to go to the same player to swap. After the fourth set of dives, the mechanic is finished.&lt;br /&gt;
&lt;br /&gt;
Immediately after, both eyes will begin casting &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, a heavy-hitting party-wide AoE. If both casts go off at once, the party will be wiped. Players will need to finish off the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) before the cast is finished, mitigate the damage from the remaining eye&#039;s cast, then immediately focus on the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red). Healers should be ready to heal the party. Once the other eye casts &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; will resurrect with minimal HP because players with blue chains took damage, so a ranged DPS can focus on taking it out. Both eyes will need to be defeated before the &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, or the party will be wiped out. Similar to the previous phase, a Limit Break must not be used to help clear this phase, as it will prevent further progress in the encounter. If both eyes are defeated in time, a short cutscene will play and transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[The Vault|Alternate History Vault]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, and will stop if he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Will otherwise inflict high damage that requires mitigation. Haurchefant, if alive, will also be damaged heavily by this attack.&lt;br /&gt;
*&#039;&#039;&#039;Pierce&#039;&#039;&#039;: Enrage. The &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; will kill Haurchefant once this cast resolves, looping the party back to Phase 2.&lt;br /&gt;
====Strategy====&lt;br /&gt;
This intermission phase plays out almost exactly the same as the final part of phase one; &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; and cleaving the two closest players with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;. Players will need to handle this attack as before, moving in to bait the attack, then moving to the edge of the circle to handle the AoEs that explode following the resolution of the debuff [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;. Players will need to reduce &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible to mitigate how much damage the party takes from &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, up to 24%. The difference this time is that players should have access to &#039;&#039;&#039;Limit Break Level Three&#039;&#039;&#039;, assuming it was not used earlier in the battle. When &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; shows up to block the &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;, a tank must use their third level &#039;&#039;&#039;Limit break&#039;&#039;&#039; to ensure he survives. He will take significantly reduced damage as long as the buff is up. He will also be healable, and must be kept alive. If Haurchefant is kept alive, he will pulse out &#039;&#039;&#039;Shockwave&#039;&#039;&#039; raid damage for the duration of the Planar Prison sequence, making healing more challenging than the final part of phase one. The party should distribute mitigations appropriately. Haurchefant must be near full health once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts because it will also deal significant damage to him. Afterwards, the Planar Prison will dissipate, and players must move to &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; and quickly destroy the &#039;&#039;&#039;Spear of the Fury.&#039;&#039;&#039; The &#039;&#039;&#039;Spear&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pierce&#039;&#039;&#039;, which will kill &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; if it completes casting, sending players back to phase 2, where they will wipe. Once the spear has been broken, the battle will continue after another short cutscene, transitioning to another arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Dark King Thordan===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Incarnation&#039;&#039;&#039;: Revives the three Dragons around the arena.&lt;br /&gt;
*&#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts this, increasing his damage output with [[File:Light of ascalon icon1.png|link=]] &#039;&#039;&#039;Light of Ascalon&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; calls upon his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; to perform a series of mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Twisting Dive&#039;&#039;&#039;: &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will land at a cardinal somewhere around the edge of the arena, then charge across to the other side after a short cast, knocking back and killing anyone in his path. Following this, each player will drop a small &#039;&#039;&#039;Twister&#039;&#039;&#039; where they were standing. If players come into contact with this, it will explode, instantly killing them and knocking nearby players into the edge of the arena, also killing them.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039;: Two random players will be tethered to, and the &#039;&#039;&#039;Knights&#039;&#039;&#039; will dash to them after a short while, dealing high proximity damage in a line AoE and inflicting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: Two players will be hit by this attack, debuffing them with [[File:Thunderstruck icon1.png|link=]] &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When the debuff resolves, it will deal lightning damage in a small AoE around the afflicted player, and any other player hit by this will take massive damage and receive a {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]] &#039;&#039;&#039; debuff in addition to {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: A player will receive a blue marker over their head, and shortly after will have a large AoE drop on them, dealing high damage and inflicting both {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a very short {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039;  (with marker): A player will receive a green divebomb marker over their head, indicating where &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will dive to when the marker disappears. When the cast resolves, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will divebomb to this position, knocking back and killing any who are hit by them.&lt;br /&gt;
**&#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;: Each player will be hit with a conal AoE from &#039;&#039;&#039;Thordan&#039;&#039;&#039; in the middle that deals damage and debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. &lt;br /&gt;
**&#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;: A random player that was not targeted for &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039; or &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039;, who will spit five fireballs at the player, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, killing them shortly after. Any player with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; who is hit by the fireball spits will die. If the original target for this attack dies, &#039;&#039;&#039;Vedrfolinir&#039;&#039;&#039; will randomly target other players with each subsequent fireball.&lt;br /&gt;
**&#039;&#039;&#039;Altar Flare&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; will target a player who will begin dropping large fire AoEs under them, totaling up to four. The AoEs will soon erupt, killing any who are within. If the original target for this attack dies, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will randomly target other players with each subsequent AoE.&lt;br /&gt;
**&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast a donut AoE that covers the entire arena, with the only safe zone within his hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide AoE. Heal through and heavily mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Delivers an attack that deals high damage and a &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; debuff, followed by three heavy-hitting tankbuster cleaves known as &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; once again to perform another series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Doom&#039;&#039;&#039;: Four random players will be inflicted with a twenty five second {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, which will kill them if the debuff expires. These players will have a dark red aura around them when the debuff is active, for easy visual identification. The debuff can be removed by stepping into a small white puddle which is left behind by each &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039; medium-sized white AoE.&lt;br /&gt;
**&#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;: &#039;&#039;&#039;Zephirin&#039;&#039;&#039; will throw a spear in a line AoE through the center of the arena. Anyone hit will take massive damage and be inflicted with [[File:HP recovery down icon1.png]] &#039;&#039;&#039;HP Recovery Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039; (without marker): &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge through the center of the arena in a line AoE from his starting position, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Gerrique&#039;&#039;&#039; will cast this, with the attack starting as a point-blank earthquake AoE that will expand into donut AoEs that gradually grow wider. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;Stun&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a small AoE for medium damage and inflicts {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;, making overlapping lethal.&lt;br /&gt;
**&#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;. The four players who are not afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; will be targeted with medium-sized white circle AoEs that will soon resolve and kill anyone inside. The large puddles will leave behind smaller puddles that will cleanse {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; for anyone who steps inside, which will consume the puddles. They can still be consumed by players who step in them without {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players.&lt;br /&gt;
***&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to the two farthest players from the center with Doom.&lt;br /&gt;
***&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to two players without Doom.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: Players are knocked back towards the edge of the arena from the middle.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts a gaze ability, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at him when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: A large Dragon&#039;s Eye spawns on the edge of the arena and uses an untelegraphed gaze ability at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at it when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; hits all players with a large fire AoE that deals high damage and inflicts a brief {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making an overlap lethal. Requires some mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Holy Meteor&#039;&#039;&#039;: Eight meteor circles spawn around the arena, one on each cardinal and intercardinal, indicating where a meteor will fall. They must be destroyed or they will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. Thordan must be reduced to less than three percent HP before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will appear at the center of the arena and immediately cast &#039;&#039;&#039;Incarnation&#039;&#039;&#039;, resurrecting and taking control of the three Dragons in the arena. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039; and buff himself. He will then use two auto-attacks that should be mitigated as they deal high damage. Following this, he will cast &#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;, summoning his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; and the Dragons. For the following mechanics, players need only worry about correctly dodging the various attacks as the boss will not be targetable.&lt;br /&gt;
&lt;br /&gt;
To start, &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will spawn at the edge of the arena and begin casting &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039;, two of the knights will tether to two random players, a singular player will receive a blue marker over their head, indicating a &#039;&#039;&#039;knight&#039;&#039;&#039; will drop an AoE on them, and two random players will be hit by &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;. Once &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039; completes, the Dragon will charge across the arena at the same time as the &#039;&#039;&#039;Knights&#039;&#039;&#039; move to the player they are tethered to. Shortly after the charge, each player will have a &#039;&#039;&#039;Twister&#039;&#039;&#039; spawn underneath them, as their location was snapshotted just before &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; charged. Another player will then receive a green marker over their head, indicating they will be attacked by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;, and &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;. A player will be targeted by &#039;&#039;&#039;Darkscale&#039;&#039;&#039; for &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;, while another player will be targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039;. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;. &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will begin firing five fireballs, the player targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; will begin dropping puddles, and the two Dragons will begin casting &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Finally &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; will fire in a large donut AoE. The mechanic will finish with &#039;&#039;&#039;Thordan&#039;&#039;&#039; casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; for a roomwide AoE.&lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must first identify where &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; has landed and treat this as &amp;quot;relative north&amp;quot;, then clear a space on the other side of the arena for its charge.  Tethered players will move to the opposite side of the arena to the &#039;&#039;&#039;Kight&#039;&#039;&#039; they are tethered to, while the player with the blue marker moves to the  &amp;quot;relative west&amp;quot; of the Dragon. The remaining players will move to the &amp;quot;relative east&amp;quot; edge of the arena to avoid the wide lines these attacks have. The &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Defamation&#039;&#039;&#039;, &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; and &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will all fire around the same time. Once the Dive has resolved, players should move immediately from where they are standing to avoid the &#039;&#039;&#039;Twister&#039;&#039;&#039; that spawns there. The player with the green &#039;&#039;&#039;Divebomb&#039;&#039;&#039; should move towards &#039;&#039;&#039;Charibert&#039;&#039;&#039; the mage knight and drop this at the edge of the arena. Every player will then spread out at the edge of the arena to handle &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, then wait for both the AoEs from &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; and the &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; fireballs to begin appearing. The player who begins dropping &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; AoEs will move clockwise around the edge of the arena, and the player who is hit by &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; will begin doing so as well. All other players will move towards &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and position themselves either near &#039;&#039;&#039;Thordan&#039;&#039;&#039; if they are not debuffed with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;, or towards the edge of the arena and spread out if they are. Players can use the dark runic circles on the floor of the arena to determine how close or how far to stand. Once &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; fires, players can group up for healing and mitigation to deal with &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;. At this point, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable once again.&lt;br /&gt;
&lt;br /&gt;
The boss will use an auto-attack, then cast &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, dealing heavy damage and debuffing the tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. He will then follow up with &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, forcing a tankswap to avoid taking lethal damage. This will then lead into &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;, players need to locate the warrior &#039;&#039;&#039;Guerrique&#039;&#039;&#039; and treat him once again as &amp;quot;relative north&amp;quot;. Four random players will be afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, these players will move towards the &amp;quot;relative north&amp;quot; of the arena, while the other players will move to the &amp;quot;relative south. &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will appear on the edge again and begin casting &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; again. Players will need to spread out near the waymarkers (but slightly off of them) to avoid the incoming attacks. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, dropping an AoE on each player that will kill if overlapped due to the {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; will cast &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;, dropping white puddles under non-&#039;&#039;&#039;Doomed&#039;&#039;&#039; players, &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge across the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and the first AoE of &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039; will come out. Once the second AoE fires, players should move from their current position to avoid the &#039;&#039;&#039;Twisters&#039;&#039;&#039; that spawn, and move towards the center of the arena to avoid the third AoE from &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;. At this point, a &#039;&#039;&#039;Dragon&#039;s Eye&#039;&#039;&#039; will spawn somewhere on the edge of the arena and begin casting &#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039; while &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts &#039;&#039;&#039;the Dragon&#039;s Gaze&#039;&#039;&#039;. Players need to identify where both of these attacks are coming from so as to not accidentally face them. When players are tethered together, {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; inflicted players should line themselves up with the white puddles left at the edge of the arena, with the player of the corresponding symbol on the opposite side. When the attack fires, players must be sure to move back if nessesary to cleanse their {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if the attack does not push them all the way. At the same time, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, dealing heavy fire damage in an AoE around each player. This debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so if players overlap they will die. If a player is dead when this attack goes off, a random player will be hit twice, also resulting in a death. At the same time, both gaze attacks will fire, so players must be sure to not be facing either attack before they are knocked back as they lose control for two seconds. Finally, &#039;&#039;&#039;Noudenet&#039;&#039;&#039; will summon eight &#039;&#039;&#039;Meteor Cirlces&#039;&#039;&#039; that must be destroyed immediately. The meteors fall quite quickly so this acts as a sort of soft DPS check. Once all the circles have been destroyed, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return and use another &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; to signifiy the end of the mechanic. Heal and mitigate to handle this, and prepare for another auto attack and &#039;&#039;&#039;Heavenly Heel/Ascalon&#039;s Might&#039;&#039;&#039; combo. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;, his enrage. He must be reduced to two percent HP before this finishes or he will wipe the party. When &#039;&#039;&#039;Thordan&#039;&#039;&#039; drops &#039;&#039;&#039;Ascalon&#039;&#039;&#039; and falls to one knee begging for mercy, players must stop attacking, for if he is killed here, the party will not be able to proceed to the final phase of the encounter. Once he moves away, the next phase will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Nidhogg and Hraesvelgr===&lt;br /&gt;
Both bosses have omnidirectional hitboxes and cannot be freely moved by players. For most of this phase, Nidhogg will be at the west arena wall and Hraesvelgr will be at the east wall.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsclaw&#039;&#039;&#039;: High damage auto-attack used by both Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsbreath&#039;&#039;&#039;: Each non-tank player will be tethered to either &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, who will aim a conal AoE at them, while the tanks will be struck with one of two possible kinds of tankbusters based on whether one or both Dragon&#039;s mouths are glowing. Tethers must be of a sufficient length, as indicated visually, to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Dread Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; tethers to three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Fire Breath&#039;&#039;&#039;) at them. This deals high fire damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and [[File:Boiling icon1.png|link=]]  &#039;&#039;&#039;Boiling&#039;&#039;&#039;, which resolves into a {{status effect|pyretic}}  &#039;&#039;&#039;Pyretic&#039;&#039;&#039;  debuff that deals massive damage upon movement. &#039;&#039;&#039;Boiling&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Ice Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Great Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; tethers to the other three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Ice Breath&#039;&#039;&#039;) at them. This deals high ice damage and debuffs with {{status effect|ice resistance down}} &#039;&#039;&#039;Ice Resistance Down II&#039;&#039;&#039; and [[File:Freezing icon1.png|link=]] &#039;&#039;&#039;Freezing&#039;&#039;&#039;, which will resolve into [[File:Deep Freeze icon1.png|link=]] &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;, immobilizing a player for thirty seconds. &#039;&#039;&#039;Freezing&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Fire Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;: AoE Tankbuster. Used when &#039;&#039;&#039;either&#039;&#039;&#039; Dragon&#039;s mouths are glowing during their Wyrmsbreath attack. The Dragon with the glowing mouth will use a conal AoE (&#039;&#039;&#039;Dark Breath&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;, &#039;&#039;&#039;Holy Breath&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;) through the middle of the arena, while the Dragon with the non-glowing mouth will hit their target with a large circular tankbuster AoE (&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;). Anyone aside from the primary target caught in this will be knocked back and killed.&lt;br /&gt;
**&#039;&#039;&#039;Dark Orb/Holy Orb&#039;&#039;&#039;: Split tankbuster. When both Dragons&#039; mouths are glowing, they will each fire an orb that must be split by both tanks, as each orb targets a single tank and explodes in a small AoE, inflicting damage and debuffing with either [[File:Sustained light damage icon1.png|link=]] &#039;&#039;&#039;Sustained Light Damage&#039;&#039;&#039; or [[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained Dark Damage&#039;&#039;&#039;, which will both inflict massive damage over time, and can only be nullified by the other orb.&lt;br /&gt;
**&#039;&#039;&#039;Swirling Blizzard&#039;&#039;&#039;: A large telegraphed donut AoE from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; that compresses the safe region for the Wyrmsbreath mechanics to be a circular area. Getting hit by this will deal lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Vows&#039;&#039;&#039;: Two conditions that must be upheld during the entirety of the phase. Failure to do so will cause one of the bosses to enrage and deal significantly more damage while taking significantly less damage, most likely resulting in a wipe.&lt;br /&gt;
**[[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; targets a random DPS with a small AoE and deals light damage while applying this debuff, significantly lowering their healing potency and inflicting moderate damage over time. Any additional players hit are debuffed with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken. After thirty four seconds the debuff will resolve and deal damage in a small AoE, passing the debuff to one other player within the AoE. Any additional players hit will also be debuffed with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. If the debuff is not passed to another player, it will cause &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; to enrage. Once the debuff is passed on, the original player who carried the debuff will be inflicted with [[File:Mortal atonement icon1.png|link=]] &#039;&#039;&#039;Mortal Atonement&#039;&#039;&#039;, preventing them from receiving the debuff for two minutes (effectively the remainder of the phase unless if they were the first one targeted with &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;).&lt;br /&gt;
**[[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;: If a player dies to any of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; attacks, he will enrage.&lt;br /&gt;
*&#039;&#039;&#039;Akh Afah&#039;&#039;&#039;: Each Dragon targets a healer with a stack AoE that deals high damage and debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning that overlap will wipe the party. The Dragons will also tether to one another at the beginning of the cast if there is a difference of more than three percent HP, with a purple tether if &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; has more HP and a white tether if &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; has more HP. If the Dragons are tethered by the end of the cast, the stack AoE from the higher HP boss will inflict lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;: One of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will glow, indicating that the entire half of the arena on that side will be hit by a large AoE that deals lethal damage. This resolves at the same time as &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;: Depending on whether &#039;&#039;&#039;Hrasevelgr&#039;s&#039;&#039;&#039; head is raised or lowered, he will target the two farthest or closest players respectively. These players will be hit with large circular AoE tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Wroth Flames&#039;&#039;&#039;: Three sets of three orbs will spawn, the first set in the center, then one set at a corner, followed by the final set in the opposite corner. These orbs will erupt in a cross (&#039;&#039;&#039;Flame Burst&#039;&#039;&#039;) that reaches across the entire arena set by set, and inflict moderate damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to anyone caught in the AoE. Four random players will also be debuffed with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, two others will be debuffed with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, and the remaining two players will not receive a debuff.&lt;br /&gt;
**[[File:Spreading flames icon1.png|link=]]  &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;: Four players will be inflicted with this debuff, expiring after twenty four seconds, then detonate in a small AoE that does no damage to the target player and inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. However, getting caught in another player&#039;s AoE will inflict lethal damage and a moderate knockback. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**[[File:Entangled flames icon1.png|link=]]  &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;: Two players will be inflicted with this debuff, expiring after twenty four seconds (&#039;&#039;&#039;Entangled Pyre&#039;&#039;&#039;) and requires a stack of two total players, dealing moderate magic damage and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players are not stacked when the debuff expires, the debuffed player will explode, inflicting heavy raid damage (killing anyone with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will target a random player for a set of four stack AoEs that deal high damage, requiring heavy mitigation, and drop persistent puddles. If players step in these, they will be debuffed with a lethal {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; that will shortly kill them.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing/Hot Tail&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will fire either a line AoE through the center of the arena or the top and bottom thirds of the arena, dealing lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: One or both of the Dragons will charge across their side of the arena with a breath attack, dealing high damage and inflicting either {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; or {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;, inflicting high damage over time. If players are inflicted with the opposite elemental debuff (&#039;&#039;&#039;Freezing&#039;&#039;&#039; or &#039;&#039;&#039;Boiling&#039;&#039;&#039;), the attack will deal non-lethal damage, the debuff will be removed, and the damage over time debuff will not be applied. The first player hit will take significantly more damage, requiring either a tank invulnerability or heavy mitigation to survive.&lt;br /&gt;
*&#039;&#039;&#039;Touchdown&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; lands in the center of the arena and &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; lands on the south wall of the arena, dealing moderate proximity damage.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. Both Dragons cast this. If both Dragons are not defeated before the cast finishes, the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage from the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Party-wide damage from &#039;&#039;&#039;Thordan&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Nidhogg will appear alongside Hraesvelgr, who will have two status effects: [[File:Neurolink icon2.png|link=]] &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, which is cosmetic and has no gameplay functionality, and [[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;, which will cause him to enrage if he kills any player with an attack. When the phase begins, both Dragons will use an auto-attack, then begin casting their respective breath attacks, each tethering to three random non-tank players. Players will need to move away from the Dragon they are tethered to until the tether changes from purple to orange/white. The tanks will both move to the northern half of the arena to hold enmity. They will also be watching to see if one or both of the Dragon’s jaws glow. If one is glowing and the other isn&#039;t, the glowing mouth will fire a conal AoE through the center of the arena, while the non-glowing mouth will target their respective tank with &#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;, a tankbuster. If both mouths are glowing, the tanks will need to come together to soak both &#039;&#039;&#039;Light Orb&#039;&#039;&#039; and &#039;&#039;&#039;Dark Orb&#039;&#039;&#039; to neutralize both of the [[File:Sustained light damage icon1.png|link=]][[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained&#039;&#039;&#039; damage debuffs. At the same time, tethered players will need to stack with a player of the opposite tether to neutralize the elemental debuff received. Two sets of players can move to the south of the arena with one set moving to the north, or all three sets to the south, as long as groups are properly spaced out to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
Following this, a random DPS will be inflicted with [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; with a small AoE. The debuff must be passed four times during the fight in roughly thirty second intervals, which occur after most major mechanics. Players need to determine who the debuff will be passed to and in what order, such as melee DPS to ranged DPS and back to melee. The debuff should never be passed to a healer because it inhibits healing output. Players need to spread when &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; is first applied, as anyone who is too close to to the target for the AoE will be inflicted with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken, which is essentially a death sentence.&lt;br /&gt;
&lt;br /&gt;
Following this, players will split into their light parties as the Dragons begin casting &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;. If the Dragons tether to each other, players need to be sure to bring them within three percent HP of each other, or this attack will wipe the party. Based on the color of the tether, players can easily tell which Dragon has the higher HP (white for &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, purple for &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;). These attacks should be mitigated as they deal high damage. Players can stack directly to the north and south of the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Akh Afah&#039;&#039;&#039; resolves, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will leave to either the north or south edge of the arena on either the east or west side. Shortly after, he will charge across that half of the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, killing any who are hit. At the same time one of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will begin to glow, indicating a cleave on that entire side of the arena with &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. This will leave a single quadrant of the arena as a safe zone. &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will also either raise or lower his head, indicating who he will target for &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;, a tankbuster. If his head is raised, he will target the furthest two players, and if it is lowered, he will target the two closest players. Tanks will need to adjust to bait the tankbusters, and space out to avoid overlap. Once these attacks resolve, players will need to hand off the [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff. It is recommended that they move to the center of the arena, while the rest of the party is away from the center, to avoid passing to the incorrect player. It is critical that that only the two players passing the debuff are next to each other with no other players nearby, as any additional player that is hit by the debuff expiration AoE will be inflicted with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next mechanic players will have to handle is &#039;&#039;&#039;Wroth Flames/Akh Morn&#039;&#039;&#039; and the following debuffs. Three orbs will spawn in the center of the arena, followed by another set in one of the four corners, and finally in the corner opposite of that, creating a diagonal line. Players will then be debuffed with [[File:Spreading flames icon1.png|link=]] &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, [[File:Entangled flames icon1.png|link=]] &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, or no debuff at all. When the orbs begin exploding, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Cauterize&#039;&#039;&#039; across a random side of the arena. &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; will also appear under the players, who need to remain stacked to handle these, then be ready to move out of them as they inflict a heavy &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff that will most likely kill the player inflicted. To best handle &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; at the same time as the fire orbs, players should move across the edge of the safe area and cut towards the center of the arena where the first set of orbs spawned.&lt;br /&gt;
&lt;br /&gt;
Following the resolution of the &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; and the fire orbs, the Dragons will land back in their respective locations and &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will use either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and the debuffs will resolve. Players with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039; and their partners should stack near &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;, while the other players with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039; spread out to avoid overlap. Players will need to adjust according to either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, then pass the [[File:Mortal vow icon2.png|link=]]  &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff for a second time.&lt;br /&gt;
&lt;br /&gt;
The Dragons will cast another &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;, and can be handled the same way as before. This is the last time players will need to worry about keeping both Dragons&#039; HP balanced for the rest of the phase. Following this, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; and &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039; on one side of the arena while &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; uses the opposite &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; or &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Players will need to adjust to handle where the tanks need to stand in order to bait the plumes while also avoiding the other AoEs.&lt;br /&gt;
&lt;br /&gt;
Players will then be tethered to either Dragon again, however they will need to keep their debuffs for the next mechanic. Players tethered to &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; should spread out to the north and players tethered to &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; should spread to the south, with tanks resolving their mechanics. Once the tethers resolve, both Dragons will move to the north edge of the arena and prepare a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Players will need to line up in the hitbox of the opposite Dragon they were tethered to with a tank at the front of each line, as each tank will not have a debuff to neutralize and will take full damage from the attack. To handle this, the tanks should use their invulnerability skills, with healers keeping them topped off to handle the debuff damage. If a player is debuffed with {{status effect|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; they need to remain still until the debuff falls off. &lt;br /&gt;
&lt;br /&gt;
Once the debuffs are resolved, players will need to move to a corner to avoid the proximity damage from &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; touching down in the center of the arena. Immediately following this, players will need to pass [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; for the final time. Following &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, both Dragons will begin casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, and must be defeated before the cast finishes. Once both Dragons are defeated, the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; will appear and cast &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing raid damage and inflicting bleeding. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was spared, he will reappear and absorb the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; and Hraesvelgr&#039;s, transforming into &#039;&#039;&#039;Dragon-king Thordan&#039;&#039;&#039;. During this sequence, he will use &#039;&#039;&#039;Shockwave&#039;&#039;&#039; once, dealing raid damage and also inflicting bleeding. At the end of the sequence, he will use &#039;&#039;&#039;Alternative End&#039;&#039;&#039;, dealing massive damage that must be heavily mitigated. To ensure players do not use mitigation too early, they should time their mitigation after the bleeding effect from Shockwave wears off. Afterwards, the arena will transition and the final phase will begin. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was not spared, the fight will essentially loop back to the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; phase but the party will not have access to &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039; or &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;, making the eyes unkillable and ensuring a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 7: [[Dragon-king Thordan]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Alternative End&#039;&#039;&#039;: Occurs during the transition from the previous phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Trinity&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; auto-attacks three players between each mechanic as small AoEs, the first and second in the enmity list, and the closest player, inflicting various debuffs based on their order in that list. &#039;&#039;&#039;Trinity&#039;&#039;&#039; always occurs twice between each &#039;&#039;&#039;Edge&#039;&#039;&#039; mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Highest Enmity&#039;&#039;&#039;: Inflicted with a stacking [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Second Highest&#039;&#039;&#039;: Inflicted with a stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Closest&#039;&#039;&#039;: Inflicted with stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making another hit from &#039;&#039;&#039;Trinity&#039;&#039;&#039; lethal until the {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; expires.&lt;br /&gt;
***This requires the party to cycle through baiting the attacks to avoid deaths. The tanks should swap every two auto-attacks, and the recommended order is for two acting melee DPS to bait the closest attacks, then the acting ranged DPS, and finally the healers, before repeating the cycle. This will give enough time for the debuffs to fall off the first player who baited them.&lt;br /&gt;
*&#039;&#039;&#039;Edge Attacks&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use various attacks mixed with &#039;&#039;&#039;In/Out&#039;&#039;&#039; mechanics, determined by what element &#039;&#039;&#039;Thordan&#039;s&#039;&#039;&#039; swords are infused with. If the swords are covered in ice (&#039;&#039;&#039;Ice of Ascalon&#039;&#039;&#039;), players need to move into the boss&#039;s hitbox to dodge a donut AoE, and out if the swords are covered with fire (&#039;&#039;&#039;Flames of Ascalon&#039;&#039;&#039;), to dodge a point-blank AoE.&lt;br /&gt;
**&#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;: Three tri-directional circle AoEs spawn around the boss, and fire a series of moving circle AoEs in the direction of the arrows. Any player hit by these will die.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three towers that need to be soaked by multiple players: two red towers should have three players each, while the blue tower should have both tanks. Each tower will hit players within multiple times dealing heavy stack damage that requires mitigation, starting at five and increasing by one with each cast (up to seven). If a tower does not have any people, it will explode and the party will wipe.&lt;br /&gt;
**&#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three proximity AoEs in sequence that will explode in order, killing any player who is too close and inflicting a large amount of party-wide damage otherwise, requiring mitigation.&lt;br /&gt;
**For each of these attacks, the three AoEs/towers will spawn always relative to where the boss is facing: one behind, one northeast, and one northwest.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;: Enrage. Three yellow towers will spawn around the boss and must be soaked by one player each or the party will instantly wipe. Any player within the towers will die upon the cast finishing. The towers must continue to be soaked until all players are dead and the party is wiped or the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Though this phase is relatively simple in terms of its mechanics, it requires players to handle high damage output and evade reactionary mechanics. To open the phase, players must group together and heavily mitigate the damage from the stage transition, which also inflicts a heavy {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. once the boss is targetable, players will need to handle the first set of &#039;&#039;&#039;Trinity&#039;&#039;&#039; attacks, then the in/out mechanic for &#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;. Each cast of this ability can be handled the same way, by moving to either side of the southern &#039;&#039;&#039;Exaflare&#039;&#039;&#039;, then move in to where its hitbox previously was once it fires. Following this, players will move further south to where the two diamond patterns on the floor meet to avoid the remaining flares, then move in to prepare for the next set of &#039;&#039;&#039;Trinities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, players will handle &#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;, moving to have the correct amount/role of players in their respective towers. The in/out mechanic will take place, then the circles will fire five times. Mitigate the &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; hits, and be careful not to leave the AoEs before the attack finishes, or everyone will take a massive party-wide hit. Once again, players will move to handle the incoming &#039;&#039;&#039;Trinity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;, players must simply identify the order and location that the proximity markers drop in, and move around the arena, never moving more than max melee range to the center of the arena. This mechanic requires mitigation and healing as well. To handle, players must move in or out of the boss&#039;s hitbox, and then be prepared to move out as soon as that portion of the attack resolves. Following this attack&#039;s resolution, players must handle &#039;&#039;&#039;Trinity&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat three times, and then the boss will enrage, casting &#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;. For this attack, each tower must be soaked by one player, killing them when the cast resolves. If a player is not in each tower, the party will wipe when the cast finishes. Players will need to push hard to meet this DPS check if the boss&#039;s HP is still high. These circles will continue to spawn until either players are unable to mitigate the circles, or the boss is defeated. After the first two tower sets, the remaining two alive players should not soak the towers, and instead let them explode, as this buys an additional second to damage the boss.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Dragonsong Token}}&lt;br /&gt;
* [[Dragonsong&#039;s Reprise Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Dragonsong&#039;s Reprise (Ultimate). This restriction was removed in [[Patch 6.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for [[Ultimate Weapons of the Heavens]].&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|As Suits a Hero}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The World&#039;s First clear was by the static &#039;&#039;Neverland&#039;&#039; on 5/2/2022.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1521111280681115648?s=20&amp;amp;t=Pt89PviK8OEk3CjrlbFwjw&amp;lt;/ref&amp;gt; After the use of third party tools (including user interface modifications and text-to-speech callouts) in violation of the ToS was confirmed by the community, producer/director YoshiP issued a statement.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/36c4d699763603fadd2e61482b0c5d56cb2e4547 Regarding Third-party Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; I&#039;ll cut you to pieces! (&#039;&#039;upon pull&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; The power! It fills me! (&#039;&#039;casting first Holiest of Holy&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Witness me! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; How was that? (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Down with you! (&#039;&#039;first Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Ahahahahahahaha! (&#039;&#039;second Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Hahaha! (&#039;&#039;after Hyperdimensional Slash&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Let us see how you handle this! (&#039;&#039;Shining Blade&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;before Burning Chains&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Begone with you! (&#039;&#039;Heavensflame&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; In pursuit of the archbishop, the Warrior of Light journeyed to Azys Lla, where s/he confronted a primal born of the power of the Eye: King Thordan and his knights twelve. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Your feeble light shall fade before my brilliance! (&#039;&#039;upon pull&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
During Phases 2 and 5, Thordan will occasionally say the following when being damaged. These lines are &#039;&#039;&#039;voice acted&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; What?&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Gah!&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; &#039;&#039;grunts&#039;&#039;&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Strength of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Strength of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; Scamper all you will. My lance will find you... (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; Charge! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Paulecrain? (white single ponytail):&#039;&#039;&#039; Ser Vellguine! On your mark! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Janlenoux:&#039;&#039;&#039; Ever and always, Brother! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; With me, Ser Janlenoux! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Gahahaha! (&#039;&#039;Dimensional Collapse&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Hermenost:&#039;&#039;&#039; Surging aether, become searing light! (&#039;&#039;Conviction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Sanctity of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Sanctity of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; O Ascalon! Drink deep of the power of slumbering gods! (&#039;&#039;start of Fire/Ice&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I shall turn you into ash! (&#039;&#039;Heavens&#039; Stake&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my knights! (&#039;&#039;before Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I shall bury you and your beliefs! (&#039;&#039;Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Y-You survived my divine reckoning!? Impossible! (after &#039;&#039;Ultimate End&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; This is the power of light? No... if I must fall, then so shall you! (&#039;&#039;Aetheric Burst&#039;&#039;, first sentence is &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Impossible! (&#039;&#039;defeat&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Though s/he emerged victorious, his/her comrade&#039;s body was claimed to Nidhogg, who brought his unbridled rage to bear against Ishgard. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thy final verse is sung! (&#039;&#039;Final Chorus&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Ahm in ??? fhail! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thou hast survived my song... Curse thee and thine eye, Hraesvelgr! (&#039;&#039;after Final Chorus&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; All will perish! (&#039;&#039;Dive from Grace&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; ??? (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; I would ask one last favor of you, Warrior of Light... (&#039;&#039;response&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Finish me... (&#039;&#039;spirits of Haurchefant and Ysayle appear&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Now, while I have the beat subdued! (&#039;&#039;Eyes of Nidhogg appear as targets&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; At long last, this flesh belongeth to me! And now, wicked mortals-my dirge shall usher you unto your doom! (&#039;&#039;Enrage&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Undone by mortal will. Whither now...? (&#039;&#039;defeat&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did one song draw to a close. But here and now, this minstrell shall perform another-a song of imagination transcending... (&#039;&#039;returning to the Vault&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; You... you are unharmed? Thank goodness... (&#039;&#039;after being saved from Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; &#039;Tis said that there are no ifs in history, yet man is wont to dream. Let us dream, then, of a future where a dear comrade lived... (&#039;&#039;beginning of the Alternate Dragonsong War&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Vile dragons! My reign begins with your end! (&#039;&#039;Incarnation&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My reign begins! (&#039;&#039;Incarnation&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Vidofnir:&#039;&#039;&#039; In the name of King Thordan... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Darkscale:&#039;&#039;&#039; What is thy bidding? (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Verdfolnir:&#039;&#039;&#039; Glory be to the Fury... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Wrath of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Wrath of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; You are mine! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; None shall escape! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I will turn you into ash! (&#039;&#039;Altar Pyre&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Blood and steel! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Tell me, Warrior of Light. How do you propose to end this conflict? (&#039;&#039;after casting Ancient Quaga&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Death of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Death of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; You defy the only rightful god! (&#039;&#039;Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;preparing Heavensflame&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Begone, pests! (&#039;&#039;Faith Unmoving&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Noudenet:&#039;&#039;&#039; Heavens rain death upon you! (&#039;&#039;Holy Meteor&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; If you believe that eliminating me will undo a thousand years of strife and suffering, then you are a fool. (&#039;&#039;Heavenly Heel&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I yield... Have mercy, I beg you... (&#039;&#039;upon being brought below 3% health&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hmph, your compassion will be the end of you... (&#039;&#039;if spared&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; A single life can alter the course of history... Enslaved by an ancient relic, the great wyrm Hraesvelgr descended upon Ishgard at his vengeful brother&#039;s side. (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Wriggling maggots! I shall grind you to paste in my jaws! (&#039;&#039;first appearance&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Mykh errn! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I swore to Shiva-swore that I would not take the lives of men... Stop me, I prithee! (&#039;&#039;Akh Afah&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I thank thee, Servant of Hydaelyn... Now I may go to be with my beloved...&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hahahaha! By the power of mine enemy&#039;s eyes, I am become a god eternal! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Will there never be peace between man and dragon...? (&#039;&#039;King Thordan absorbs the eyes of Nidhogg and Hraesvelgr&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; We must see Estinien to safety! (&#039;&#039;running to Estinien&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did a dreadful new divinity arise-one endowed with the nigh-irrepressible life force of two great wyrms... (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Purge the tainted with the light of sorrow immeasurable! (&#039;&#039;Exaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Consign the wicked with the light of rancor unquenchable! (&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Scorch the earth with the light of regret unfathomable! (&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; Your time is come! Eyes of mine enemy, bring oblivion unto the unbelievers! (&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Cutscene&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; So ends an alternate chapter in their tale. What lessons, dear listener, might we derive from this Dragonsong reimagined? Be it that of man or dragon, all life is precious, and the loss of loved ones shall ever darken the hearts of those left behind. Yet death is not the end of what was wrought. The memories forged, the affection shared, the hope inherited... Such things grant us the strength to walk unto the morrow, and there is no greater proof of this than the Warrior of Light&#039;s journey. From the fantastical works of a wandering minstrel. &#039;&#039;Heavensward: A Reimagining&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
DSR.png&lt;br /&gt;
DSR boss.png&lt;br /&gt;
DSR phase 1.png&lt;br /&gt;
DSR phase 6.jpg&lt;br /&gt;
Dragon-king Thordan render.png&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 16, 2022, the encounter was cleared using only one healer and five DPS instead of the usual two healers and four DPS. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Jh9r53b6q_c&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/dsr/ North America Party Finder Strategies]&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: The Vault Knights&lt;br /&gt;
**Playstation knockback:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dsr p1.png|200px]]&lt;br /&gt;
**Planar Prison: &amp;quot;HMRT EWEW&amp;quot;&lt;br /&gt;
***First, the healers take the protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Second, melee DPS take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
***Third, ranged DPS take their protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Finally, tanks take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
&lt;br /&gt;
*Phase 2: King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=175561044175561&amp;amp;preview=1 Strength of the Ward]&lt;br /&gt;
***Please note that the toolbox is inaccurate for waymarks and group priorities.&lt;br /&gt;
***Waymarks: Placed on cardinals and intercardinals, but starting from north going clockwise, the order is ABCD1234, not A1B2C3D4&lt;br /&gt;
***Group priorities: G1 NW CCW (Numbers); G2 N CW (Letters)&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=840061660351561&amp;amp;preview=1 Sanctity of the Ward Part 1: Dashes]&lt;br /&gt;
***G1 away from dark knight&lt;br /&gt;
***G2 towards dark knight&lt;br /&gt;
***Role swap for sword markers&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=050062490351561&amp;amp;preview=1 Sanctity of the Ward Part 2: Meteors and Towers]&lt;br /&gt;
&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=375562215175561&amp;amp;preview=1#4 Nidhogg]&lt;br /&gt;
**Up arrow debuff stands east&lt;br /&gt;
**Down arrow debuff stands west&lt;br /&gt;
**Arrow priority overrides initial positions&lt;br /&gt;
&lt;br /&gt;
*Phase 4: [https://raidplan.io/plan/8z6l3K14M-v5NOnz Eyes]&lt;br /&gt;
**Melees and tanks will walk to ranged players to pass, after popping yellow orb.&lt;br /&gt;
&lt;br /&gt;
*Phase 5: Dark King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=055565203865561&amp;amp;preview=1 Wrath of the Heavens]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=655564591965561&amp;amp;preview=1 Death of the Heavens]&lt;br /&gt;
**[https://cdn.discordapp.com/attachments/991078812903165982/1137091025287008326/edit.png Earthquake dodges for DotH]&lt;br /&gt;
&lt;br /&gt;
*Phase 6: [https://ff14.toolboxgaming.space/?id=426762112878561&amp;amp;preview=1 Nidhogg and Hraesvelgr]&lt;br /&gt;
**Group 1 initially attacks Nidhogg and stacks north for Akh Afah. Group 2 initially attacks Hraesvelgr and stacks south for Akh Afah.&lt;br /&gt;
**Mortal Vow pass order: XTTMR&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Wroth Flames mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
**Wyrmsbreath 2 in the toolbox is outdated as &amp;quot;[https://media.discordapp.net/attachments/968960770551463976/1047711267902738522/CB593476-1DDF-4A21-9A47-5FF6FB316150.png Static WB2]&amp;quot; is now the preferred strategy.&lt;br /&gt;
&lt;br /&gt;
*Phase 7: [https://ff14.toolboxgaming.space/?id=448767858029561&amp;amp;preview=1 Dragon-king Thordan]&lt;br /&gt;
**Please note that Party Finder uses the &amp;quot;611&amp;quot; strategy for Akh Morn&#039;s Edge, which is not reflected in the toolbox.&lt;br /&gt;
**Akh Morn 1: Group 1 northwest red tower, group 2 northeast red tower, tanks south blue tower&lt;br /&gt;
**Akh Morn 2/3: Party northwest red tower, invulning tank south blue tower, non-invulning tank northeast red tower&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1sUEuFDGa_Qg4SYHo4y7b4oEvUGvmhkUMn2rPdXdWEo0/edit#gid=1960553822 Mitigation spreadsheet]&lt;br /&gt;
*[https://github.com/WCGH/Dragonsong-Sim/releases Downloadable offline simulator for phase 3, 5, and 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Anabaseios:_The_Twelfth_Circle_(Savage)&amp;diff=935939</id>
		<title>Anabaseios: The Twelfth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Anabaseios:_The_Twelfth_Circle_(Savage)&amp;diff=935939"/>
		<updated>2025-05-09T10:30:49Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* link= Pallas Athena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Anabaseios (Savage)|Anabaseios: The Twelfth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Anabaseios: The Twelfth Circle (Savage)&lt;br /&gt;
| description = While Nemjiji is plainly in awe at your bravery and relieved that the realm is saved once more, she seems almost disappointed in your descriptions of the chief keyward&#039;s prowess in battle. As you finish your recounting she lets out a despondent sigh before perking up and taking up her quill with aplomb, muttering to herself, “Nothing a little imagination cannot fix...”&lt;br /&gt;
| image = Anabaseios_The_Twelfth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 640&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Poetics&lt;br /&gt;
| duty-finder = Savage Raids (Endwalker)&lt;br /&gt;
| location = Ascension, Apex of Creation&lt;br /&gt;
| region = The Northern Empty&lt;br /&gt;
| req-other = Talk to [[Nemjiji]] after completing {{questlink|feature|Guided by the Past}}&lt;br /&gt;
| patch = 6.4&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P12S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|5gAz-1cIKOE|350|right|Phase 1 animated guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|APVfpo8NPHQ|350|right|Phase 1 tips by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|O3_V1DwPA1I|350|right|Phase 2 animated guide by Hector Hectorson}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Theos: [[Athena (boss)|Athena]]===&lt;br /&gt;
Players should assign light parties, spread spots where tanks/melees are north and ranged/healers are south, and pairs of players consisting of tanks with melees and healers with ranged DPS.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for players to fall off the arena to their death, although they can be resurrected after a moderate delay. The arena is a 2x4 arrangement of rectangular tiles, which is important for some mechanics.&lt;br /&gt;
&lt;br /&gt;
Failing most mechanics will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paradeigma 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039;: Heavy raidwide damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Paradeigma&#039;&#039;&#039;: Summons four yellow crystals, each spawning an untargetable &#039;&#039;&#039;Anthropos&#039;&#039;&#039; add. These adds will all move to either the north or south half of the arena (two on the left and two right). Two at a time, these adds will target the two nearest players to them with a two line AoEs (&#039;&#039;&#039;White Flame&#039;&#039;&#039;) that inflict high damage and {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Trinity of Souls&#039;&#039;&#039;: Three of the boss&#039;s wings will begin glowing sequentially, telegraphing a half-room cleave based on which wing glows. Compared to Normal mode, if one of the bottom wings is the first to glow, the boss will rotate 180 degrees between each cleave, requiring the party to dodge into what would have been the unsafe half of the room for the second wing cleave. Note that the first usage of this ability will &#039;&#039;&#039;always&#039;&#039;&#039; be bottom-to-top.&lt;br /&gt;
*The party must bait the line AoEs to prevent overlap while dodging the half-room cleaves. A common strategy is have both tanks stack on the half of the room the adds are in and use their invulnerability cooldowns. Each set of four lasers should bait on the tanks and away from the party, greatly simplifying the mechanic.&lt;br /&gt;
*Note that the main tank will be inflicted with a {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; from the line AoEs that persists for one boss auto-attack, which deals magical damage. They must use heavy personal mitigation and receive targeted mitigation from the off-tank and healers to survive this auto-attack, as their invulnerability cooldown will have expired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paradeigma 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradeigma&#039;&#039;&#039;: Summons four blue crystals and two red crystals, each spawning an untargetable &#039;&#039;&#039;Anthropos&#039;&#039;&#039; add. The adds from the blue crystals will position near the cardinals off the wall. &lt;br /&gt;
*&#039;&#039;&#039;Engravement of Souls&#039;&#039;&#039;: Assigns various debuffs to players:&lt;br /&gt;
**One random support and one random DPS will have [[File:Astralbright soul icon1.png|link=]] &#039;&#039;&#039;Astralbright Soul&#039;&#039;&#039;.&lt;br /&gt;
**Another random support and DPS will have [[File:Umbralbright soul icon1.png|link=]] &#039;&#039;&#039;Umbralbright Soul&#039;&#039;&#039;.&lt;br /&gt;
**When these debuffs expire, the targeted players will emit a small AoE that inflicts {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and spawns a dark or light-aspected tower corresponding to their debuff. These towers must be quickly soaked by a player with the opposite color &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff, or they will explode (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;) and wipe the raid, i.e. dark towers must be taken with [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039; and light towers must be taken with [[File:Astral tilt icon.png|link=]] &#039;&#039;&#039;Astral Tilt&#039;&#039;&#039;. Players who correctly soak a tower will take minor damage (&#039;&#039;&#039;Astral Advance&#039;&#039;&#039; / &#039;&#039;&#039;Umbral Advance&#039;&#039;&#039;) and have their tier &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff color swapped. The players who previously had the &#039;&#039;&#039;Soul&#039;&#039;&#039; debuffs will also receive a &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff the same as their initial color. &lt;br /&gt;
**The players without any initial debuffs will each be tethered to one add at the edge of the arena. Two adds will have light tethers, and the others will have dark tethers. These players must stretch their tethers (indicated visually) to reduce the proximity damage from a line AoE (&#039;&#039;&#039;Shadowsear&#039;&#039;&#039; / &#039;&#039;&#039;Searing Radiance&#039;&#039;&#039;) that the add will use on them. Being hit with a line AoE will inflict {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and the corresponding [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039; or [[File:Astral tilt icon.png|link=]] &#039;&#039;&#039;Astral Tilt&#039;&#039;&#039; based on the tether color, allowing these players to soak the towers.&lt;br /&gt;
**To resolve this mechanic, the tethered players should stretch their tethers straight through the boss&#039;s hitbox. The players with &#039;&#039;&#039;Tilt&#039;&#039;&#039; need to position near a tethered player whose tether color is opposite their debuffs (due to the role targeting, a simple priority system can be used, e.g., DPS NW scanning counterclockwise, supports NE scanning clockwise).&lt;br /&gt;
**The line AoEs and tower debuffs will resolve at the same time. The previously tethered players need to soak their partner&#039;s tower. Soon after, all &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuffs will expire.&lt;br /&gt;
**Meanwhile, the adds from the red crystals will appear on alternating columns at the north side of the arena. They will use an untelegraphed line AoE (&#039;&#039;&#039;Ray of Light&#039;&#039;&#039;) through their column, so the party will need to dodge to one without an add.&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Glaukopis&#039;&#039;&#039;: A telegraphed, heavy-hitting line AoE tankbuster that hits twice and inflicts {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring a tank swap during the cast. The main tank needs to {{action icon|Provoke}} back after the second hit to prevent the off-tank from dying to the boss&#039;s subsequent auto-attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superchain Theory I&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superchain Theory I&#039;&#039;&#039;: Spawns four blue clusters in the intercardinals, each chained (with various lengths) to various objects. Each object will gradually move towards its cluster. When it touches it, the cluster will use an AoE based on the object. Shorter chains will resolve faster than longer chains, and some objects will be tethered to two objects with same length chains, causing them to both resolve at once.&lt;br /&gt;
**&#039;&#039;&#039;Green orb&#039;&#039;&#039;: A large point-blank AoE from the cluster, requiring players to move away from it (same as Normal mode).&lt;br /&gt;
**&#039;&#039;&#039;Blue donut&#039;&#039;&#039;: A donut AoE centered on the cluster, requiring players to move near it (same as Normal mode).&lt;br /&gt;
**&#039;&#039;&#039;Orange spiked ball&#039;&#039;&#039;: Each player will be hit with a narrow conal AoE (&#039;&#039;&#039;Superchain Radiation&#039;&#039;&#039;) that inflicts moderate damage and {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring the party to spread around the cluster. Note that if fewer than 8 players alive, one random player will receive two hits and die.&lt;br /&gt;
**&#039;&#039;&#039;Purple jack&#039;&#039;&#039;: Either all DPS or supports with be hit with a narrow conal AoE (&#039;&#039;&#039;Superchain Emission&#039;&#039;&#039;) that deals split damage and {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring pairs of DPS and supports to spread around the cluster.&lt;br /&gt;
**The party should first locate the blue cluster with two short chains. It will always be connected to one &#039;&#039;&#039;green orb&#039;&#039;&#039; or &#039;&#039;&#039;donut&#039;&#039;&#039;, and one &#039;&#039;&#039;orange spiked ball&#039;&#039;&#039; or &#039;&#039;&#039;purple jack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engravement of Souls&#039;&#039;&#039;: Assigns various debuffs to the party, based on their role group (DPS or supports):&lt;br /&gt;
**&#039;&#039;&#039;Role group 1&#039;&#039;&#039; (one debuff per player):&lt;br /&gt;
***One player receives [[File:Astralbright soul icon1.png|link=]] &#039;&#039;&#039;Astralbright Soul&#039;&#039;&#039; and another receives  [[File:Umbralbright soul icon1.png|link=]] &#039;&#039;&#039;Umbralbright Soul&#039;&#039;&#039;, which function as before.&lt;br /&gt;
***One player receives [[File:Astralstrong soul icon1.png|link=]] &#039;&#039;&#039;Astralstrong Soul&#039;&#039;&#039; and another receives  [[File:Umbralstrong soul icon1.png|link=]] &#039;&#039;&#039;Umbralstrong Soul&#039;&#039;&#039;. When these debuffs expire, the boss will target the players with a narrow, split-damage line AoE (&#039;&#039;&#039;Astral Impact&#039;&#039;&#039; / &#039;&#039;&#039;Umbral Impact&#039;&#039;&#039;) that should be shared between four players. To survive, players must have the opposite color &#039;&#039;&#039;Tilt&#039;&#039;&#039; or &#039;&#039;&#039;Soul&#039;&#039;&#039; debuff. For example, the [[File:Astralstrong soul icon1.png|link=]] &#039;&#039;&#039;Astralstrong Soul&#039;&#039;&#039; (dark) laser will be shared with the one player with [[File:Umbralbright soul icon1.png|link=]] &#039;&#039;&#039;Umbralbright Soul&#039;&#039;&#039; and two players with [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039;. All players with &#039;&#039;&#039;Tilt&#039;&#039;&#039; will have their debuff color swapped, while the others will be given a &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff matching the color of their laser they soaked.&lt;br /&gt;
**&#039;&#039;&#039;Role group 2&#039;&#039;&#039; (two debuffs per player):&lt;br /&gt;
***Two players receive [[File:Astral tilt icon.png|link=]] &#039;&#039;&#039;Astral Tilt&#039;&#039;&#039; and the other two receive [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039;.&lt;br /&gt;
***All four players receive [[File:Heavensflame soul icon.png|link=]] &#039;&#039;&#039;Heavensflame Soul&#039;&#039;&#039;. When this debuff expires, the players will be hit with a medium-sized AoE (&#039;&#039;&#039;Theos&#039;s Holy&#039;&#039;&#039;) that inflicts moderate damage and {{status effect|Magic Vulnerability Up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring them to spread away from others.&lt;br /&gt;
&lt;br /&gt;
*Once the debuffs are assigned, the chains will begin moving.&lt;br /&gt;
*From their starting cluster, the party should either fully spread around the cluster or stack with their partners while being either close or away from it, based on the two objects that it is tethered to.&lt;br /&gt;
**For example, if the cluster is tethered to a green orb and orange spiked ball, the party will fully spread away from the cluster to dodge the point-blank AoE and safely resolve the conal AoEs (proteans). Melees should be at the front, facing the boss, and ranged at the back.&lt;br /&gt;
*Afterwards, the party will rotate 90 degrees (clockwise or counterclockwise) to the &#039;&#039;&#039;cluster only tethered to a blue donut&#039;&#039;&#039;. Here, the laser debuffs will resolve.&lt;br /&gt;
**While remaining near to the cluster to dodge the donut AoE, the party will split into two groups.&lt;br /&gt;
**[[File:Astralstrong soul icon1.png|link=]] + [[File:Umbralbright soul icon1.png|link=]] + 2 [[File:Umbral tilt icon1.png|link=]]: &#039;&#039;&#039;left&#039;&#039;&#039;&lt;br /&gt;
**[[File:Umbralstrong soul icon1.png|link=]] + [[File:Astralbright soul icon1.png|link=]] + 2 [[File:Astral tilt icon1.png|link=]]: &#039;&#039;&#039;right&#039;&#039;&#039;&lt;br /&gt;
**An easy way to remember this is to look at the debuff icons themselves. The location of the tower or person (left or right) will tell you where to stand. For the laser debuffs, imagine the laser coming from the top (from the boss) and aiming downwards.&lt;br /&gt;
*After the lasers resolve, the party will rotate in the same direction to the &#039;&#039;&#039;cluster tethered to both a green orb and blue donut&#039;&#039;&#039;. Based on the length of the chains, this will be either an out-then-in dodge, or vice versa. While dodging these AoEs, the party will need to gravitate towards their final positions to resolve the &#039;&#039;&#039;Astralbright/Umbralbright Soul&#039;&#039;&#039; and &#039;&#039;&#039;Heavensflame Soul&#039;&#039;&#039; debuffs.&lt;br /&gt;
**The players with &#039;&#039;&#039;Astralbright/Umbralbright Soul&#039;&#039;&#039; should drop their towers in predictable locations to avoid clipping others and for their partner to know where to find the tower. The most common method is for [[File:Umbralbright soul icon1.png|link=]] to go left and [[File:Astralbright soul icon1.png|link=]] to go right, similarly as before. The towers should be placed on the cardinals at max melee range.&lt;br /&gt;
**After the towers are dropped, the two players that &#039;&#039;previously&#039;&#039; had [[File:Astralstrong soul icon1.png|link=]][[File:Umbralstrong soul icon1.png|link=]] &#039;&#039;&#039;Astral/Umbralstrong Soul&#039;&#039;&#039; will need to soak the opposite color tower from their &#039;&#039;&#039;Tilt&#039;&#039;&#039;. (When dodging the AoEs, these players should avoid being near the cardinals to prevent the tower drop AoE from clipping them).&lt;br /&gt;
**The four players with [[File:Heavensflame soul icon.png|link=]] &#039;&#039;&#039;Heavensflame Soul&#039;&#039;&#039; should spread away from others. For example, tanks/melees can run through the boss&#039;s hitbox and spread to the opposite cardinals, while ranged/healers can spread near the corner of the arena. Because these debuffs are role-restricted, it is possible to pre-assign everyone spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trinity of Souls&#039;&#039;&#039; is used again. This will randomly be a top-to-bottom pattern (Normal mode) or a bottom-to-up pattern, so players need to identify the pattern and dodge accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Peridialogos / Apodialogos&#039;&#039;&#039;: One of these attacks will be used. Both is a combination shared tankbuster and party stack. This requires mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Peridialogos&#039;&#039;&#039;: The closest player is hit with a shared AoE tankbuster, while the furthest player is hit with a split damage AoE. The tanks should stack directly inside the middle of the hitbox, while the party moves to max melee range.&lt;br /&gt;
**&#039;&#039;&#039;Apodialogos&#039;&#039;&#039;: The furthest player is hit with a shared AoE tankbuster, while the closest player is hit with a split damage AoE. The tanks should stack at max melee range, while the party stacks directly inside the middle of the hitbox.&lt;br /&gt;
**The tankbuster will inflict [[File:Concussion icon1.png|link=]] &#039;&#039;&#039;Concussion&#039;&#039;&#039;, dealing damage-over-time.&lt;br /&gt;
**It is possible for one tank to take the tankbuster solo with an invulnerability cooldown, while the other tank stacks with the rest of the party, which will also reduce the damage the party takes.&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paradeigma 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paradeigma&#039;&#039;&#039;: Spawns &#039;&#039;&#039;Anthropos&#039;&#039;&#039; adds from four blue crystals and two yellow crystals. The blue crystal adds will go east and west (two per wall).&lt;br /&gt;
*&#039;&#039;&#039;Engravement of Souls&#039;&#039;&#039;: Assigns various debuffs to the tanks and healers.&lt;br /&gt;
**One random support will receive [[File:Quartered soul icon1.png|link=]] &#039;&#039;&#039;Quartered Soul&#039;&#039;&#039;. When this debuff expires, they will drop a plus-shaped AoE telegraph (&#039;&#039;&#039;Theos&#039;s Cross&#039;&#039;&#039;) that others should avoid. &lt;br /&gt;
**Another random support will receive [[File:X-marked soul icon1.png|link=]] &#039;&#039;&#039;X-marked Soul&#039;&#039;&#039;. When this debuff expires, they will drop an X-shaped AoE telegraph (&#039;&#039;&#039;Theos&#039;s Saltire&#039;&#039;&#039;) that others should avoid.&lt;br /&gt;
**These AoEs will always be positioned true north, not relative to where the player is facing.&lt;br /&gt;
**The remaining two supports will both receive the same debuff: either [[File:Astralbright soul icon1.png|link=]] &#039;&#039;&#039;Astralbright Soul&#039;&#039;&#039; or [[File:Umbralbright soul icon1.png|link=]] &#039;&#039;&#039;Umbralbright Soul&#039;&#039;&#039;.&lt;br /&gt;
**The DPS will be tethered to the outside adds, similar to in &#039;&#039;&#039;Paradeigma 2&#039;&#039;&#039;. There will be two light and two dark tethers. Adds on the same side will use the same color tether.&lt;br /&gt;
*&#039;&#039;&#039;Unnatural Enchainment&#039;&#039;&#039;: The boss will tether four alternating tiles, destroying them at the end of this cast bar. Any players standing on them will die.&lt;br /&gt;
**A tower will also spawn at the end of the four remaining safe tiles. These need to be soaked by one tank or healer by the end of the cast, which will deal damage (&#039;&#039;&#039;Shock&#039;&#039;&#039;) and inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. Any towers that are not soaked will explode (&#039;&#039;&#039;Electrify&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**All players will receive [[File:Enchained soul icon1.png|link=]] &#039;&#039;&#039;Enchained Soul&#039;&#039;&#039;, preventing them from jumping. This will constrain each player&#039;s movement to a single tile for this mechanic.&lt;br /&gt;
*The two adds from the yellow crystals will appear between some tiles. Their &#039;&#039;&#039;White Flame&#039;&#039;&#039; lasers need to be baited by two players each, similar to &#039;&#039;&#039;Paradeigma 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Resolving this mechanic is strictly divided by role.&lt;br /&gt;
**&#039;&#039;&#039;Supports&#039;&#039;&#039;:&lt;br /&gt;
***[[File:Quartered soul icon1.png|link=]] &#039;&#039;&#039;Quartered Soul&#039;&#039;&#039;: Soak the north-most tower. Drop AoE at the corner so it will not go through the middle. Then move in and bait &#039;&#039;&#039;White Flame&#039;&#039;&#039; from the add, away from the middle.&lt;br /&gt;
***[[File:X-marked soul icon1.png|link=]] &#039;&#039;&#039;X-marked Soul&#039;&#039;&#039;: Soak the south-most tower. Drop AoE at the south wall so it will not go through the middle. Then move in and bait &#039;&#039;&#039;White Flame&#039;&#039;&#039; from the add, away from the middle.&lt;br /&gt;
***[[File:Astralbright soul icon1.png|link=]] [[File:Umbralbright soul icon1.png|link=]]  &#039;&#039;&#039;Astralbright Soul&#039;&#039;&#039; / &#039;&#039;&#039;Umbralbright Soul&#039;&#039;&#039;: Soak the two middle towers. (A simple priority system can be used, e.g. H1 &amp;gt; T1 &amp;gt; T2 &amp;gt; H2 from west to east.) While soaking, be careful to not be clipped with the DPS tether lasers. These players need to also observe their debuff color and the tether colors of both DPS on their tile.&lt;br /&gt;
****If the colors match (e.g., [[File:Astralbright soul icon1.png|link=]] + dark tethers), the support will need to drop their tower near the middle of the arena, at the corner of their tile, such that the tower overlaps into the adjacent tile. This will allow the opposite color tether DPS to soak the tower.&lt;br /&gt;
****If the colors are opposite, the support should drop their tower near the middle of their tile, being careful not to clip the DPS. This will allow the DPS on their tile to soak their tower.&lt;br /&gt;
**&#039;&#039;&#039;DPS&#039;&#039;&#039;:&lt;br /&gt;
***Stretch tether to reduce proximity damage and go to an opposite safe tile. Because two DPS (with the same color tether) will occupy one tile, one tether should be straight and the other slanted. Be careful not to stand too close and overlap AoEs.&lt;br /&gt;
***The DPS need to take note of their tether color and whether [[File:Astralbright soul icon1.png|link=]] or [[File:Umbralbright soul icon1.png|link=]] is active.&lt;br /&gt;
****If the colors match, the two tethered DPS on a tile will avoid soaking the towers. Instead, they will bait &#039;&#039;&#039;White Flame&#039;&#039;&#039; from the inner adds.&lt;br /&gt;
****If the colors are opposite, the DPS will each take a tower that is dropped by a support. To avoid confusion, the slanted tether player can soak the middle tower, while the straight tether player soaks the outer tower.&lt;br /&gt;
**Note that there is heavy outgoing damage during this mechanic, so healing and mitigation are needed.&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039;: Also restores the arena floor.&lt;br /&gt;
*&#039;&#039;&#039;Glaukopis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palladion (&amp;quot;Limit Cut&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultima Blade&#039;&#039;&#039; (no cast bar): This boss will say &amp;quot;This is but a glimpse of a god&#039;s strength!&amp;quot; and summon 8 untargetable adds. Afterwards it will use a hard-hitting raidwide that requires mitigation. The arena will also be compressed into a much smaller octagon that is surrounded by a lethal AoE.&lt;br /&gt;
*Adds on the cardinals have a purple sigil and intercardinal adds have a yellow sigil.&lt;br /&gt;
*The adds will begin flying away, one by one, in a random order. The order in which they disappear is the same as the order in which they will appear later. Players do not necessarily need to remember the order which they fly away, although this can help with anticipating timing in the upcoming mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Palladion&#039;&#039;&#039;: The boss will become untargetable and re-appear on a random corner of the octagon, which is considered the &amp;quot;new north&amp;quot; for this mechanic. All player will receive a 1-8 &amp;quot;limit cut&amp;quot; marker over their head and need to position and move accordingly based on their number.&lt;br /&gt;
**The boss will dash to each numbered player in sequence. This dash has a line AoE (&#039;&#039;&#039;Shockwave&#039;&#039;&#039;) in the boss&#039;s path that deals proximity damage. When the boss reaches its target, it will use a split damage point-blank AoE (&#039;&#039;&#039;Palladion&#039;&#039;&#039;) that needs to be shared with another player and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. It will also leave behind a blue puddle that will kill anyone who touches it.&lt;br /&gt;
**Meanwhile, the &#039;&#039;&#039;Anthropos&#039;&#039;&#039; adds will begin sequentially appearing in the middle. Adds with &#039;&#039;&#039;purple&#039;&#039;&#039; glyphs will use a small, 270 degree conal AoE (&#039;&#039;&#039;Clear Cut&#039;&#039;&#039;) that can be ignored. However, adds with &#039;&#039;&#039;yellow&#039;&#039;&#039; glyphs will use &#039;&#039;&#039;White Flame&#039;&#039;&#039; lasers on the two nearest players. Therefore, pairs of players take turns baiting these lasers by moving closer to the middle. The timing of these AoEs is somewhat random, as it depends on the order in which the adds flew away.&lt;br /&gt;
**To resolve this mechanic, there are essentially four roles based on the player&#039;s number:&lt;br /&gt;
***&#039;&#039;&#039;1 and 3&#039;&#039;&#039;: Start in the south corner directly opposite the boss. After being dashed on, move clockwise just outside the puddle and wait for the next dash. Then trade places with 5/7. Move in to bait the lasers only after 6/8 take their baits.&lt;br /&gt;
***&#039;&#039;&#039;2 and 4&#039;&#039;&#039;: Start in the northeast corner from the boss. Wait for the boss&#039;s first dash, then move into the boss&#039;s starting location at north to take the second dash, which will lower proximity damage. After being dashed on, move clockwise just outside the puddle and wait for the next dash. Then trade places with 5/7. Move in to bait the lasers only after 1/3 take their baits.&lt;br /&gt;
***&#039;&#039;&#039;5 and 7&#039;&#039;&#039;: Start loosely spread towards the west corner, and in towards the center (without being too close to the middle and the boss&#039;s dash path). Keep moving clockwise as necessary to make room. Bait the &#039;&#039;&#039;White Flame&#039;&#039;&#039; lasers, then move back directly to the wall. After 1/3 take both their dashes, trade places with them to take the next two, moving clockwise.&lt;br /&gt;
***&#039;&#039;&#039;6 and 8&#039;&#039;&#039;: Start loosely spread directly against the southeast wall. After 5/7 take their laser baits, move a ways towards the middle to bait the next set of lasers. Keep moving clockwise as necessary to make room. After 2/4 take both their dashes, trade places with them to take the next two, moving clockwise.&lt;br /&gt;
***The &#039;&#039;&#039;White Flame&#039;&#039;&#039; laser bait order is 5/7 → 6/8 → 1/3 → 2/4&lt;br /&gt;
&lt;br /&gt;
*The boss will reappear in the middle, face south, and destroy the middle four tiles, so the party should all stack north.&lt;br /&gt;
*&#039;&#039;&#039;Theos&#039;s Ultima&#039;&#039;&#039;: A heavy-hitting raidwide whose damage is split between the current number of alive players, meaning too many dead players at this point will likely wipe the party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superchain Theory IIA&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Superchain Theory IIA&#039;&#039;&#039;: Spawns three blue clusters: one north, one middle, and one south. Each is chained to multiple objects with chains of different lengths.&lt;br /&gt;
**Players should locate the cluster (north or south) with the &#039;&#039;&#039;short purple chain&#039;&#039;&#039;. This cluster will always have a long tether to a green orb, orange spiked ball, or purple jack, which will determine movement during this mechanic.&lt;br /&gt;
**The boss will begin casting &#039;&#039;&#039;Trinity of Souls&#039;&#039;&#039; (always bottom-to-top). Players need to stack with their assigned partner on the half of the room near the first cluster that is safe from the first half-room wing cleave. The melees at front should be careful not to be clipped by the point-blank AoE from the green orb contacting the middle cluster. The party should take note of the boss&#039;s glowing wings.&lt;br /&gt;
**Afterwards, the party will quickly move to the middle cluster to resolve an incoming &#039;&#039;&#039;blue donut&#039;&#039;&#039; AoE, while dodging the second wing cleave.&lt;br /&gt;
**Thirdly, the party will either continue running straight ahead or return to the first cluster while dodging the third wing cleave.&lt;br /&gt;
***If the first cluster had a &#039;&#039;&#039;long pink or orange chain&#039;&#039;&#039;, the party will return to it.&lt;br /&gt;
***If the first cluster had a &#039;&#039;&#039;long green chain&#039;&#039;&#039;, the party will continue running straight ahead, as the opposite cluster will always have a pink or orange chain.&lt;br /&gt;
**Finally, after dodging the third wing cleave, the party will spread out (or stack with partners) to resolve the mechanic from the &#039;&#039;&#039;final orange spiked ball or purple jack&#039;&#039;&#039;. Once again, the melees at front should be careful not to be clipped by the point-blank AoE from the green orb contacting the middle cluster.&lt;br /&gt;
*&#039;&#039;&#039;Peridialogos / Apodialogos&#039;&#039;&#039;: Functions similarly as before. Recommended for one tank to take the buster solo with an invulnerability, if possible.&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superchain Theory IIB&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Superchain Theory IIB&#039;&#039;&#039;: Initially spawns two blue clusters: one north of center and the other south of center. One will be chain to a green orb and other to a blue donut, so the party should start in the donut.&lt;br /&gt;
**The boss will cast &#039;&#039;&#039;Paradeigma&#039;&#039;&#039; and spawn two adds from red crystals.&lt;br /&gt;
**Meanwhile, two more clusters will spawn: one east of center and the other west of center, will spawn. Each one has a medium-length chain: one to a green orb, and the other to a orange spiked ball or purple jack.&lt;br /&gt;
**Finally, two more clusters will spawn: one north and the other south. Each one has long chains: one will be chained to a green orb, and the other will be chained to both a green orb and an orange spiked ball.&lt;br /&gt;
**This mechanic has a simple resolution.&lt;br /&gt;
***Starting from the &#039;&#039;&#039;singular donut cluster&#039;&#039;&#039;, move to either east or west depending on which one has the &#039;&#039;&#039;orange or purple chain&#039;&#039;&#039;.&lt;br /&gt;
***The boss will cast &#039;&#039;&#039;Parthenos&#039;&#039;&#039;, a line AoE through its hitbox that will knock back anyone hit. Dodge this AoE, then adjust to resolve the spreads or pair stacks.&lt;br /&gt;
***While doing so, players should take note of the adds on the north side of the arena (similar to &#039;&#039;&#039;Paradeigma 2&#039;&#039;&#039;) and dodge to a gap between them to avoid their line AoEs after the second cluster mechanic. Note that the gap is narrower than before.&lt;br /&gt;
***Finally, the party will move to the the cluster tethered to &#039;&#039;&#039;both a green orb and orange spiked ball&#039;&#039;&#039;, then resolve the out + spread mechanic.&lt;br /&gt;
***During this, the boss will begin casting &#039;&#039;&#039;Unnatural Enchainment&#039;&#039;&#039;, tethering and then destroying 7 of the 8 tiles. The lone safe tile will always be one of the four tiles surrounding the final cluster.&lt;br /&gt;
*&#039;&#039;&#039;On the Soul&#039;&#039;&#039; will then be used twice, the first restoring the arena floor.&lt;br /&gt;
*After two more auto-attacks, the boss will become untargetable and cast a hard enrage &#039;&#039;&#039;Theos&#039;s Ultima&#039;&#039;&#039;, wiping the party. The boss&#039;s health must be fully depleted before becoming untargetable or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Pallas Athena]]===&lt;br /&gt;
The party will receive a checkpoint upon defeating Athena&#039;s first form and pulling Pallas Athena, so they will restart from here if they wipe. The southern row of tiles of the arena has been removed, so the arena is now a 2x3 arrangement of tiles.&lt;br /&gt;
&lt;br /&gt;
In addition to the same light parties and partners from Phase 1, players should also assign a horizontal &amp;quot;conga line&amp;quot; of players and a &amp;quot;Q&amp;quot;-formation spread spots for later mechanics.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;: Heavy raidwide damage that requires mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Palladian Grasp&#039;&#039;&#039;: The main tank will receive a diffuse AoE tankbuster marker, indicating they will be hit with a heavy-hitting tankbuster that cleaves the entire half the room they are standing on and inflicts {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. This attack hits twice, requiring a tank swap, or preferably taking both with an invulnerability cooldown to minimize movement. The rest of the party needs to be on the other half of the room from the targeted tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaiaochos 1 (&amp;quot;UAV 1&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gaiaochos&#039;&#039;&#039;: Heavy raidwide damage that requires mitigation. Will also compress the arena to a much smaller circular region in a sphere and gives everyone the [[File:Ascended icon1.png|link=]] &#039;&#039;&#039;Ascended&#039;&#039;&#039; debuff, shrinking their character and reducing movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Summon Darkness&#039;&#039;&#039; Summons three untargetable &#039;&#039;&#039;Hemitheos&#039;&#039;&#039; adds at random cardinals and intercardinals past the arena edge, leaving two opposite cardinals or intercardinals safe. These will each begin charging a line AoE (&#039;&#039;&#039;Ultima Ray&#039;&#039;&#039;) through where they are facing.&lt;br /&gt;
**Each player will receive an overhead chain marker. They party should tightly stack middle until the [[File:Missing link icon.png|link=]] &#039;&#039;&#039;Missing Link&#039;&#039;&#039; debuff appears, tethering each DPS to a random support. The party will need to break their chains by running away from each other and towards the opposite safe spots. Failing to do so in time will inflict high damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Demi Parhelion&#039;&#039;&#039;: Nine circular AoE telegraphs will appear in a 3x3 grid, leaving gaps in between.&lt;br /&gt;
*&#039;&#039;&#039;Geocentrism&#039;&#039;&#039;: The boss&#039;s tentacles will use one of three telegraphs:&lt;br /&gt;
**&#039;&#039;&#039;Tentacles wrapping roughly north and south&#039;&#039;&#039;: The AoEs will propagate vertically, leaving two narrow columns safe.&lt;br /&gt;
**&#039;&#039;&#039;Tentacles wrapping east and west&#039;&#039;&#039;: The AoEs will propagate horizontally, leaving two narrow rows safe.&lt;br /&gt;
**&#039;&#039;&#039;Tentacles wrapping around the equator of the sphere&#039;&#039;&#039;: The AoEs will propagate in a circle, leaving a narrow ring safe.&lt;br /&gt;
**Meanwhile, each player will be marked with an orange marker, indicating they will be targeted for a small AoE (&#039;&#039;&#039;Divine Excoriation&#039;&#039;&#039;) that deals damage and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, requiring the party to fully spread in the safe region.&lt;br /&gt;
**Note that the propagating AoEs will persist for several seconds, so do not move into them until the animation disappears.&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;: Heavy raidwide damage and removes [[File:Ascended icon1.png|link=]] &#039;&#039;&#039;Ascended&#039;&#039;&#039;, restoring the arena to its original shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Classical Concepts 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Classical Concepts&#039;&#039;&#039;: Heavy raidwide damage, requiring mitigation.&lt;br /&gt;
**Each player will be given an overhead &amp;quot;Playstation&amp;quot; symbol (blue X, purple square, red O, green triangle), identifying pairs of players for this mechanic. The debuffs [[File:Alpha target icon1.png|link=]] &#039;&#039;&#039;Alpha Target&#039;&#039;&#039; and [[File:Beta target icon1.png|link=]] &#039;&#039;&#039;Beta Target&#039;&#039;&#039; will each be assigned to the members of a pair.&lt;br /&gt;
**A few seconds later, the symbols will disappear and the player pairs will be tethered with [[File:Shackled together icon1.png|link=]] &#039;&#039;&#039;Shackled Together&#039;&#039;&#039;. If tethered players move too far apart from each other, both players will instantly die (&#039;&#039;&#039;Tilted Balance&#039;&#039;&#039;), causing a wipe.&lt;br /&gt;
**A 4x3 grid of shapes will appear, consisting of four blue icosahedrons (&#039;&#039;&#039;Concept of Water&#039;&#039;&#039;), four red pyramids (&#039;&#039;&#039;Concept of Fire&#039;&#039;&#039;), and four yellow cubes (&#039;&#039;&#039;Concept of Earth&#039;&#039;&#039;).&lt;br /&gt;
**Each column has one blue icosahedron. Each icosahedron will always be adjacent at least one red pyramid and at least one yellow cube. It is not possible for a blue icosahedron to be adjacent to two red pyramids and two yellow cubes.&lt;br /&gt;
**Several seconds after they spawn, each red pyramid and yellow cube will tether a blue isocahedron next to them, fuse with it, and explode (&#039;&#039;&#039;Fusion Burst&#039;&#039;&#039;), instantly wiping the party. To prevent the shapes from fusing, each blue-red and blue-yellow pair must be intercepted by a player.&lt;br /&gt;
**To determine who goes where, players should refer to their &amp;quot;Playstation&amp;quot; markers. A common strategy is the &amp;quot;BPOG&amp;quot; method, in which the blue X players intercept the icosahedron in the first (left-most) column, the purple square players take the second column, the red O players take the third column, and the green triangle players take the fourth column.&lt;br /&gt;
**[[File:Alpha target icon1.png|link=]] &#039;&#039;&#039;Alpha Target&#039;&#039;&#039; players should block a red pyramid. (These debuffs are mostly for convenience: there is no hard-coded requirement that Alpha players block red pyramids to prevent fusion).&lt;br /&gt;
**[[File:Beta target icon1.png|link=]] &#039;&#039;&#039;Beta Target&#039;&#039;&#039; players should block a yellow cube.&lt;br /&gt;
**Commonly, a blue icosahedron will have two of the same shape adjacent to it. To resolve this ambiguity, players need to block the shape that is &#039;&#039;not&#039;&#039; adjacent to &#039;&#039;a different&#039;&#039; blue icosahedron.&lt;br /&gt;
**Each layout of shapes has only one possible solution. If the shapes were not all correctly blocked, the tethers will indicate what the correct solution should have been, before the party wipes.&lt;br /&gt;
**Correctly blocked shapes will tether to players instead and hit them with a single-target attack (&#039;&#039;&#039;Aspect Effect&#039;&#039;&#039;) that deals moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**All shapes will then emit a very briefly telegraphed point-blank AoE (&#039;&#039;&#039;Implode&#039;&#039;&#039;), requiring players to move away from them (e.g, towards the edge of the arena, or in the middle between four shapes).&lt;br /&gt;
*&#039;&#039;&#039;Palladian Ray&#039;&#039;&#039;: The boss will plunge a tentacle to the west and east part of the arena. Each one will target the four closest players with it with a persistent conal AoE (&#039;&#039;&#039;Palladian Ray&#039;&#039;&#039;) that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. If players are hit with more than one initial AoE, or linger in their original AoE, they will die.&lt;br /&gt;
**The party should bait these cones in a &amp;quot;K&amp;quot; or &amp;quot;X&amp;quot; formation near the tentacles to prevent overlap and leave safe spots to dodge into.&lt;br /&gt;
**To determine who goes where, players can try to preposition or use body language prior to the tentacles spawning. However, a systematic way of resolving this is for [[File:Alpha target icon1.png|link=]] &#039;&#039;&#039;Alpha Target&#039;&#039;&#039; to always bait north, [[File:Beta target icon1.png|link=]] &#039;&#039;&#039;Beta Target&#039;&#039;&#039; to always bait south, and for players to bait in their original column based on their Playstation marker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caloric Theory 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crush Helm&#039;&#039;&#039;: The top two enmity players will be hit with four-hit single-target tankbusters that inflict minor damage and a stack of [[File:Magic vulnerability up icon2.png|link=]] &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These must be quickly removed with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, as they will then be hit with a follow-up tankbuster that deals massive damage and will kill them if they have this vulnerability up debuff.&lt;br /&gt;
**Alternatively, these can be taken with an invulnerability cooldown.&lt;br /&gt;
**If a {{PLD}} [[paladin]] uses {{action icon|Cover}} on their co-tank, the co-tank will not receive these vulnerability stacks. However, both tanks will still take damage from the final hit, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Caloric Theory&#039;&#039;&#039;: Heavy raidwide damage, requiring mitigation.&lt;br /&gt;
**&#039;&#039;During the cast bar&#039;&#039;, one random support and one random DPS will receive an orange overhead beacon. This indicates that when the cast finishes, one of the two will randomly be targeted with a small, split-damage AoE that should be shared between at least 2 players.&lt;br /&gt;
**A blue rectangular grid will appear on the floor to assist with positioning.&lt;br /&gt;
**The following debuffs are assigned in this mechanic:&lt;br /&gt;
***[[File:Pyrefaction icon1.png|link=]] &#039;&#039;&#039;Pyrefaction&#039;&#039;&#039;: When this debuff expires, the target player will emit a small AoE (&#039;&#039;&#039;Pyre Pulse&#039;&#039;&#039;) that deals damage and must be shared with one other player without this debuff. A player with this debuff will be indicated with a fiery overhead marker for easy identification.&lt;br /&gt;
***[[File:Atmosfaction icon1.png|link=]] &#039;&#039;&#039;Atmosfaction&#039;&#039;&#039;: When this debuff expires, the target player will emit a medium-sized AoE (&#039;&#039;&#039;Dynamic Atmosphere&#039;&#039;&#039;) that deals damage and will knock back and kill anyone else in the AoE.&lt;br /&gt;
***[[File:Close caloric icon1.png|link=]] &#039;&#039;&#039;Close Caloric&#039;&#039;&#039;: A stacking debuff that will cause a player who dies or receives &#039;&#039;&#039;5 stacks&#039;&#039;&#039; to explode (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;) and instantly wipe the raid. A stack is gained from moving 9 yalms (slightly longer than the diagonal length of a grid rectangle) or from being hit with &#039;&#039;&#039;Pyre Pulse&#039;&#039;&#039;. &lt;br /&gt;
***Four random players will start with 1 stack of [[File:Close caloric icon1.png|link=]] and [[File:Pyrefaction icon1.png|link=]].&lt;br /&gt;
***The other four players will start with 2 stacks of [[File:Close caloric icon1.png|link=]] and [[File:Atmosfaction icon1.png|link=]]. &#039;&#039;These will always include the two beacon players during the cast.&#039;&#039;&lt;br /&gt;
**The goal of this mechanic is to resolve the stack and spread debuffs while limiting movement to prevent excess stacks of [[File:Close caloric icon1.png|link=]].&lt;br /&gt;
**Given that the beacon players will always have [[File:Atmosfaction icon1.png|link=]] and are role-restricted, the party can mostly preposition.&lt;br /&gt;
**Initially, players must form four pairs to resolve the first four [[File:Pyrefaction icon1.png|link=]] debuffs. This requires each [[File:Pyrefaction icon1.png|link=]] player to stack with a [[File:Atmosfaction icon1.png|link=]] player.&lt;br /&gt;
**After the first stacks, the following should be resolved:&lt;br /&gt;
***The [[File:Atmosfaction icon1.png|link=]] debuffs will soon expire, so these players must then move away from others to avoid clipping anyone with their AoE, while limiting movement.&lt;br /&gt;
***Two random players that had [[File:Pyrefaction icon1.png|link=]] will receive the same debuff again. They must form two new pair stacks with the remaining players with no debuff.&lt;br /&gt;
**The [[File:Atmosfaction icon1.png|link=]] spreads and second set of [[File:Pyrefaction icon1.png|link=]] stacks will resolve, concluding the mechanic. If executed correctly, all players will have four stacks of [[File:Close caloric icon1.png|link=]]. Players should be careful not to move until their [[File:Close caloric icon1.png|link=]] debuffs expire.&lt;br /&gt;
*&#039;&#039;&#039;Ekpyrosis&#039;&#039;&#039;: Spawns one of two sets of AoE telegraphs.&lt;br /&gt;
**Two proximity markers north and south, and four horizontal &amp;quot;exaflare&amp;quot; telegraphs (two west and two east). The exaflares will be on alternating rows, leaving gaps in between. The party should split to the west and east walls based on their light party assignments, with tanks/melees in front.&lt;br /&gt;
**Two proximity markers west and east, and four diagonal &amp;quot;exaflare&amp;quot; telegraphs (two north and two south). The exaflares will be on alternating rows, leaving gaps in between. The party should split to the north and south walls, with tanks/melees north.&lt;br /&gt;
**Players need to be as far away from the proximity markers as possible as they will deal massive damage.&lt;br /&gt;
**After the initial proximity and first exaflare AoEs resolve, each light party will spread along their wall, because each player will be hit with a large AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**After the spreads, the party should collapse back to the middle while dodging the remaining exaflares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pangenesis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pangenesis&#039;&#039;&#039;: Massive shared raidwide damage based on the number of people alive, requiring mitigation. During the cast, the party should go to their horizontal &amp;quot;conga line&amp;quot; positions, preferably with the tank who is taking the follow-up &#039;&#039;&#039;Palladian Grasp&#039;&#039;&#039; buster at the far right, for consistency. The party will receive several debuffs.&lt;br /&gt;
**[[File:Unstable factor icon1.png|link=]] &#039;&#039;&#039;Unstable Factor&#039;&#039;&#039;: A stacking debuff that must fully be cleansed before the duration expires, or the afflicted player will explode (&#039;&#039;&#039;Ex-factor&#039;&#039;&#039;) and instantly wipe the raid.&lt;br /&gt;
**Two random players start with &#039;&#039;&#039;1 stack&#039;&#039;&#039; of [[File:Unstable factor icon1.png|link=]].&lt;br /&gt;
**Four other random players start with &#039;&#039;&#039;2 stacks&#039;&#039;&#039; of [[File:Unstable factor icon1.png|link=]]. Each of these players will also have an additional debuff:&lt;br /&gt;
***One player will have a 16s (&amp;quot;short&amp;quot;) duration [[File:Astral tilt icon1.png|link=]] &#039;&#039;&#039;Astral Tilt&#039;&#039;&#039;, and another will have a 16s duration [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039;&lt;br /&gt;
***One player will have a 20s (&amp;quot;long&amp;quot;) duration [[File:Astral tilt icon1.png|link=]] &#039;&#039;&#039;Astral Tilt&#039;&#039;&#039;, and the remaining will have a 20s duration [[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Umbral Tilt&#039;&#039;&#039;&lt;br /&gt;
***These function similarly to in Phase 1.&lt;br /&gt;
**To cleanse [[File:Unstable factor icon1.png|link=]], two players must stack on top of each other for a few seconds, which will be indicated with a sound effect and animation. The total number of [[File:Unstable factor icon1.png|link=]] stacks between the two will be added up, divided by two, and redistributed to both players equally, with fractions being rounded down to the nearest whole number. It is &#039;&#039;not&#039;&#039; possible for a player without [[File:Unstable factor icon1.png|link=]] to acquire the debuff. More simply, there are only five possible combinations:&lt;br /&gt;
***[[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) → [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;)&lt;br /&gt;
***[[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stacks&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stacks&#039;&#039;&#039;) → [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stacks&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stack&#039;&#039;&#039;)&lt;br /&gt;
***[[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stacks&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) → [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) + [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;)&lt;br /&gt;
***[[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) + no debuff (&#039;&#039;&#039;0 stacks&#039;&#039;&#039;) → no debuff (&#039;&#039;&#039;0 stacks&#039;&#039;&#039;) + no debuff (&#039;&#039;&#039;0 stacks&#039;&#039;&#039;)&lt;br /&gt;
***[[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;2 stacks&#039;&#039;&#039;) + no debuff (&#039;&#039;&#039;0 stacks&#039;&#039;&#039;) → [[File:Unstable factor icon1.png|link=]] (&#039;&#039;&#039;1 stack&#039;&#039;&#039;) + no debuff (&#039;&#039;&#039;0 stacks&#039;&#039;&#039;)&lt;br /&gt;
***Only &amp;quot;productive&amp;quot; merges (i.e. those that reduce the total number of stacks) should be performed to successfully resolve the mechanic.&lt;br /&gt;
**Players who cleanse their stacks of [[File:Unstable factor icon1.png|link=]] will receive a new debuff, [[File:Critical factor icon1.png|link=]] &#039;&#039;&#039;Critical Factor&#039;&#039;&#039;, which will become relevant at the end. Players who did not start with any stacks of [[File:Unstable factor icon1.png|link=]] will not receive this new debuff.&lt;br /&gt;
**Each time two players mix, they will leave behind an untargetable &#039;&#039;&#039;Forbidden Factor&#039;&#039;&#039; (black slime) add, which will become relevant later. There will be 6 adds in total, 3 on each side.&lt;br /&gt;
**[[File:Stable system icon1.png|link=]] &#039;&#039;&#039;Stable System&#039;&#039;&#039;: All players initially receive this 10s debuff, preventing them from &amp;quot;mixing&amp;quot; with other players during the start of the mechanic. A shorter duration of this debuff is also given after mixing with [[File:Unstable factor icon1.png|link=]] &#039;&#039;&#039;Unstable Factor&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Pantheos&#039;&#039;&#039;: Gradually spawns a total of 10 two-person towers in a &amp;lt;==&amp;gt; formation:&lt;br /&gt;
**Two towers will first appear to the far left and far right sides, one light and one dark.&lt;br /&gt;
**Afterwards, four towers (two per side) will then appear towards the center, one north of the first one and the other south of the first one. The north tower will always have the opposite color as the first, and the south tower will be the same color.&lt;br /&gt;
**Finally, another four towers (two per side) will appear even closer towards the center, in the same pattern as the second tower set.&lt;br /&gt;
**Each tower must be soaked by one person with the opposite-color [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff and one person without any &#039;&#039;&#039;Tilt&#039;&#039;&#039; debuff. Upon soaking the tower, one random person in the tower will receive the same-color [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] &#039;&#039;&#039;Tilt&#039;&#039;&#039; as the tower, while the previous &#039;&#039;&#039;Tilt&#039;&#039;&#039; will be removed.&lt;br /&gt;
*This mechanic seems complex but the resolution is relatively straightforward:&lt;br /&gt;
**Starting in their conga line, players will identify their debuffs.&lt;br /&gt;
***The two players &#039;&#039;&#039;without&#039;&#039;&#039; any stacks of [[File:Unstable factor icon1.png|link=]] will take a step forward. The left-most person will go left and the right-most person will go right.&lt;br /&gt;
***The two players with &#039;&#039;&#039;1 stack&#039;&#039;&#039; of [[File:Unstable factor icon1.png|link=]] will take a step backward. The left-most person will go left and the right-most person will go right.&lt;br /&gt;
***The remaining four players, who will have &#039;&#039;&#039;2 stacks&#039;&#039;&#039; of [[File:Unstable factor icon1.png|link=]], will remain in the middle until the first towers spawn.&lt;br /&gt;
**Once the first towers spawn, the &#039;&#039;&#039;0 stack&#039;&#039;&#039; players and &#039;&#039;&#039;short&#039;&#039;&#039; (16s) [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] players will soak the towers. The [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] players must soak the opposite color tower as their debuff.&lt;br /&gt;
**For the second set of towers:&lt;br /&gt;
***The player pair who soaked the first towers will soak the north towers.&lt;br /&gt;
***The &#039;&#039;&#039;1 stack&#039;&#039;&#039; players and &#039;&#039;&#039;long&#039;&#039;&#039; (20s) [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] players will soak the south towers.&lt;br /&gt;
**After soaking the second set of towers, each player should take note of whether they received a new [[File:Astral tilt icon1.png|link=]][[File:Umbral tilt icon1.png|link=]] debuff from the second towers.&lt;br /&gt;
***If they did not receive a color debuff, they will move horizontally to soak the third tower, which will be the same color.&lt;br /&gt;
***If they received a color debuff, they will move diagonally to soak the third tower, which will be the opposite color.&lt;br /&gt;
**When soaking towers with their partner, players should make sure to stack tightly so they mix and reduce the number of [[File:Unstable factor icon1.png|link=]] stacks.&lt;br /&gt;
**After soaking all towers, the party should collapse south, with the initially &#039;&#039;&#039;0 stack&#039;&#039;&#039; players towards the front at their initial sides. Each slime add will tether a random player with a transferrable tether. The 0-stack players must each pick up three tethers and move far away from the party, because they will be hit with a massive AoE from each slime (&#039;&#039;&#039;Factor In&#039;&#039;&#039;) that inflicts a stack of [[File:Twice-come ruin icon1.png]] &#039;&#039;&#039;Fourfold-come Ruin&#039;&#039;&#039;. Any player with [[File:Critical factor icon1.png|link=]] (i.e., they originally had [[File:Unstable factor icon1.png|link=]] stacks) will die to these, requiring the 0-stack players to handle them.&lt;br /&gt;
**At the same time, the main tank will be marked for the two-hit &#039;&#039;&#039;Palladian Grasp&#039;&#039;&#039; tankbuster, which functions similarly as before. It is strongly recommended to use an invulnerability cooldown for this instead of a tank swap to minimize movement. The players taking the tethers should avoid being too far away from the center (without clipping others) so they do not get hit with this tankbuster if they are not the main tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Classical Concepts 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Classical Concepts&#039;&#039;&#039;: Massive raidwide damage and initially functions similarly as &#039;&#039;&#039;Classical Concepts 1&#039;&#039;&#039;. Players should first locate their shape to block based on their Playstation marker and [[File:Alpha target icon1.png|link=]][[File:Beta target icon1.png|link=]] &#039;&#039;&#039;Target&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Panta Rhei&#039;&#039;&#039;: The shapes will all disappear and reappear in new locations that is 180 degrees rotated from their original location. Shortly after, the shape tethers will resolve, requiring players to be in the new locations before this cast bar finishes.&lt;br /&gt;
**After players find their initial position, during this slow cast, they should carefully move to their final position considering this rotation. Avoid moving too far from your partner to prevent the green tether from breaking. In a Party Finder context with no voice communication, a common way to indicate to your partner that you are ready to move is by jumping.&lt;br /&gt;
*&#039;&#039;&#039;Palladian Ray&#039;&#039;&#039;: Functions similarly to the first usage, requiring the party to spread to prevent overlap of their conal AoEs while leaving safe spots to dodge.&lt;br /&gt;
**Once the shape tethers appear, it is safe to preposition into spread spots for this mechanic.&lt;br /&gt;
**Unlike the first iteration, the shapes will use &#039;&#039;&#039;Implode&#039;&#039;&#039; &#039;&#039;after&#039;&#039; the conal AoEs start going off, compared to before. Players must dodge the lingering conal AoEs into areas that are also safe from the point-blank AoEs from the shapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caloric Theory 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crush Helm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Caloric Theory&#039;&#039;&#039;: Heavy raidwide damage, similar to before, but spawns different debuffs on the party.&lt;br /&gt;
**During the cast bar, players should go to their &amp;quot;q&amp;quot;-spread positions, using the blue grid lines as a guide. One player (preferably a ranged DPS) will go exactly middle, while six others will form a hexagon around them one diagonal grid length apart. The remaining player (prefably another ranged DPS) will occupy the southeast position. Each player should stand exactly on the intersection of grid lines.&lt;br /&gt;
**7 random players will receive a green marker and the remaining player will receive a red marker.&lt;br /&gt;
**The red marker player, if they are not already middle, will swap places with the green marked player in the center.&lt;br /&gt;
**After the cast resolves, each player will emit a medium-sized AoE around them that required them to be spread. The following debuffs will also be assigned:&lt;br /&gt;
***All players will receive [[File:Atmosfaction icon1.png|link=]] &#039;&#039;&#039;Atmosfaction&#039;&#039;&#039;, functioning similarly as before.&lt;br /&gt;
***Each green marked player will receive &#039;&#039;&#039;two stacks&#039;&#039;&#039; of [[File:Close caloric icon1.png|link=]] &#039;&#039;&#039;Close Caloric&#039;&#039;&#039; and the singular red marked player receives &#039;&#039;&#039;three stacks&#039;&#039;&#039; of [[File:Close caloric icon1.png|link=]] &#039;&#039;&#039;Close Caloric&#039;&#039;&#039;.&lt;br /&gt;
***One random player will receive &#039;&#039;&#039;eight stacks&#039;&#039;&#039; of [[File:Entropifaction icon1.png|link=]] &#039;&#039;&#039;Entropification&#039;&#039;&#039;. The number of stacks will gradually decrease, each time dropping a large circular AoE (&#039;&#039;&#039;Entropic Excess&#039;&#039;&#039;) over the player&#039;s current location. This debuff can be exchanged to another player on contact, which will also transfer the current number of stacks. The previous player will receive [[File:Entropy resistance icon1.png|link=]] &#039;&#039;&#039;Entropy Resistance&#039;&#039;&#039;, preventing them from acquiring [[File:Entropifaction icon1.png|link=]] again. The player with [[File:Entropifaction icon1.png|link=]] will be denoted with a fiery overhead marker.&lt;br /&gt;
**The goal of the mechanic is to pass [[File:Entropifaction icon1.png|link=]] between each player (except for the middle player) to prevent excess movement from dodging the periodic &#039;&#039;&#039;Entropic Excess&#039;&#039;&#039; AoEs. This will prevent players from obtaining 5 stacks of [[File:Close caloric icon1.png|link=]] and wiping the raid.&lt;br /&gt;
**The first player with [[File:Entropifaction icon1.png|link=]] will rotate clockwise to pass the debuff to the next player in the q-spread. After they drop their AoE, the original player will move outwards, while the new player with the debuff will pass to the next.&lt;br /&gt;
**The player in the middle can remain in the center for the entirety of the mechanic.&lt;br /&gt;
**Each player must be sufficiently spread to prevent clipping anyone with [[File:Atmosfaction icon1.png|link=]] &#039;&#039;&#039;Dynamic Atmosphere&#039;&#039;&#039;, which resolves at the end.&lt;br /&gt;
**With the exception of the middle player (who will not receive more stacks), all players should have 4 stacks of [[File:Close caloric icon1.png|link=]] by the end. Players are not allowed to move more than 18 yalms (~2 diagonal grid rectangle lengths) or they will receive 5 stacks and wipe the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ekpyrosis&#039;&#039;&#039;: Functions similarly as before, with a random AoE pattern. Mitigate and heal as needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaiaochos 2 (&amp;quot;UAV 2&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gaiaochos&#039;&#039;&#039;: Heavy raidwide damage and functions similarly as before, shrinking the arena into a small circle and giving everyone [[File:Ascended icon1.png|link=]] &#039;&#039;&#039;Ascended&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon Darkness&#039;&#039;&#039;: Spawns one untargetable &#039;&#039;&#039;Hemitheos&#039;&#039;&#039; add on a random intercardinal.&lt;br /&gt;
*&#039;&#039;&#039;Demi Parhelion&#039;&#039;&#039;: Spawns the 3x3 circle AoE telegraphs as before. However, this will also be coupled with the chain markers and [[File:Missing link icon.png|link=]] &#039;&#039;&#039;Missing Link&#039;&#039;&#039;. &lt;br /&gt;
**The boss&#039;s tentacles will telegraph either vertical or horizontal safe spots from the propagating AoEs.&lt;br /&gt;
**Players must remain stacked center &#039;&#039;until&#039;&#039; [[File:Missing link icon.png|link=]] appears, or they will not be able to break the chains.&lt;br /&gt;
**Once the debuffs appear, the party will split to break the chains, moving perpendicular to the &#039;&#039;&#039;Hemitheos&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Geocentrism&#039;&#039;&#039;: The line AoE from the add and propagating AoEs will resolve. Each player will be marked with an orange marker for &#039;&#039;&#039;Divine Excoriation&#039;&#039;&#039;, so players must spread in the narrow safe spots after the line AoE resolves.&lt;br /&gt;
*&#039;&#039;&#039;Summon Darkness&#039;&#039;&#039;: Summons four &#039;&#039;&#039;Hemitheos&#039;&#039;&#039; adds on random cardinals and intercardinals.&lt;br /&gt;
**Either all supports or all DPS will each be tethered to one add. They will also be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**The tethered players must move to the wall opposite their add to prevent overlap. Meanwhile, their opposite role partner must stand slightly inwards between them and the add to prevent the laser (&#039;&#039;&#039;Ultima Blow&#039;&#039;&#039;) from killing the tethered players due to the vulnerability debuff. The blocking players must not stand too inwards, or they will be hit with more than one laser and die.&lt;br /&gt;
**Because players are tethered to random adds, it is recommended for each player to &#039;&#039;&#039;focus target&#039;&#039;&#039; their partner, which should be the same as in Phase 1.&lt;br /&gt;
**It is possible for a tank to stand directly in the middle and use an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon Darkness&#039;&#039;&#039;: This attack repeats, except the other role group will now be tethered. The players who were originally tethered must now block for their partners.&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ignorabimus (enrage)&#039;&#039;&#039;: The boss must be defeated before this slow cast finishes, or it will destroy the platform and wipe the party.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|poetics|30}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*1 {{Item icon|Anabaseios Mythos IV}} (Guaranteed)&lt;br /&gt;
*1 {{Item icon|Athena Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer===&lt;br /&gt;
One random &#039;&#039;&#039;[[Ascension Weapons|Ascension Weapon]]&#039;&#039;&#039; will appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ascension Weapon Coffer (IL 665)}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Ascension Arms (IL 665)}}&lt;br /&gt;
{{Drops table row|Bardiche of Ascension}}&lt;br /&gt;
{{Drops table row|Greatsword of Ascension}}&lt;br /&gt;
{{Drops table row|Bayonet of Ascension}}&lt;br /&gt;
{{Drops table row|Trident of Ascension}}&lt;br /&gt;
{{Drops table row|War Scythe of Ascension}}&lt;br /&gt;
{{Drops table row|Knuckles of Ascension}}&lt;br /&gt;
{{Drops table row|Samurai Blade of Ascension}}&lt;br /&gt;
{{Drops table row|Knives of Ascension}}&lt;br /&gt;
{{Drops table row|Ascension Twinfangs}}&lt;br /&gt;
{{Drops table row|Harp Bow of Ascension}}&lt;br /&gt;
{{Drops table row|Knifelock of Ascension}}&lt;br /&gt;
{{Drops table row|War Quoits of Ascension}}&lt;br /&gt;
{{Drops table row|Rod of Ascension}}&lt;br /&gt;
{{Drops table row|Grimoire of Ascension}}&lt;br /&gt;
{{Drops table row|Foil of Ascension}}&lt;br /&gt;
{{Drops table row|Brush of Ascension}}&lt;br /&gt;
{{Drops table row|Cane of Ascension}}&lt;br /&gt;
{{Drops table row|Codex of Ascension}}&lt;br /&gt;
{{Drops table row|Planisphere of Ascension}}&lt;br /&gt;
{{Drops table row|Wings of Ascension}}&lt;br /&gt;
{{Drops table row|Wind-up Athena}}&lt;br /&gt;
{{Drops table row|Ultima&#039;s Perfection (Endwalker) Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Megaloambystoma Horn}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Apotheosis Agria I}}&lt;br /&gt;
{{achievement table row|Apotheosis Agria II}}&lt;br /&gt;
{{achievement table row|Apotheosis Agria III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines from the boss are voice acted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Show me your all, that I might become divinity manifest! &#039;&#039;(upon pull)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; From nothing, I mold life! &#039;&#039;(Paradeigma)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; You cannot escape my eternal gaze! &#039;&#039;(Trinity of Souls)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; These chains are forged from the fabric of creation! &#039;&#039;(Superchain Theory I)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Today, my theory shall be proven fact! &#039;&#039;(Peridialogos/Apodialogos)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; To silent vessels, I give voice! &#039;&#039;(Unnatural Enchainment)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; This is but a glimpse of a god&#039;s strength! &#039;&#039;(arena transition and Ultima Blade)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Behold such power as you will never wield! &#039;&#039;(Palladion)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; From the deepest pit of the seven hells to the pinnacle of the heavens, the world shall tremble! &#039;&#039;(Theos&#039;s Ultima and enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Such a singularly resolute soul... &#039;&#039;(after Theos&#039;s Ultima)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Miscalculations are inevitable...but vexing. &#039;&#039;(Superchain Theory IIB)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Shine brilliant for me! &#039;&#039;(Parthenos)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; What arrogance to defy a god! &#039;&#039;(final On the Soul)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutscene:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Could my theories have been flawed...?&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; Although I wished so ardently...&lt;br /&gt;
:&#039;&#039;&#039;Athena:&#039;&#039;&#039; But perhaps...with the Heart of Sabik!&lt;br /&gt;
:&#039;&#039;&#039;???:&#039;&#039;&#039; Yes...The flaws are not mine...&lt;br /&gt;
:&#039;&#039;&#039;???:&#039;&#039;&#039; This misbegotten world is to blame...&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Only the hands of a god can fix it—my hands!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; I can create worlds—or unmake them! &#039;&#039;(upon pull)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; I will not be denied! &#039;&#039;(Palladian Grasp)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Only I can guide this star to its rightful place! &#039;&#039;(Gaiaochos)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Denizens of the abyss! From ink of blackest night, I summon you! &#039;&#039;(Summon Darkness)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; The heavens bend to my will! &#039;&#039;(Geocentrism)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; From base elements is greatness forged! &#039;&#039;(The Classical Concepts)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; A god&#039;s will cannot be disobeyed! &#039;&#039;(Palladian Ray)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Misfortune hangs heavy on the prideful. Poor cover for when the heavens fall. &#039;&#039;(Crush Helm)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; The elements flow according to my design. &#039;&#039;(Caloric Theory)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; This world must be made anew! &#039;&#039;(Ekpyrosis)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Creation&#039;s course is mine to set! &#039;&#039;(Pangenesis)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; The wheel of life turns by my hand! &#039;&#039;(Panta Rhei)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Why do you suffer this pathetic existence!? &#039;&#039;(final Ultima)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; I...I am infallible... &#039;&#039;(Ignorabimus enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Why...does this world persist?&lt;br /&gt;
:&#039;&#039;&#039;Pallas Athena:&#039;&#039;&#039; Why...do &#039;&#039;I&#039;&#039; persist?&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P12S.png&lt;br /&gt;
P12 boss.png&lt;br /&gt;
P12S phase 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p12s Common party finder strategies for P12S - Aether/NA]&lt;br /&gt;
*[https://pastebin.com/gc93tBFY P12S pastebin strategies used in North America party finder]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Superchain theory refers to [https://en.wikipedia.org/wiki/Superstring_theory superstring theory], stating that all particles and fundamental forces can be modeled as vibrations of tiny supersymmetric strings.&lt;br /&gt;
*Several mechanics in the encounter are named after [https://en.wikipedia.org/wiki/Superseded_theories_in_science disproven scientific theories].&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Geocentric_model Geocentrism (Gaiaochos)] is an outdated model that states the earth is the center of the universe.&lt;br /&gt;
**In [https://en.wikipedia.org/wiki/Classical_element classical elements], all matter is composed of different combinations of classical elements (fire, earth, air, water).&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Caloric_theory Caloric theory] states that heat is made up of a fluid substance called &#039;&#039;caloric&#039;&#039;.&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Ekpyrosis Ekpyrosis] is a part of [https://en.wikipedia.org/wiki/Stoic_physics Stoic physics] and is the idea that there was never a beginning or end to the universe, leading to a cyclical process of rebirth.&lt;br /&gt;
**[https://en.wikipedia.org/wiki/Pangenesis Pangenesis] is an outdated model for heredity proposed by Charles Darwin, stating that every part of an organism emits particles called &#039;&#039;gemmules&#039;&#039; containing heritable information that concentrate in reproductive organs.&lt;br /&gt;
*The enrage ability, &#039;&#039;Ignorabimus&#039;&#039;, comes from the phrase &#039;&#039;ignoramus et ignorabimus,&#039;&#039; meaning &amp;quot;we do not and will not know&amp;quot;.&lt;br /&gt;
*Some players speculate that the zoomed-out view in the Gaiaochos mechanics may be a response to the controversial world first race for {{questlink|ultimateraid|The Omega Protocol (Ultimate)}}, in which a zoom hack was used. Regardless, the mechanic is often called &amp;quot;UAV&amp;quot; ([https://en.wikipedia.org/wiki/Unmanned_aerial_vehicle Unmanned Aerial Vehicle]) by players, referring to a highly zoomed-out perspective of the ground from an aircraft.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=874885</id>
		<title>The Epic of Alexander (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=874885"/>
		<updated>2025-03-27T10:09:40Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3: Alexander Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.&lt;br /&gt;
| image = The_Epic_of_Alexander_(Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 475&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Liminal Space&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 5.11&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;TEA&#039;&#039;&#039; and is based on the [[Alexander]] raid series from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 80 Disciple of War or Magic.&lt;br /&gt;
*The Epic of Alexander (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 475, equipment with an [[item level]] of at least &#039;&#039;&#039;595&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
As always in Ultimate Raids, players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job: potions that are at least Grade 6 Tinctures of [main attribute] (level 90★★) will provide maximal gains. Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|uVtZ8-XoOZ0|350|right|Visual guide by Tessan Twintails - Light PF Does Ultimate Strategies}}&lt;br /&gt;
===Phase 1: [[Living Liquid]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;: Hard-hitting tankbuster cleave that comes from the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039; or &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; and debuffs with {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]]&#039;&#039;&#039;, meaning tanks cannot take &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; without an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Cascade&#039;&#039;&#039;: Hard-hitting raid-wide damage that will spawn three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornados will each spawn on a large puddle that will inflict {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.&lt;br /&gt;
*&#039;&#039;&#039;Liquid Hand&#039;&#039;&#039;: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;: This acts as a check that happens periodically. If the boss and the hand&#039;s HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.&lt;br /&gt;
*&#039;&#039;&#039;Protean Wave&#039;&#039;&#039;: Conal AoEs that fire from the boss and the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039;. The &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it&#039;s facing that isn&#039;t telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict {{status effect|water resistance down}} &#039;&#039;&#039;Water Resistance Down&#039;&#039;&#039;, which will make another Protean Wave hit lethal until the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039;: Four &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (&#039;&#039;&#039;Exhaust&#039;&#039;&#039;) occasionally, debuffing with a stacking &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;. Once their HP have been reduced to 25% or less, they must be brought within either the boss&#039;s or the Hand&#039;s hitbox, causing whoever the add is fed to to cast &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039; will wipe the raid. If players get 2 or more stacks of [[File:Luminous aetheroplasm icon1.png|link=]] &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;, they will die.&lt;br /&gt;
*&#039;&#039;&#039;Pressurize/Embolus&#039;&#039;&#039;: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (&#039;&#039;&#039;Outburst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Sluice&#039;&#039;&#039;: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.&lt;br /&gt;
*&#039;&#039;&#039;Splash&#039;&#039;&#039;: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Drainage&#039;&#039;&#039;: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.&lt;br /&gt;
*&#039;&#039;&#039;Throttle&#039;&#039;&#039;: 6 random players will be debuffed with  [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, which needs to be dispelled with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, otherwise the players will die at the resolution of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, pull the boss to the middle and face to the north. The boss will use &#039;&#039;&#039;Fluid Swing&#039;&#039;&#039; and follow with &#039;&#039;&#039;Cascade&#039;&#039;&#039;, spawning the three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; Note where these spawn and mitigate the attacks with cooldowns. It is recommended that players top up HP here. The boss will then split its HP and summon the &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; here. Keeping the boss close to the Hand is a good idea so they can both be AoE&#039;d and damage can be managed easier on both. Keeping them close together will bait &#039;&#039;&#039;Hand of Parting&#039;&#039;&#039; later. &lt;br /&gt;
&lt;br /&gt;
Have the off tank pick up the Hand and separate them once the &#039;&#039;&#039;Hand of&#039;&#039;&#039; attack comes out. Players will need to then position for the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;. The ranged and healers should bait these so they fire out of the arena. Following this, the &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; will spawn. They will spawn in relation to where the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; are, so the DPS players who are picking up the Dolls should be sure which one they are picking up. The boss will use &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so be sure to have the boss and the Hand at roughly the same HP, with no more than a 4% variance. At this time, the Rages will spawn Embolus, which will start to move towards where the Hand and the boss were at the time of spawning. The tanks need to move the boss and the Hand away to make sure they don&#039;t touch the orbs. Just before that, the boss and the Hand will use &#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;, which need to be mitigated. After this the tanks can move the boss and the Hand. &lt;br /&gt;
&lt;br /&gt;
Players can then feed their &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; to either the boss or the Hand once their HP is at 25% or lower. Generally, players should figure out an order to feed their Dolls so they don&#039;t feed too many at one time and wipe the raid with the resulting &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;. It is recommended that the melee players feed their Dolls first so the healers can come in and top players off before the next group of Dolls are fed to the bosses.&lt;br /&gt;
Players should face the boss north. This sets players up for the next set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;, as well as the following &#039;&#039;&#039;Drainage&#039;&#039;&#039;. The first set of Waves will be visible and telegraphed, but the following sets will not be telegraphed. To begin, everyone can bait the first four Waves together, then the ranged players move out to the edge of the inner circle to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; while the melee players move in close to bait the next set of Waves. The ranged players will then move in to the boss&#039;s hitbox to be the closest players to the boss to bait the second set of Waves, while melee players will move to max range to maximize uptime on the boss. &lt;br /&gt;
While taking these waves, do not stand in front of the boss as it fires a &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; in front of it that can&#039;t be baited. The boss will then use &#039;&#039;&#039;Splash&#039;&#039;&#039; and &#039;&#039;&#039;Drainage&#039;&#039;&#039;, so tanks should be ready to grab tethers while the rest of the party moves away from them to avoid the AoE from the attack. Tanks should be sure to mitigate this attack and healers should be ready to top everyone&#039;s HP off. The boss will follow up with another &#039;&#039;&#039;Cascade&#039;&#039;&#039;, dealing more heavy damage to the raid, so mitigate this as well.&lt;br /&gt;
&lt;br /&gt;
Keeping the boss faced to the north, The Liquid Rages will use [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, so healers need to be ready to &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; these away before the debuff finishes its duration. Then, another set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; to bait. This time coming from all Rages, the Hand, and the boss itself.&lt;br /&gt;
&lt;br /&gt;
To handle this mechanic, Players will first stack behind the boss while the main tank stays in front of the boss to bait the first waves. DPS players should then move to the edges of the Rages to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; , while the ranged players should bait the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; from the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; to fire off the edge of the arena, while the remaining players bait the Waves from the boss and the Hand to fire between the intercardinals. The DPS will then move in to the rear of the boss&#039;s hitbox to bait a third set of Waves while the tanks and a healer will bait the Rages &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then use &#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;. Following this strategy, the tanks will be separate from each other, so this will result in the Hand forming an open palm. The tanks will have to drag the boss and the Hand back together to resolve the mechanic. The Rages will also use &#039;&#039;&#039;Embolus&#039;&#039;&#039;, so this should help avoid this mechanic as well. Another &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so make sure the boss and the Hand are within 4% of HP to one another. Finally, the boss will use &#039;&#039;&#039;Splash&#039;&#039;&#039; again and prepare to use a final &#039;&#039;&#039;Cascade&#039;&#039;&#039; as its enrage, which will wipe the party if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; In practice, most parties will skip the final set of Splashes. Everyone should focus on the boss during the last set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; and kill it before it uses the final &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;, which serves as the &amp;quot;de facto&amp;quot; enrage.&lt;br /&gt;
&lt;br /&gt;
===Intermission: Limit Cut===&lt;br /&gt;
After defeating the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039;, players will enter the &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; mini-phase. Players will handle the mechanic of the same name from A11S while also avoiding rotating explosions around the edge and center of the arena.&lt;br /&gt;
&lt;br /&gt;
Players should group in the middle of the arena. Every player will be marked with dots above their head from 1-8. This indicates what order players are attacked in. Blue dots indicate odd numbered players, while red dots indicate even numbered players. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn behind a blue numbered player and fire a conal cleave (&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;), knocking the player in that direction. It will then dash (&#039;&#039;&#039;Super Blassty Charge&#039;&#039;&#039;) in the direction of the even numbered player that is next in sequence. If the player who gets dashed is facing away from the boss, they will receive a huge knockback. This will repeat with each set of numbers (1/2, 3/4, 5/6, 7/8). These hits also debuff with both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning players can&#039;t take more than one hit. &lt;br /&gt;
&lt;br /&gt;
While this is happening, &#039;&#039;&#039;Hawk Blasters&#039;&#039;&#039; will drop large, untelegraphed circular AoEs on the arena. These will drop four sets of two opposite explosions that rotate clockwise around the arena, followed by one in the center. They will then resume rotating around the edge of the arena, followed by a final explosion in the center, for a total of ten explosion sets. Any player hit by these will die.&lt;br /&gt;
&lt;br /&gt;
The most common method to handle this is to have two groups, 1/2, 5/6 and 3/4, 7/8 on opposite sides of the arena running around the arena following the explosions. Players who will handle the mechanics first will stand on the inner ring with lights, while the other set of numbers in that group will stand on the outside ring. The odd numbered players will be in the lead facing forward with the even numbered players standing behind them, facing towards the odd numbered player. Once they have handled their set of mechanics, the groups will switch, moving to the outer ring next to the edge of the arena while the next players move to the inner circle and repeat. Players can use their knockback skills if they want to help minimize risk if they miss an attack.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Brute Justice]] &amp;amp; [[Cruise Chaser]]===&lt;br /&gt;
This phase requires players to handle both bosses mechanics at the same time, moving correctly and handing debuffs off to the correct players to ensure no one is accidentally killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Kick&#039;&#039;&#039;: Massive raid-wide damage immediately following &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039;: Moderate raid-wide damage cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. This inflicts four &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuffs, ([[File:Final decree nisi α icon1.png|link=]] &#039;&#039;&#039;α&#039;&#039;&#039;, [[File:Final decree nisi β icon1.png|link=]] &#039;&#039;&#039;β&#039;&#039;&#039;, [[File:Final decree nisi γ icon1.png|link=]] &#039;&#039;&#039;γ&#039;&#039;&#039;, and [[File:Final decree nisi δ icon1.png|link=]] &#039;&#039;&#039;δ&#039;&#039;&#039;) on either the tanks and healers or the four DPS. These debuffs will inflict minor damage-over-time and will fall off when the timer expires. Contacting another player will cause them to acquire the same color debuff. Players need to pass these debuffs back and forth and satisfy the &#039;&#039;&#039;Verdict&#039;&#039;&#039; condition once the boss finishes its cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If two players with different &#039;&#039;&#039;Nisi&#039;&#039;&#039; colors touch, both players will instantly die (&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: A healer is debuffed with [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, and a DPS is debuffed with [[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;. These debuffs last 30 seconds and explode at their resolution.&lt;br /&gt;
**The mechanics of these debuffs are similar to how they worked in the original Alexander fight. [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; should be split among at least three players when it resolves and explodes in a large AoE (&#039;&#039;&#039;Crashing Wave&#039;&#039;&#039;) that deals split damage. This debuff will then pass to a random player. The originally debuffed player will receive a {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]] II&#039;&#039;&#039; debuff, meaning they cannot be in the next stack, or they will die. Additionally, when the debuff passes, it will drop a &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornado that will knock back any player too close to it and hit them with &#039;&#039;&#039;Drainage&#039;&#039;&#039;, dealing massive damage. The tornado can be frozen to hide behind to avoid &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039; and destroyed by &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. If a tornado is up for too long, it will explode (&#039;&#039;&#039;Severe Contamination&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**[[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; is a stack mechanic between two players. If more than two players are stacked, the debuff will inflict full damage to everyone in the stack, likely resulting in deaths. The damage is split in an AoE (&#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039;) when the debuff resolves. Like before, the debuff will pass to the other player and the originally debuffed player will not be able to take the debuff again as they will have {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;.&lt;br /&gt;
**If a player with one of the debuffs dies or holds both &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs at the same time, they will explode and wipe the raid (&#039;&#039;&#039;Punishing Thunder&#039;&#039;&#039;/&#039;&#039;&#039;Punishing Wave&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Steam Chakrams&#039;&#039;&#039; will also spawn randomly around the arena on opposite sides. The Chakrams will target a random player and fire across the arena at them in an untelegraphed line AoE (&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;), knocking back and killing anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;: An invisible circular AoE (&#039;&#039;&#039;Hawk Blaster&#039;&#039;&#039;) will spawn at each player&#039;s location, then resolve shortly after, killing anyone hit. Players need to bait these and wait until just after the cast resolves to move.&lt;br /&gt;
*&#039;&#039;&#039;Photon&#039;&#039;&#039;: Reduces the HP of all players to 1. Any cast of this afterwards will only affect tanks.&lt;br /&gt;
*&#039;&#039;&#039;Spin Crusher&#039;&#039;&#039;: Frontal conal cleave cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; that will knock back and kill anyone hit. Has no AoE indicator.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; (telegraphed AoE) is dropped on the two furthest players, dropping a puddle under the targets. The boss will then cast &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; on the furthest two players as well, which are telegraphed dark green circular AoEs that must be avoided and will leave behind two invisible &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039;. These will need to be disarmed (run over) by a tank with cooldowns, or they will explode (&#039;&#039;&#039;Hidden Mine Shrapnel&#039;&#039;&#039;) and wipe the party. Mines that are being disarmed will explode in a large AoE, so other players should not get too close. The boss will fire an ice &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; on one of the tanks, and cast &#039;&#039;&#039;Enumeration&#039;&#039;&#039; on two random DPS.&lt;br /&gt;
**&#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always require three players to stand in the circle to resolve. If three players aren&#039;t in the circle when it resolves, it kills the players that are inside it. Players cannot be inside both circles, or they will die.&lt;br /&gt;
**The second &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; that fires will drop an expanding ice puddle. This needs to be used to freeze the tornado to survive &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;. Anyone who steps in the puddle will be inflicted with {{status effect|Frostbite}} &#039;&#039;&#039;Frostbite&#039;&#039;&#039; and die.&lt;br /&gt;
*&#039;&#039;&#039;Verdict&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Will inflict all players with [[File:Final judgment penalty iii icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039; and one of [[File:Final judgment decree nisi α icon1.png|link=]][[File:Final judgment decree nisi β icon1.png|link=]][[File:Final judgment decree nisi γ icon1.png|link=]][[File:Final judgment decree nisi δ icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Decree Nisi α / β / γ / δ&#039;&#039;&#039;. Each type of &#039;&#039;&#039;Final Judgment: Decree Nisi&#039;&#039;&#039; will be assigned to one random DPS and one random support. This debuff will indicate which &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuff they have to be inflicted with by the time &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting or the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Limit Cut&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; becomes invincible and summons a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;. The shield can only be damaged from the front. Players need to destroy this before it disappears or the boss will receive a {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff and wipe the raid with its next attack. &lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; casts an untelegraphed wide conal AoE towards the player closest to it. This can destroy the water tornados.&lt;br /&gt;
*&#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; damages and inflicts {{status effect|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; on  players unless they break the Line-of-Sight with a frozen water tornado.&lt;br /&gt;
*&#039;&#039;&#039;Gavel&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Checks if all players have the correct &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs. All &#039;&#039;&#039;Nisi&#039;&#039;&#039; and &#039;&#039;&#039;Compressed Water/Lightning&#039;&#039;&#039; debuffs will be removed if the check succeeds. Otherwise, the party will instantly wipe.&lt;br /&gt;
*&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; uses a heavy-hitting tankbuster that needs to be split between both tanks.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; jumps on the player that is the furthest away, knocking back and inflicting {{status effect|Stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; on anyone else hit, then face the new furthest player and use &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, a massive conal AoE. This will kill any player it hits.&lt;br /&gt;
*&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Immediately after &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, the bosses will spawn and use &#039;&#039;&#039;J Kick&#039;&#039;&#039;. This needs to be heavily mitigated and healed through, as the attack deals heavy damage. Once the bosses spawn, pull them together in the center of the arena and stack up to bait the Chakrams that spawn on the edges of the arena. Spread out to avoid the attack, wait to bait &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;, then back in once the AoEs appear. Players can not be overlapped with other players as the boss will then cast &#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;, and this will cause debuffs to pass incorrectly, wiping the raid. The boss will cast &#039;&#039;&#039;Link-Up&#039;&#039;&#039; soon after this.&lt;br /&gt;
&lt;br /&gt;
At this point, the tanks should split the bosses, one pulling &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and the other taking &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. It is recommended the bosses are kept closer to each other in order to manage their HP and damage, since they need to be defeated at roughly the same time. If one is defeated too quickly and the other can&#039;t be downed in time, the surviving boss will enrage and wipe the raid. &lt;br /&gt;
&lt;br /&gt;
There should be four passes of &#039;&#039;&#039;Nisi&#039;&#039;&#039; during this phase before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. Tanks and healers should have designated partners to pass their debuff to until &#039;&#039;&#039;Verdict&#039;&#039;&#039; is cast and players need specific debuffs. To minimize errors in passing debuffs, non-marked players should move to their partners and pass through their hitbox to take the debuff. This keeps players from accidentally passing the debuff to the wrong player.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Photon&#039;&#039;&#039; at this time. Due to the DoT from &#039;&#039;&#039;Nisi&#039;&#039;&#039;, healers need to cast their shields to prevent deaths. Players will pass their debuffs at this point, then the boss will fire a &#039;&#039;&#039;Spin Crusher&#039;&#039;&#039; at the same time as the debuffs from &#039;&#039;&#039;Link-Up&#039;&#039;&#039; resolve. Players with these debuffs should move to the designated areas to pass their debuffs. A recommended strategy is to pass the Lightning debuff to the tank holding &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, while the rest of the players move to stand near the Water-debuffed player without touching.&lt;br /&gt;
&lt;br /&gt;
Healers should bait the &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; and mines near the edge of the arena away from the boss, then have the tank targeted by the ice-aspected &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; drop it near the water tornado while the other tank handles the mines with cooldowns. The healers should then move to the DPS marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, then either the tanks or the two remaining DPS should move into the circles. Once all this resolves, players should pass their &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs with their partner. The next pass of the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs should happen, generally the first player to receive the Water stack should take the next Lightning stack, as they can&#039;t split the Water AoE. The tank holding &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; should pull the boss to an edge and face the boss towards the center of the stage for its next attack. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then cast &#039;&#039;&#039;Verdict&#039;&#039;&#039;, assigning debuffs to players.&lt;br /&gt;
&lt;br /&gt;
As this is happening, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, becoming invincible and summoning a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;, which can only be hit from the front. Burn the shield down quickly. While doing this, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will cast &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, which the tank holding this boss will need to direct towards the second spawned water tornado to destroy it. The tank should position themselves into the boss&#039;s hitbox to be the &#039;closest&#039; player to the boss. Immediately after &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, players should pass their debuffs. The players without &#039;&#039;&#039;Nisi&#039;&#039;&#039; will pickup the debuffs that match their &#039;&#039;&#039;Verdict&#039;&#039;&#039; requirement. The boss will follow this up with &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;, requiring players to mitigate and heal through. Healers should be sure to top off everyone&#039;s HP, as the next passing of &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs will happen right after this.&lt;br /&gt;
&lt;br /&gt;
After passing the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs, players should move to where the ice block is, while the &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; tank moves the boss to the intercardinal of the block. The boss will cast &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;, and the players need to break the Line of Sight of this attack. Players will also need to swap their debuffs to the correct players one final time before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. A common way to handle this mechanic is to line up behind the ice block based on their color. Generally, people line up in order of &#039;&#039;&#039;Blue, Purple, Orange, Green&#039;&#039;&#039;. Following &#039;&#039;&#039;Gavel&#039;&#039;&#039;, all debuffs will disappear.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Photon&#039;&#039;&#039; that hits only the tanks and needs to be mitigated and healed through, as following that, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;, which both tanks will need to mitigate. After this, the boss will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, leaping to the farthest player from it. This player should be a ranged DPS who should begin moving as &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039; comes out. After leaping, the boss will cast &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, which needs to be dodged, as it will kill whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Whirlwind&#039;&#039;&#039; twice, dealing heavy raid-wide damage, so mitigation is key. At this point the bosses both long-cast their enrages. The bosses both need to be defeated before the cast goes off, and roughly at the same time as each other.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Alexander Prime]]===&lt;br /&gt;
During this phase, the boss will be untargetable for sections of the fight while players handle mechanics made up of &#039;&#039;&#039;Formations&#039;&#039;&#039; from the bosses from the other phases. The boss will be attacking during these phases, so players will handle these mechanics while also dodging &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;: Heavy-hitting tankbuster that debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;: Three magic-damage cleaves on the main tank. This always comes immediately after &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, so a tankswap or an invulnerability skill is required.&lt;br /&gt;
*&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;: Massive magic-based raid-wide damage that needs to be heavily mitigated and shielded to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation One: Temporal Stasis&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Players will receive debuffs based on their role:&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;. These players must be in close proximity to each other when the debuff resolves or they will both die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is too long (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;. These players must be far apart from each other when the debuff resolves or they will die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is not long enough (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;. These players cannot take any additional damage or they will both die. When the debuff resolves, it will inflict moderate damage (&#039;&#039;&#039;Plaint of Severity&#039;&#039;&#039;), {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;, making additional damage lethal until the debuffs expire.&lt;br /&gt;
**One DPS and one tank or healer will not have a debuff.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will fire a conal AoE at the three closest players to it. These players are debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: A large conal AoE directed at the two closest players to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Players hit are debuffed with a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
Based on the debuffs players have, players should stand in set positions to handle the mechanic. Each player will be frozen for several seconds with [[File:Temporal displacement icon1.png|link=]] &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; as the mechanic resolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Two: Inception&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Four players will be tethered to &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039;, large orbs. These orbs will slowly move towards their player, until they reach the tethered player and explode in an AoE, dealing damage (&#039;&#039;&#039;Burst&#039;&#039;&#039;) and dropping a puddle that inflicts &#039;&#039;&#039;Heavy&#039;&#039;&#039; if a player stands in it. If the orbs collide with a different player, they will deal less damage. If two puddles are dropped and overlap, they will explode (&#039;&#039;&#039;Electromagnetic Burst&#039;&#039;&#039;) and wipe the raid. These orbs must be stretched across the arena, as they slowly shrink in size which will make them deal less damage when someone touches them, making it survivable for the player it is tethered to.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Crystal&#039;&#039;&#039;: The four players not tethered to the &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will be marked and will drop &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039; where they are standing. These crystals will explode if they overlap with each other, are touching &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox or are touched by the &#039;&#039;&#039;True Heart&#039;&#039;&#039; summoned by &#039;&#039;&#039;Shanoa&#039;&#039;&#039;. When they explode, they deal proximity damage (&#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;) to all players.&lt;br /&gt;
*&#039;&#039;&#039;True Heart&#039;&#039;&#039;: &#039;&#039;&#039;Shanoa&#039;&#039;&#039;, the cat add, will spawn across from &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and summon &#039;&#039;&#039;True Heart&#039;&#039;&#039;, an add that will move towards &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. If it touches all four &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;, the Heart will turn a golden color and move to &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox after &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; disappears, buffing players with [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039;, a buff required for the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Inception&#039;&#039;&#039;: &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will teleport to a random edge of the arena and use &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, wide AoEs that fire from it&#039;s cardinals. The &#039;&#039;&#039;True Heart&#039;&#039;&#039; will move towards where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn, allowing players to know where the boss will spawn and move out of the way of its attacks. Players will also receive various debuffs:&lt;br /&gt;
** A DPS will be debuffed with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, which will need to be shared with the two tanks. The debuff will resolve as a small AoE (&#039;&#039;&#039;Plaint of Solidarity&#039;&#039;&#039;) that will inflict split damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** One DPS and one tank will be debuffed by [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** Two DPS will be debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at either the north or south of the arena, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn to the west of the arena and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn on the east, then they will all begin running through mechanics. &lt;br /&gt;
&lt;br /&gt;
*Mechanics will appear from &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; that will also need to be resolved: &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, and &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main tank should grab the boss when it reappears and face it north, using an invulnerability skill to handle &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and the three following &#039;&#039;&#039;Divine Spears&#039;&#039;&#039;, then the rest of the party should stack in the center and prepare shields for when the boss casts &#039;&#039;&#039;Inception Formation&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena. The &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will spawn and tether to four random players. The orbs will spawn in one of two formations, either two in the northwest and southeast, or two in the northeast and southwest. Players that get a tether should move to the intercardinals closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; that is opposite to the side their orb is on. The untethered players should move to the opposite side of the arena, positioning in a square formation with the two people closest to the edge of the arena standing to the left and right of the southern red circle and the two people further from the edge standing in line with the other players, but not close enough to overlap crystals. Players will then be marked for the &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;. Once the crystals are dropped, the people tethered to the two &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; should move to the east and west red circles to avoid overlapping puddles. After people drop their puddles, all players apart from tanks should go to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; to reduce damage from the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; that will explode due to the &#039;&#039;&#039;True Heart&#039;&#039;&#039; beginning to move toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. Healers should make sure everyone is topped off, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; three times. Each tank should bait the first two &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; to the cardinal opposite &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and then towards the middle of the arena, with the party moving along the edge of the arena after the proximity damage to bait the third toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. After &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; resolve, players should use the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to build DPS resources for the coming phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will then cast [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; and [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; on players. Watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn and move out of the way of the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that is fired. Based on debuffs, players will need to split up across the arena, with the tanks and the player with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; on the west side relative to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and the rest of the party to the east. Players with the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; debuff should run to the edges of the arena to guarantee the debuff&#039;s requirement is met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then spawn in the center of the arena and use &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, hitting the players closest to it. This attack, as well as the debuffs, will inflict players with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. Both healers and the [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; DPS will have to bait these, with the healers baiting north and south and the DPS baiting west. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, which one tank will have to bait by standing as far to the east wall as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Three: Wormhole&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This phase re-introduces even more mechanics from previous phases that must be handled several at a time, such as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, Super Jump&#039;&#039;&#039; and &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Accurate player movement and baiting the correct attacks is essential here, and a mistake will most likely cause a wipe.&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: Two Chakrams will spawn at the cardinals adjacent to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; when he spawns.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;: A random player will be marked for a stack mechanic. This attack needs to be shielded and mitigated to handle.&lt;br /&gt;
*&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;: Two large puddles spawn at either south-southeast and north-northwest or north-northeast and south-southwest, and need to be soaked by one player each, dealing a light amount of damage (&#039;&#039;&#039;Repentance&#039;&#039;&#039;) and debuffing with {{status effect|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These puddles must be soaked three times, shrinking in size with each soak, and will explode (&#039;&#039;&#039;Confession&#039;&#039;&#039;) and wipe the raid if not soaked in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will open this mechanic with another &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; which can be taken by a tank using an invulnerability action. From here, several abilities will fire in rapid succession. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at south and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will both spawn near north, with &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; at either northeast and northwest and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; at wherever &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; did not spawn. Players should start in the center of the arena to bait Chakrams and set up shields and regens. Once players are assigned their numbers, they should split to either side of the arena, evens to the east side and odds to the west side. Have 3 and 4 stand on the red circles at the north intercardinals, and have the player further from &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; stand on the edge of their red circle to provide room to dodge &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; after &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; Super Jumps to them. Make sure to stand near intercardinals to avoid getting hit by the Chakrams, as even if you need to soak a puddle when they spawn, there is more than enough time to move into it after the Chakrams fire. Once they fire, players can adjust their position for &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Players marked with 7 and 8 should move to the east and west and players marked with 5 and 6 should step into the puddles. Odds should face outwards from the arena, and evens should face their odd partner or use anti-knockback skills to guarantee nobody gets knocked out of position. 1 and 2 will be hit by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039; on either 3 or 4 depending on what player is furthest away. After &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, the boss will turn around and fire &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. The puddles will then resolve their first soak and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will attack 3 and 4. Afterwards, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, making the arena in front of it and slightly to the sides unsafe. This covers a small amount of the red circles that 3 and 4 stand on, so they should move off of the buttons and towards east and west to avoid getting hit. The puddles will resolve their second soak, which 7 and 8 should take. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then attack 5 and 6, who should move towards northeast and northwest to bait their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. 7 and 8 should move towards the northeast and northwest red circles to resolve their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; and 1 and 2 can move into the puddles to soak the last puddles. Once everything resolves, players should group in the centre and mitigate and heal through &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After this, two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. They should separate to the east and west, with both tanks standing in the west enumeration, both healers standing in the east enumeration and the DPS not chosen for an enumeration moving north or south to avoid the &#039;&#039;&#039;Enumerations&#039;&#039;&#039;. Following this, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Mega Holy&#039;&#039;&#039; twice, dealing more hard-hitting damage. A lot of healing and mitigation is happening here, so tanks and healers need to be ready. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Four: Summon Alexander&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Storm&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; slams the arena, dealing heavy raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;J Wave&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; fires this every few seconds dealing increasingly heavy raid-wide damage and buffing itself with a stack of [[File:Damage up icon2.png|link=]] &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; each time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;s&#039;&#039;&#039; enrage skill. Players need to defeat it before this cast goes off, or the party will wipe. Healers need to focus on mitigation and healing for this phase, as the damage will begin increasing rapidly in both output and amount. Tanks should be using abilities that increase healing output and shields while mitigating boss damage output with moves like &#039;&#039;&#039;Reprisal&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This formation requires heavy mitigation and healing, as well as a DPS check to beat the enrage. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn in with invulnerability, summon &#039;&#039;&#039;Alexander&#039;&#039;&#039; and begin to cast &#039;&#039;&#039;Divine Judgment&#039;&#039;&#039;. If this cast finishes, the party will wipe. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn southeast begin a long cast of &#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn southwest with &#039;&#039;&#039;J Storm&#039;&#039;&#039; and begin it&#039;s &#039;&#039;&#039;J Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should defeat &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; first before it can finish it&#039;s enrage, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; to stop the increasing damage from &#039;&#039;&#039;J Waves&#039;&#039;&#039;. Once both are defeated, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will no longer be invulnerable, so the party should finish it off before the enrage cast finishes.&lt;br /&gt;
&lt;br /&gt;
After the bosses are defeated, players will need to group up and use a Tank LB3 once &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; countdown reaches 3 seconds. Players need to use their shields and mitigations as well, as the Limit Break alone is not enough to survive the damage. Afterwards, a cutscene ensues in which &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; rebuild, remake and reform themselves into the final boss: &#039;&#039;&#039;Perfect Alexander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Perfect Alexander]]===&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the phase opens, the boss will cast &#039;&#039;&#039;The Final Word&#039;&#039;&#039;, causing players will receive debuffs from the boss that will move players when they resolve:&lt;br /&gt;
*Three players will receive [[File:Final word contact prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Prohibition&#039;&#039;&#039;, which is denoted by a yellow icon with an arrow. Upon the timer expiring, this debuff will become [[File:Contact prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039;. Players with this debuff will move towards players with &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;. If these players end up colliding, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word contact regulation icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Regulation&#039;&#039;&#039;, denoted with an orange starburst icon. Upon the timer expiring, this debuff will become [[File:Contact regulation ordained icon1.png|link=]] &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Three players will receive [[File:Final word escape prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Prohibition&#039;&#039;&#039; and is denoted with a blue and white icon with an arrow. Upon the timer expiring, this debuff will become [[File:Escape prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039;. These players will move away from the player with &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;. If they touch that player or move too far away from them, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word escape detection icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Detection&#039;&#039;&#039;, denoted by a purple icon. Upon the timer expiring, this debuff will become [[File:Escape detection ordained icon1.png|link=]] &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Note that if anyone with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; or &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; dies, all of their &amp;quot;followers&amp;quot; (i.e. players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; or &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, respectively) will also die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion&#039;&#039;&#039;: Players must be constantly moving at the time of the cast, or they will die. This is denoted by a white sword marker.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039;: Players must be perfectly still at the time of the cast, including not auto-attacking. This is denoted by a black sword.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Players will either all be marked with &#039;&#039;&#039;Individual Reprobation&#039;&#039;&#039; and need to spread out to avoid AoEs, or &#039;&#039;&#039;Collective Reprobation&#039;&#039;&#039; and two random players will be marked with stack markers and should separate slightly to avoid overlapping. Note that taking the stack solo will cause the marked player to explode (&#039;&#039;&#039;Faithlessness&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039;: A heavy-hitting triple hit magic-based tankbuster that needs to be split with the off tank.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;: A heavy magic-based tankbuster that debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Since the boss&#039;s auto-attacks are physical, a tankswap is required. This attack always follows Capital Punishment.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039;: The boss shows the locations of AoEs briefly, which players need to remember and dodge. These AoEs will fire at the start of &#039;&#039;&#039;Irresistible Grace&#039;s&#039;&#039;&#039; cast bar.&lt;br /&gt;
*&#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;: A random player is marked for stacking. This should be mitigated, as it deals heavy magic-based damage.&lt;br /&gt;
*&#039;&#039;&#039;Fate Projection&#039;&#039;&#039;: Creates clones of all party members and shows what mechanics they will do when &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039; finishes casting. Players will be able to identify their clone by the arrow that points to them. Players will only be able to see their clone if they have the [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039; buff from Phase 3 and are alive at the start of this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;: A series of mechanics will be shown while the cast bar fills. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will be first, based on the sword that appears over the clone, followed by a mechanic based on role type:&lt;br /&gt;
** A gear will appear around three clones, denoting &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have stacking gears appear on it, denoting &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have a circle pulsing from it, denoting &#039;&#039;&#039;Defamation&#039;&#039;&#039;. This player will need to move to the opposite side of the arena from the rest of the party.&lt;br /&gt;
**Three clones will receive no debuffs.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will appear for the third mechanic, denoted again by the color of the sword over the clone’s head.&lt;br /&gt;
*The fourth mechanic will spawn three &#039;&#039;&#039;Alexander&#039;&#039;&#039; clones and each will fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039; with one not firing. This clone indicates a safe zone directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039;, this phase will show what mechanics will be coming after the cast bar fills:&lt;br /&gt;
*The debuffs &#039;&#039;&#039;[[File:Contact regulation ordained icon1.png|link=]] Contact Regulation Ordained / [[File:Contact prohibition ordained icon1.png|link=]] Contact Prohibition Ordained&#039;&#039;&#039; used in &#039;&#039;&#039;The Final Word&#039;&#039;&#039; will be applied to players. Their clones will receive a bright light over their heads. The clone receiving &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039; will move. Players marked with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player receives [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; (blue tether).&lt;br /&gt;
** One player receives [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039; (red and green tether).&lt;br /&gt;
** One player receives &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; (stack gear).&lt;br /&gt;
* Players with dark markers over their heads will receive &#039;&#039;&#039;[[File:Escape detection ordained icon1.png|link=]] Escape Detection Ordained / [[File:Escape prohibition ordained icon1.png|link=]] Escape Prohibition Ordained&#039;&#039;&#039;. The clone receiving &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039; will move. The players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player will be marked with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** One player will be marked with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;.&lt;br /&gt;
** One player will not receive any additional debuffs.&lt;br /&gt;
*The second mechanic is three &#039;&#039;&#039;J Jumps&#039;&#039;&#039;, which are large AoEs from three clones that inflict {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. These will be baited by the Purple marked player, the Blue debuffed player with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;, and the Blue debuffed player with no additional debuffs.&lt;br /&gt;
*The third mechanic is &#039;&#039;&#039;Optical Sight: Individual/Collective Reprobation&#039;&#039;&#039;. The north clone will fire either two large orbs (light party stacks, one targeting a dark player and the other targeting a light player) or eight small orbs (full party spread) to indicate which attack is coming out.&lt;br /&gt;
* The fourth mechanic is &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, a donut AoE. Players will need to move directly in front of the clone to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The main tank should grab enmity on the boss again. The boss will auto-attack a few times, then cast &#039;&#039;&#039;Final Word&#039;&#039;&#039;. To handle this mechanic, the player with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; should move to the opposite side of the arena away from the group, the players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; should stand in a row in front of players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, while the player with &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; should stand behind them. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will fire, and players will have to handle accordingly. The debuffs will take effect, and players should be move correctly without any deaths. Immediately after this, the opposite &#039;&#039;&#039;Ordained&#039;&#039;&#039; attack will come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optical Sight&#039;&#039;&#039; is next, and players should be ready to mitigate this damage and move according to whichever markers come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039; will begin casting, and players will need to watch their clones to know what mechanics are coming and how to handle them once the cast resolves and move to safe spots in front of and across from the &#039;&#039;&#039;Alexander Clone&#039;&#039;&#039; that didn&#039;t fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. The player marked with &#039;&#039;&#039;Defamation&#039;&#039;&#039; will stand in the safe zone in front of the clone. In the other safe zone, the &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; player will stand on one side of the safe zone, the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and non-debuffed player will stack on the other side of the safe zone.&lt;br /&gt;
&lt;br /&gt;
The boss will become untargetable, and players can begin following the mechanics presented previously. Be sure not to accidentally clip players with mechanics in your safe zone. Be sure not to move until the clones all fire their &#039;&#039;&#039;Sacrament&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following this sequence, the boss will begin using &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; and &#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;. Handle the first attack with an invincibility, then tankswap after all three hits of &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; have fired. Use cooldowns to mitigate the second attack.&lt;br /&gt;
&lt;br /&gt;
The boss will then begin the cast bar for &#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;. Players will need to watch to see which debuffs they will be assigned. Players should also be on the lookout for the safe zone for the &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; and where to move for &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;. At around 30% the debuffs for &#039;&#039;&#039;Final Word&#039;&#039;&#039; will show on the clones. Players will stand on the west edge or the north edge at the cardinals based on their debuffs and the tethers for the additional debuffs:&lt;br /&gt;
*The player with the purple debuff will stand behind every other player.&lt;br /&gt;
*The player with the orange debuff will stand at the north cardinal of the arena.&lt;br /&gt;
*Players with the yellow debuff will stand in front of the purple debuffed players, closer to the north to move in that direction at the debuffs resolution.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;House Arrest&#039;&#039;&#039;; will stack with the yellow players.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; will stand in front of the purple debuffed player, closer to the south to get moved to the north.&lt;br /&gt;
*The blue debuff player with no extra debuffs will stand directly in front of the purple player to end up moving straight to the east. Players will move into the safe zones and stay there until &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and &#039;&#039;&#039;Super Jump&#039;&#039;&#039; both resolve.&lt;br /&gt;
&lt;br /&gt;
Players will then handle &#039;&#039;&#039;Optical Sight&#039;&#039;&#039; stacking or spreading accordingly. After this, players will move to the safe zone for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;. The boss will follow up with another series of tankbusters, then move into &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pull the boss to the center of the arena. The boss cast &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and will show three sets of AoEs here that players need to memorize. Players will need to dodge each set of AoEs correctly, as getting hit by one will almost certainly cause a wipe. Following these AoEs, the boss will cast &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;. The party will have to stack and heavily mitigate the attack. &lt;br /&gt;
After this, the tank can turn the boss to the north and the party should move behind the boss. The boss will use another &#039;&#039;&#039;Capital Punishment&#039;&#039;&#039; set which need to be mitigated and tankswapped. Healers should fill the tanks health after this. Another set of &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039; to be handled the exact same way as before, then the boss will move to the center of the arena and begin to cast its enrage, &#039;&#039;&#039;Temporal Prison&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A space will light up and cages will begin dropping onto the platform to the northeast of the boss and continue doing so at the cardinals and intercardinals moving clockwise. Players should move to these positions with the healers taking the first two cages, the tanks taking the next two, and finally the DPS. Anyone with damage-over-time (DoT) abilities should refresh their DoTs on the boss before they are caged, as they will be incapacitated with &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; and unable to attack. A few seconds after all players are caged, the fight will reset to the beginning, so the party must defeat the boss before this happens. Missing a cage will cause the fight to instantly reset.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Colossus Totem}}&lt;br /&gt;
* [[Epic of Alexander Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Epic of Alexander (Ultimate). This restriction was removed in [[Patch 5.2]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Bertana]] in [[Idyllshire]] (X:5.8 Y:5.2) for [[Ultimate Alexander Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|When I Ruled the World}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The world first clear was from Thoughts per Second on November 19, 2019. However, it was revealed that they were using a third party tool to automatically replace [[waymarks]] during combat, in violation of the Terms of Service. This was addressed by producer/director YoshiP in the Producer Letter Live (PLL) following the release of TEA.&amp;lt;ref&amp;gt;[https://forum.square-enix.com/ffxiv/threads/414393-Letter-from-the-Producer-LIVE-Part-LVII-Digest-%2802-14-2020%29 Letter from the Producer LIVE Part LVII Digest (02/14/2020)]&amp;lt;/ref&amp;gt; Subsequently, the ability to replace waymarks in PvE combat was removed in [[patch 5.2]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
TEA intro.jpg&lt;br /&gt;
TEA boss.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 30, 2022, the encounter was cleared without the Enigma Codex buff.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VG2M2bozu2M&amp;lt;/ref&amp;gt; This clear relied on a forced movement bug that was resolved in [[patch 6.1]], so the methods used to clear without the buff are no longer functional.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/tea/ North America Party Finder Strategies]&#039;&#039;&#039; (commonly referred to as &amp;quot;oldbin&amp;quot;)&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=830419115443951&amp;amp;preview=1 Living Liquid]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=240411819443951&amp;amp;preview=1 Limit Cut]&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=340414049443951&amp;amp;preview=1 Brute Justice and Cruise Chaser]&lt;br /&gt;
*Phase 3: Alexander Prime&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=463281492325761&amp;amp;preview=1#5 Temporal Stasis and Inception Formation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=236244852760461&amp;amp;preview=1 Wormhole Formation]&lt;br /&gt;
*Phase 4: [https://ff14.toolboxgaming.space/?id=646241037470461&amp;amp;preview=1 Perfect Alexander]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1z7CHed25CNQYA03UHz9Ao6b0ooQGAYyTQPbzYqHwsaA/edit#gid=1311355980 Mitigation spreadsheet]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=814290069371961&amp;amp;preview=1 Role positions]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874742</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874742"/>
		<updated>2025-03-27T04:32:02Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with the &#039;&#039;&#039;Grace of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - this will either spawn a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After a brief delay, there is a chance that proximity markers will split around the outer edges instead, forcing the raid to dash towards the center. This is telegraphed during the cast, as Shiva will either have one orb floating above her head or four which indicates whether it will be the proximity marker in the middle or on the edges respectively. It is not necessary to view this telegraph however, as there is enough time to run back to the middle during the cast if the proximity markers are on the edges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns four mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness / Twin Silence&#039;&#039;&#039; After &#039;&#039;&#039;Redressing&#039;&#039;&#039; (which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;), this will cause Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) one after the other, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. If she is casting &#039;&#039;&#039;Twin Silence&#039;&#039;&#039; this will be &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; into &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; and if she casts &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; she will do the opposite. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to continuously cast &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874741</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874741"/>
		<updated>2025-03-27T04:30:38Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with the &#039;&#039;&#039;Grace of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - this will either spawn a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After a brief delay, there is a chance that proximity markers will split around the outer edges instead, forcing the raid to dash towards the center. This is telegraphed during the cast, as Shiva will either have one orb floating above her head or four which indicates whether it will be the proximity marker in the middle or on the edges respectively. It is not necessary to view this telegraph however, as there is enough time to run back to the middle during the cast if the proximity markers are on the edges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns four mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness / Twin Silence&#039;&#039;&#039; After &#039;&#039;&#039;Redressing&#039;&#039;&#039; (which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;), this will cause Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) one after the other, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. If she is casting &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; this will be &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; into &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; and if she casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039; she will do the opposite. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to continuously cast &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874740</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=874740"/>
		<updated>2025-03-27T04:29:18Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with the &#039;&#039;&#039;Grace of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - this will either spawn a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After a brief delay, there is a chance that proximity markers will split around the outer edges instead, forcing the raid to dash towards the center. This is telegraphed during the cast, as Shiva will either have one orb floating above her head or four which indicates whether it will be the proximity marker in the middle or on the edges respectively. It is not necessary to view this telegraph however, as there is enough time to run back to the middle during the cast if the proximity markers are on the edges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns four mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness / Twin Silence&#039;&#039;&#039; After &#039;&#039;&#039;Redressing&#039;&#039;&#039; (which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;), this will cause Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) one after the other, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. If she is casting &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; this will be &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; into &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; and if she casts &#039;&#039;&#039;Twin Silence&#039;&#039;&#039; she will do the opposite. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to continuously cast &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=865191</id>
		<title>Futures Rewritten (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=865191"/>
		<updated>2025-02-18T23:37:16Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Intermission: Ice Veil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the ultimate raid|the patch|patch 5.4|the quest|Futures Rewritten}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Drawing upon his ever-fertile imagination, the wandering minstrel weaves his own interpretation of events surrounding the Flood of Light, the calamity that engulfed nigh the entirety of the First. From the cause of the Flood to the outcome of the struggles that followed, the man&#039;s evocative verse conjures up vivid images in your mind&#039;s eye─images of an alternate future that may have unfolded for Ryne, the young Oracle of Light...&lt;br /&gt;
| image = Futures Rewritten (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 735&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = 735&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 heliometry&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = A Future Rewritten &lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = How the West Was Sung&lt;br /&gt;
| patch = 7.11&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;FRU&#039;&#039;&#039;, is based on the [[Eden]] raid series from &#039;&#039;[[Shadowbringers]]&#039;&#039; and is the sixth ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Futures Rewritten (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
*Players are expected to have item level 730-735 &amp;quot;best-in-slot&amp;quot; gear to participate. Best-in-slot sets for each job are provided by [https://www.thebalanceffxiv.com/ The Balance] and [https://www.icy-veins.com/ffxiv/ Icy Veins]. These primarily consist of [[Dark Horse Champion&#039;s Weapons]], [[Dark Horse Champion&#039;s Armor]] / [[Augmented Quetzalli Armor]], and [[Dark Horse Champion&#039;s Accessories]] / [[Augmented Quetzalli Accessories]], all fully melded with certain [[materia]] depending on the set.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. &lt;br /&gt;
&lt;br /&gt;
Failing mechanics or being hit by avoidable AoEs will inflict a crippling -90% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes. In addition, taking certain stack mechanics with fewer than the intended number of players will inflict a stack of [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039; to all players in the stack, which functions and lasts identically to the Damage Down debuff. If any player receives 2 or more stacks, they will die. If a player has both Damage Down and Mark of Mortality, their damage will be reduced by 99%.&lt;br /&gt;
&lt;br /&gt;
If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by walking into the wall and then be resurrected to remove these debuffs, as the {{status effect|weakness}} [[Weakness]] debuff is only around a 25% damage loss that lasts for half the time.&lt;br /&gt;
&lt;br /&gt;
The party should assign clock spots, with supports on cardinals and DPS on intercardinals, along with light parties consisting of 1 tank, 1 healers and 2 DPS. Note that the off-tank should be on the east clock spot while the group 2 healer is south. Waymarks can be placed in a standard clock configuration with the 1 waymark northwest. For Phase 1, pairs of players are determined based on waymark color (e.g., the main tank at A will be paired with the ranged DPS at 1). In addition, the party should assign &amp;quot;conga line&amp;quot; positions, e.g. HRMTTMRH.&lt;br /&gt;
&lt;br /&gt;
The following strategies are directly based on the &amp;quot;[https://pastebin.com/ue7w9jJH LesBin]&amp;quot; that is commonly referenced in North American data centers.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Fatebreaker]]===&lt;br /&gt;
*&#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;: The boss will imbue itself with either fire or lightning. All players should go to their clock spots.&lt;br /&gt;
**Each player will be hit with a conal AoE that deals physical damage. These AoEs will repeat in the same locations once, then twice more but rotated ~30 degrees each time, essentially creating an alternating pattern of conal AoEs during the final three sets.&lt;br /&gt;
**If the boss imbued fire, then all DPS or all supports will be hit with a split damage AoE (&#039;&#039;&#039;Sinsmoke&#039;&#039;&#039;) that deals magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up. Each player should rotate to stack with their assigned partner.&lt;br /&gt;
**If the boss imbued thunder, all players will be with an AoE (&#039;&#039;&#039;Sinsmite&#039;&#039;&#039;) that deals magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring the party to fully spread.&lt;br /&gt;
**During the stack/spread AoEs, the second set of conal AoEs will go off, requiring the party to dodge them while resolving the stacks/spreads.&lt;br /&gt;
**The third set of conal AoEs then go off, requiring them to dodge back into where the first AoEs hit.&lt;br /&gt;
**Finally, the fourth set of conal AoEs will go off, requiring the party to dodge back again.&lt;br /&gt;
*&#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039;: A telegraphed tankbuster on the main tank that deals heavy physical damage and inflicts {{status effect|physical vulnerability up}} Physical Vulnerability Up and a 16-second [[File:Powder mark trail icon.png|link=]] &#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039; debuff. When this debuff expires, the tank will emit a large, untelegraphed tankbuster AoE that deals heavy magical damage (&#039;&#039;&#039;Burn Mark&#039;&#039;&#039;). In addition, the closest player to the tank will also be hit with a similar AoE, requiring the two tanks to be the closest to each other. &lt;br /&gt;
**The main tank can heavily mitigate the initial hit and the off-tank must provoke during the cast bar to prevent death to the subsequent auto-attack, or the main tank can use an invulnerability cooldown, which will not require a tank swap. Note that the invulnerability cooldown will not last for the follow-up tankbuster AoE.&lt;br /&gt;
*&#039;&#039;&#039;Utopian Sky&#039;&#039;&#039;: The boss will imbue itself with either fire or thunder, then become untargetable and begin a series of mechanics:&lt;br /&gt;
**The arena background will be covered in fog, similar to the Prismatic Deception mechanic in {{questlink|raid|Eden&#039;s Promise: Anamorphosis (Savage)}}.&lt;br /&gt;
**Each player should go to the wall at their clock spot, except the off-tank and group 2 ranged DPS must switch. The off-tank should inch towards the main tank (approximately one border crystal notch in) to ensure that the follow-up proximity tankbuster is baited on them.&lt;br /&gt;
**An untargetable clone of the boss (&#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039;) will spawn on each cardinal and intercardinal, which only players very close to them can see. Each clone will either raise its weapon up or keep it down. Raised weapon clones will use an untelegraphed line AoE (&#039;&#039;&#039;Blasting Zone&#039;&#039;&#039;) directly through the arena. There will be three of these, leaving two opposite sectors safe.&lt;br /&gt;
**Looking at their clone, if it raises its weapon, the player should move towards the center of the arena. If they see the player opposite from them move in, then they will also move in.&lt;br /&gt;
**If done correctly, two players will remain at the wall, denoting where the safe areas are. It is common for those players to also jump a few times to signal to others they are in a safe area.&lt;br /&gt;
**Each light party must then move to their assigned location, typically sorted by waymark color (e.g. group 1 to red or purple waymarks, group 2 to yellow or blue waymarks).&lt;br /&gt;
**If the boss originally imbued with fire during the Utopian Sky cast, then each light party must stack, as both tanks will be hit with a split-damage magical AoE (&#039;&#039;&#039;Sinbound Fire III&#039;&#039;&#039;).&lt;br /&gt;
**If the boss originally imbued with thunder during the Utopian Sky cast, then each player must spread in a T-shaped formation within the safe area, as all players will be hit with a magical AoE (&#039;&#039;&#039;Sinbound Thunder III&#039;&#039;&#039;). The outer players can go two border crystals from the middle of the safe area.&lt;br /&gt;
**The line AoEs and stacks/spreads will resolve, and the boss will spawn in the middle of the arena and cast another &#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;, which is resolved as before.&lt;br /&gt;
**During this, a &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; add will appear near north and cast &#039;&#039;&#039;Turn of the Heavens&#039;&#039;&#039;, spawning four orange fire circles (&#039;&#039;&#039;Halo of Flame&#039;&#039;&#039;) and four blue lightning circles (&#039;&#039;&#039;Halo of Levin&#039;&#039;&#039;) at each cardinal and intercardinal. These will each begin casting &#039;&#039;&#039;Brightfire&#039;&#039;&#039;, a circle AoE directly where they are located. The west side will have the same color circles, and the east side will have all of the other color. The add will imbue itself with either fire or lightning, which determines which color circles will emit a larger circle AoE, making that entire side unsafe.&lt;br /&gt;
**The party must maneuever to the safe side, splitting north and south, while dodging the follow-up conal AoEs from &#039;&#039;&#039;Cyclonic Break&#039;&#039;&#039;.&lt;br /&gt;
**Two &#039;&#039;&#039;Fatebreaker&#039;s Images&#039;&#039;&#039; (southwest and southeast) will each imbue fire and tether a random player (&#039;&#039;&#039;Bound of Faith&#039;&#039;&#039;), giving them a 15-second {{status effect|prey}} [[Prey]] and 15-second [[File:Fated burn mark icon.png|link=]] &#039;&#039;&#039;Fated Burn Mark&#039;&#039;&#039;. If these players die when the latter debuff is active, they will explode and wipe the raid. When the Prey debuff resolves, the players will temporarily be lifted up with [[File:Bubble gaol icon.png|link=]] &#039;&#039;&#039;Floating Fetters&#039;&#039;&#039; and hit with &#039;&#039;&#039;Sinsmoke&#039;&#039;&#039;, a magical stack AoE inflicts {{Status effect|magic vulnerability up}} Magic Vulnerability Up and must be shared between four players to prevent [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;. Therefore, the party must evenly split up for the two stacks.&lt;br /&gt;
***To resolve, the supports can default to the north group, and the DPS can default to the south group.&lt;br /&gt;
***The group the tethered players go to depends on the length of the tether. Because the adds always spawn in the same positions, one tether will always be short and the other will always be long if the entire party is pre-positioned on the safe side.&lt;br /&gt;
***The short tethered player will go south, and the long tethered player will go north.&lt;br /&gt;
***When the tethers spawn, if they both appear on two supports or two DPS, one player from the role group that initially has no tethers must move to the other to ensure an even 4/4 split. Typically, this is designated to the main tank and the group 1 melee.&lt;br /&gt;
**A &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; will spawn east or west, imbue lightning, and cast &#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;, a line AoE through it that will expand. This will be automatically dodged if the party is already at north and south on the safe side.&lt;br /&gt;
**Another &#039;&#039;&#039;Fatebreaker&#039;s Image&#039;&#039;&#039; will spawn north or south, imbue fire, and cast &#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;, which will instead inflict a follow-up lateral knockback, requiring players to move towards the middle after the initial line AoE resolves to be knocked back towards the safe side. This knockback &#039;&#039;cannot&#039;&#039; be prevented with knockback immunities.&lt;br /&gt;
**After the knockback, the fire/lightning circle AoEs will resolve, followed by the stacks. There are a few seconds after the knockback to adjust if the party was not evenly split prior to the stacks resolving.&lt;br /&gt;
*The boss will become targetable again and cast &#039;&#039;&#039;Burnished Glory&#039;&#039;&#039;, dealing heavy magical raidwide damage and inflicting a potent 15-second {{status effect|bleed}} [[bleeding]], requiring mitigation and healing.&lt;br /&gt;
*&#039;&#039;&#039;Fall of Faith&#039;&#039;&#039;: All players should report to their &amp;quot;conga line&amp;quot; spread positions directly south of the boss for this mechanic.&lt;br /&gt;
**The boss will imbue fire or thunder, and tether a random player, giving them a {{status effect|prey}} Prey debuff. The element can be determined based on the boss&#039;s animation, the color of the tether, or the flames/electricity sound effect.&lt;br /&gt;
**During the Fall of Faith cast, three &#039;&#039;&#039;Fatebreaker&#039;s Images&#039;&#039;&#039; will sequentially spawn and each tether a different random player with a random element. The northwest add will tether the second player, the north add the third, and the northeast add the fourth.&lt;br /&gt;
**Several seconds after being tethered, the tether and clone&#039;s element animation will disappear, and the player will be lifted up and targeted for an attack based on the element telegraph.&lt;br /&gt;
***&#039;&#039;&#039;Fire&#039;&#039;&#039;: A wide split-damage conal AoE (&#039;&#039;&#039;Sinblaze&#039;&#039;&#039;) directed at the nearest player to the target that inflicts high magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be soaked by three players to prevent [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Thunder&#039;&#039;&#039;: Three wide conal AoEs (&#039;&#039;&#039;Bow Shock&#039;&#039;&#039;) directed at the three nearest players to the target that inflict high magical damage and {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring three players to bait them while spreading to avoid overlap.&lt;br /&gt;
**To resolve, the party must again split into two groups of four, each containing two tethered and two non-tethered players. The groups should be located east and west of the boss within melee range.&lt;br /&gt;
**Fire tethers are resolved by having three players stack behind the active tether player, which will aim the cone away from the other group.&lt;br /&gt;
**Thunder tethers are resolved by having three players spread around the active tether player: one north, one south, and one to the side, which will safely bait the three cones.&lt;br /&gt;
**Due to the duration of the Magic Vulnerability Up from the AoEs, each group can only handle two alternating tethers, i.e. the first and third tethers should be on the west group, and the second and fourth tethers should be east.&lt;br /&gt;
**The tethered players should immediately go to their correct group upon being tethered, which will also be indicated with the {{status effect|prey}} Prey debuff.&lt;br /&gt;
**The remaining four untethered players must split evenly based on the conga line spreads, with the two left-most players going west and the two right-most players going right. &lt;br /&gt;
**For lightning tether spread positions, the other tethered player in the group can take the outer (east or west) position, the player closer to the center of the conga line can take the south position, and the player towards the end of the line can take the north position.&lt;br /&gt;
**While the party can use the tether colors as a short-term reminder of which element will resolve, it will likely have already disappeared for the first tether when the two non-tethered players get into position, so the party must pay particular attention to the first tether element. The order of elements can also be input in the party chat via macro as an additional reminder.&lt;br /&gt;
*&#039;&#039;&#039;Burnished Glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powder Mark Trail&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burnt Strike&#039;&#039;&#039;: The boss will face north, imbue either fire or thunder, and cast this attack, which functions as before. However, three towers will all spawn either east or west. Each tower will require 1-4 players to soak (&#039;&#039;&#039;Explosion&#039;&#039;&#039;), or they will inflict high magical damage (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;) and a raidwide Damage Down. The types of towers that spawn are random, but will always require six players in total to resolve all three.&lt;br /&gt;
**Both tanks must go to the opposite side of the towers, as their &#039;&#039;&#039;Burn Mark&#039;&#039;&#039; AoEs from the previous tankbuster will resolve.&lt;br /&gt;
**The rest of the party must go to the opposite side to soak the towers. Each healer can take the north and south tower, while the magical ranged DPS claims the middle. The melee DPS can fill in from north to south.&lt;br /&gt;
**If the boss imbued fire, the party must be knocked back to their assigned tower. Knockback prevention does not work.&lt;br /&gt;
**If the boss imbued lightning, the party can preposition in their tower.&lt;br /&gt;
**After the line AoE, the tankbuster AoEs will resolve, so the tanks must be the closest to each other. The other players should avoid gap closing to the boss until they go off.&lt;br /&gt;
*&#039;&#039;&#039;Burnished Glory (enrage)&#039;&#039;&#039;: The boss must be defeated before this long cast finishes or the party will wipe.&lt;br /&gt;
*If the boss is defeated during the towers mechanic or if any tankbuster debuffs are active, they will disappear and not resolve.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Usurper of Frost]]===&lt;br /&gt;
*&#039;&#039;&#039;Quadruple Slap&#039;&#039;&#039;: A telegraphed tankbuster on the highest enmity player dealing massive physical damage and inflicting a 14-second {{status effect|physical vulnerability up}} Physical Vulnerability Up that can be cleansed for {{action icon|esuna}}. This attack repeats with the same effect. One way to resolve this is for the target tank to heavily mitigate and a healer or bard to cleanse the debuff after each hit. However, for convenience, it is common to take both hits with an invulnerability cooldown, which does not require the debuffs to be cleansed.&lt;br /&gt;
*&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;: The boss summons an untargetable &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; clone of herself, which will be in her light form.&lt;br /&gt;
*&#039;&#039;&#039;Diamond Dust&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. The boss will become untargetable and begin a series of mechanics:&lt;br /&gt;
**Two icicle circle AoE telegraphs (&#039;&#039;&#039;Icicle Impact&#039;&#039;&#039;) will initially spawn opposite each other, on random cardinals or intercardinals.&lt;br /&gt;
**Four additional AoE telegraphs will appear adjacent to the initial spawns, followed by two final telegraphs in the remaining empty areas, which will be 90 degrees from the initial spawns.&lt;br /&gt;
**Meanwhile, the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will use either &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, which will be indicated by a voice line in addition to the cast in the enmity list.&lt;br /&gt;
***&#039;&#039;&#039;Axe Kick&#039;&#039;&#039; is a large point-blank AoE that will leave the outside of the arena safe. Its range is denoted by the outer blue circle. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Cleave!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; is a large donut AoE that will leave the middle of the arena safe. The safe spot is within the length of the four-pointed star in the middle. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Reap!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***During the circle or donut AoE, the clone will also aim a narrow, untelegraphed conal AoE (&#039;&#039;&#039;The House of Light&#039;&#039;&#039;) at the four closest players, which deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up.&lt;br /&gt;
***Regardless of which attack the boss uses, four players (all DPS or all supports) will be targeted with a spread AoE marker (&#039;&#039;&#039;Frigid Stone&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up. These resolve approximately 2 seconds after the kick and conal AoEs, and will leave behind a &amp;quot;starburst&amp;quot; AoE telegraph that consists of four overlapping line AoEs (&#039;&#039;&#039;Frigid Needle&#039;&#039;&#039;).&lt;br /&gt;
**During this sequence, the icicle circle AoEs will begin resolving, and the boss will spawn in the middle and use &#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039;, an untelegraphed radial knockback. This can be prevented with knockback immunities.&lt;br /&gt;
**To solve the first part of this mechanic, each player should first report to their clock position.&lt;br /&gt;
***Players should first take note of the boss&#039;s voice line to determine whether it is an in or out dodge.&lt;br /&gt;
***If the icicle circles first spawned on cardinals, then the House of Light conal AoEs must be aimed at the cardinals, and the pink spread AoEs must be dropped on intercardinals.&lt;br /&gt;
***If the icicle circles spawned on intercardinals, then the House of Light conal AoEs must be aimed at the intercardinals, and the pink spread AoEs must be dropped on cardinals.&lt;br /&gt;
***Because the mechanic is role-based, each player will either stay on their original clock position or swap to their color-matched waymark position, depending on whether they are marked and where the icicle circles initially spawned.&lt;br /&gt;
***If the add uses &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, the entire party must be in the middle of the arena to avoid the donut AoE, with the non-marked players closer towards the center to bait the conal AoEs. After the kick goes off, the marked players must quickly run out and drop their AoEs on the inner blue ring of the arena, then run back in to dodge the icicle circles.&lt;br /&gt;
***If the add uses &#039;&#039;&#039;Axe Kick&#039;&#039;&#039;, the entire party must be past the outer blue ring of the arena to avoid the point-blank AoE, with the non-marked players closer towards it to bait the conal AoEs. They must observe the cast in the enmity list and run in immediately when it fills to avoid the icicle circles. Waiting for the Axe Kick animation will cause them to be hit by the icicles. Meanwhile, the marked players will go to to the wall and wait until their AoE markers disappear, then run back to the middle of the arena. Using {{Action icon|Sprint}} is highly recommended.&lt;br /&gt;
***When the party is back to the middle, they should be knocked back to one of two opposite safe spots based on their light party assignments, with group 1 taking the red or purple waymarks, and group 2 taking the blue or yellow waymarks. The safe spots will be in the same locations as the first set of icicle circles that appeared. Alternatively, players can also preposition in the safe spots and use knockback immunity.&lt;br /&gt;
**The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will then re-appear on a random cardinal or intercardinal towards the center.&lt;br /&gt;
**After the knockback, the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will use &#039;&#039;&#039;Sinbound Holy&#039;&#039;&#039;, targeting each healer with four untelegraphed stack AoEs that each deal heavy magical damage, inflict a brief {{status effect|magic vulnerability up}} Magic Vulnerability Up, and leave behind a light puddle that will inflict a lethal {{status effect|bleed}} [[bleeding]] to anyone who lingers in it.&lt;br /&gt;
**After the stack AoEs, both the boss and the clone will &#039;&#039;&#039;Redress&#039;&#039;&#039;, transforming into the opposite form. The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; (initially ice, transforming into light) will release a 360 degree gaze attack that will {{status effect|stun}} [[stun]] anyone hit, causing them to die to the next attack. The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; (initially light, transforming into ice) will freeze the arena floor and give everyone [[File:Thin ice icon.png|link=]] &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, causing them to slide nearly the entire diameter of the arena if they move.&lt;br /&gt;
**The &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; will then use &#039;&#039;&#039;Twin Silence&#039;&#039;&#039; or &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, a two-hit AoE based on the cast bar (in the enmity list) or her voice line. Anyone hit will instantly die. The party must avoid this attack while considering the slippery floor.&lt;br /&gt;
***&#039;&#039;&#039;Twin Silence&#039;&#039;&#039; is a 90 degree cleave to the rear of the add, then a 270 degree cleave to its front, making the front then rear safe. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;Sink into silence!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; is a 270 degree cleave in front of the add, then a 90 degree cleave to its rear, making the rear then front safe. The add will say &#039;&#039;&#039;&#039;&#039;&amp;quot;In stillness freeze!&amp;quot;&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**To solve the second part of this mechanic, the party must first observe where the &#039;&#039;&#039;Oracle&#039;s Reflection&#039;&#039;&#039; is after the knockback.&lt;br /&gt;
***If the add is in line with both light parties, each light party must quickly move clockwise until they end up close to the other party&#039;s starting position. The players who are now closer to the add should slide to the far players to allow movement space to dodge the cleaves.&lt;br /&gt;
***If the add is not in line, each light party must slowly rotate away from the add and meet up with each other opposite the add (or at least 135 degrees away). If either healer moves too quickly, they risk placing the bleed puddles in locations that are impossible to dodge.&lt;br /&gt;
***It is not strictly necessary to evenly divide the party after the knockback, as the stack AoEs do &#039;&#039;not&#039;&#039; inflict Mark of Mortality, but one group will take more damage. However, the healers must be in separate groups.&lt;br /&gt;
***Once players drop their puddles, they must look away from the boss who is transforming into her light form to avoid being stunned.&lt;br /&gt;
***The add&#039;s cleaves snapshot early, so the party will need to observe the enmity list castbar to avoid being hit. Assuming the party starts opposite the add and in front, if it uses &#039;&#039;&#039;Twin Silence&#039;&#039;&#039;, they must slide behind it immediately when the castbar fills, or they will be hit with the second cleave. If the add uses &#039;&#039;&#039;Twin Stillness&#039;&#039;&#039;, the must slide behind it before the castbar is mostly filled to dodge the first cleave, then slide back in front when the castbar fills to dodge the second cleave.&lt;br /&gt;
*The boss will then become targetable again, and the slippery ice floor will disappear. &lt;br /&gt;
*&#039;&#039;&#039;Hallowed Ray&#039;&#039;&#039;: A telegraphed line stack marker on a random player, dealing heavy magical damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039;: The boss will summon three &#039;&#039;&#039;Frozen Mirrors&#039;&#039;&#039; at the edges of the arena.&lt;br /&gt;
**One &#039;&#039;&#039;blue mirror&#039;&#039;&#039; will be on a random cardinal or intercardinal.&lt;br /&gt;
**Two &#039;&#039;&#039;red mirrors&#039;&#039;&#039; will be on random cardinals/intercardinals but will always be 90 degrees away from each other.&lt;br /&gt;
**The main tank must move the boss directly opposite the blue mirror.&lt;br /&gt;
**The boss will use &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039;, which functions similarly as before, with the four closest players to her being targeted with a narrow conal AoE. However, the blue mirror will instantly copy the attack (&#039;&#039;&#039;Reflected Scythe Kick&#039;&#039;&#039;), using another donut AoE centered on it, along with targeting the four closest players to the mirror with a narrow conal AoE.&lt;br /&gt;
**The tanks/melees should be well inside the boss&#039;s hitbox and bait the conal AoEs from the boss. Note that the safe area from the donut AoE is smaller than her hitbox. The ranged DPS/healers must bait the conal AoEs from the blue mirror. The radius of the conal AoE from the mirror is around 2 border crystals. Players must avoid hitting others with their AoEs to prevent deaths.&lt;br /&gt;
**Several seconds after the first set of AoEs, the red mirrors will also use &#039;&#039;&#039;Reflected Scythe Kick&#039;&#039;&#039;, and the party must handle those appropriately.&lt;br /&gt;
***For most mirror patterns, the melees and ranged groups can take the closest red mirror to them from their initial bait positions.&lt;br /&gt;
***If the blue mirror spawned between the two red mirrors, both groups should take the red mirror clockwise from them.&lt;br /&gt;
**Because the red mirrors are always 90 degree from each other, it is more likely to hit other players with poorly aimed conal AoEs. For each group, two players should be slightly less than 2 crystals and at the wall. One player should be directly in front and aim their conal AoE middle. The final player should be between the middle and wall players in a location that is further away from the other red mirror. The conal AoEs are narrow, so players can be very close to each other at the mirrors.&lt;br /&gt;
*&#039;&#039;&#039;Banish III&#039;&#039;&#039;: An attack that depends on the number of orbs floating above the boss&#039;s head:&lt;br /&gt;
**&#039;&#039;&#039;One orb&#039;&#039;&#039;: All DPS or all tanks/healers will be hit with a split damage AoE (&#039;&#039;&#039;Banish III&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring players to pair with their partners (tanks+melee, healers+ranged).&lt;br /&gt;
**&#039;&#039;&#039;Four orbs&#039;&#039;&#039;: Each player will be hit with an AoE (&#039;&#039;&#039;Banish III Divided&#039;&#039;&#039;) that deals magical damage and inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, requiring the party to fully spread.&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. The boss will become untargetable and begin a series of mechanics, along with assigning debuffs to each player:&lt;br /&gt;
**Two random players will receive a pink spread AoE marker, indicating they will be targeted with a five-hit AoE (&#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039;), each time inflicting a brief {{status effect|magic vulnerability up}} Magic Vulnerability Up and dropping a light puddle that will inflict a lethal {{status effect|bleed}} bleeding to anyone who lingers in it.&lt;br /&gt;
**The remaining six players will be tethered together and be given a 10-second [[File:Chains of everlasting light icon.png|link=]] &#039;&#039;&#039;Chains of Everlasting Light&#039;&#039;&#039; debuff. When this debuff expires, it will activate the tethers and turn into a 10-second [[File:Curse of everlasting light icon.png|link=]] &#039;&#039;&#039;Curse of Everlasting Light&#039;&#039;&#039; debuff. When active, tethers that become too short will explode (&#039;&#039;&#039;Refulgent Fate&#039;&#039;&#039;) and instantly wipe the raid. Dying with the debuffs or starting the mechanic with not all players alive will cause the tethers to instantly explode.&lt;br /&gt;
***Each player will always be tethered to the two closest players to them, excluding those who have the pink AoE markers.&lt;br /&gt;
**Two adjacently tethered players will receive a 16-second [[File:The weight of light light icon.png|link=]] &#039;&#039;&#039;The Weight of Light&#039;&#039;&#039;. This is also indicated by an orb of light above their head. When it expires, they will be targeted with AoE (&#039;&#039;&#039;Powerful Light&#039;&#039;&#039;) that deals moderate magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared between four players to prevent [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;. This will also increase the stacks of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; by 1.&lt;br /&gt;
**Each player will receive 0-2 stacks of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;. The number of stacks will increase from being hit with most attacks during this mechanic (except for &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039;). Anyone who receives 5 stacks will explode (&#039;&#039;&#039;Lightsteep&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**Six towers will spawn at the walls, in a regular hexagon. Each one must be taken by one player, which will cause minor magical damage (&#039;&#039;&#039;Bright Hunger&#039;&#039;&#039;) and increase [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1. Towers that are not taken will explode (&#039;&#039;&#039;Inescapable Illumination&#039;&#039;&#039;) for massive damage, Damage Down, and increase everyone&#039;s &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1. The &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039; AoEs will begin dropping, then the tethers will activate immediately before the towers resolve.&lt;br /&gt;
**Afterwards, six &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orbs will spawn in two sets of three where the towers previously were. These will use &#039;&#039;&#039;Burst&#039;&#039;&#039;, a large telegraphed point-blank AoE that will deal high damage, Damage Down, and increase [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; stacks by 1 to anyone hit.&lt;br /&gt;
**A four-person tower will spawn in the middle, while the boss will telegraph another &#039;&#039;&#039;Banish III&#039;&#039;&#039; spread or pair stacks that resolves after the tower.&lt;br /&gt;
**Finally, the boss will become targetable and cast &#039;&#039;&#039;The House of Light&#039;&#039;&#039;, hitting all players with a conal AoE that deals high magical damage, {{status effect|magic vulnerability up}} Magic Vulnerability Up, and increases [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039; by 1.&lt;br /&gt;
**To solve, the party should position in a &amp;quot;4/4&amp;quot; formation around the boss during the Light Rampant cast, with supports north and DPS south. &lt;br /&gt;
***It is important that players all stand along a circle (e.g., the blue ring on the floor) in order for the tethers to spawn in a predictable pattern, as an irregular initial tether shape may cause confusion. The tether spawns appear to snapshot early, so players should not hesitate to go to their starting location before the cast finishes.&lt;br /&gt;
***If done correctly, the tethers will spawn as a convex hexagon on 6 players.&lt;br /&gt;
****If 3 supports and 3 DPS are tethered, then no correction is needed, and the initial hexagon will already be close to regular.&lt;br /&gt;
****If all 4 of one role and 2 of the other role are tethered, the hexagon will initially be lopsided. The most clockwise player of the 4-tethered role will need to shift clockwise into the other group to correct.&lt;br /&gt;
***After making a regular hexagon, each player will be directly in front of a tower. To satisfy the length requirements for the tethers once they activate, the north and south players, along with the northwest and northeast players, will need to swap with each other. Afterwards, all players go to their closest tower. The tethers will now resemble a six-pointed star.&lt;br /&gt;
***After the towers resolve and tethers activate, the three tethered players at the north half should meet up north, and the three players south meet up south. It is critical not to move to the center of the room, as this will cause the tethers to break.&lt;br /&gt;
***Observing the &#039;&#039;&#039;Holy Light&#039;&#039;&#039; orbs, if there is a first set orb directly north or south, the group of players near it should shift clockwise ~3 crystals to give enough time to dodge the first orb AoE.&lt;br /&gt;
***The other group will move clockwise into the first orb explosion after it goes off. &lt;br /&gt;
***The two players with the pink AoE marks will start west and east to drop their AoEs, with the west-most player going west and east-most player going east from the initial line-up. If the players are directly north and south of each other, they should go clockwise. These players need to be in position before the tethered players, as the puddles begin dropping first.&lt;br /&gt;
***The puddle players should drop the first three puddles by walking towards the middle of the arena being sure to avoid overlapping the tower before they resolve, then turn left (looking at the middle) to drop the remaining puddles and meet up with three tethered players near north/south for the stacks. The &#039;&#039;&#039;Luminous Hammer&#039;&#039;&#039; AoEs do &#039;&#039;not&#039;&#039; give Lightsteeped stacks.&lt;br /&gt;
****Instead of curving at a 90 degree angle, it is safer to curve at a slightly obtuse angle and meet up with the stack ~3 crystals clockwise of the cardinal, or one risks being hit by an orb explosion if it is a fast pattern (i.e., the first orb spawns directly on the cardinal).&lt;br /&gt;
***After the 4-player stacks resolve, the first set of orbs will explode. The tethers will then disappear, and the second set of orbs will explode. Players can observe the &#039;&#039;&#039;Burst&#039;&#039;&#039; castbars in the enmity list to determine the orb snapshots in addition to looking at when the ground telegraphs disappear.&lt;br /&gt;
***If done correctly, 4 players will now have 2 stacks of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, while the other 4 players have 3 stacks. The 2-stack players must quickly soak the middle tower, keeping in mind the lingering bleed puddles which will begin to disappear. Using {{action icon|sprint}} is recommended.&lt;br /&gt;
***Afterwards, all players should report to their clock positions (if spreads) or stack with their partner on their assigned intercardinal (if stacks).&lt;br /&gt;
***Finally, all players should go back to their clock positions if not already there for &#039;&#039;&#039;The House of Light&#039;&#039;&#039; conal AoEs. If all mechanics were done correctly, all players will have 4 stacks of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;. If not (e.g. a player was hit by an orb explosion or a 3-stack player soaked the middle tower), the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero (enrage)&#039;&#039;&#039;: The boss must be reduced to below 20% HP before this cast finishes or the party will wipe. If the DPS check was met, the party will instead take high magical raid-wide damage that must be mitigated.&lt;br /&gt;
**All players should be inside the hitbox and towards their assigned crystal position (see next section) before the cast finishes, as there will be an untelegraphed knockback shortly after from the boss.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[Ice Veil]]===&lt;br /&gt;
*The party will be knocked back and frozen with {{status effect|deep freeze}} [[Deep Freeze]], while a short cutscene plays similar to the ending sequence of {{questlink|raid|Eden&#039;s Verse: Refulgence}}. Ryne will be trapped in an &#039;&#039;&#039;Ice Veil&#039;&#039;&#039;, while Gaia will appear and attempt to free her.&lt;br /&gt;
*Once players are unfrozen, four &#039;&#039;&#039;[[Crystal of Light|Crystals of Light]]&#039;&#039;&#039; will appear at the outside on the cardinals, while four &#039;&#039;&#039;[[Crystal of Darkness|Crystals of Darkness]]&#039;&#039;&#039; will appear towards the center on the intercardinals.&lt;br /&gt;
*The goal of this short intermission is to defeat the &#039;&#039;&#039;Ice Veil&#039;&#039;&#039; before it finishes casting &#039;&#039;&#039;Endless Ice Age&#039;&#039;&#039;, which will wipe the party. The Ice Veil will be [[File:Invincibility icon1.png|link=]] invincible until the four Crystals of Light are destroyed.&lt;br /&gt;
*Melees and tanks should be each assigned a Crystal of Light to focus. Ranged and healers will each stand by one Crystal of Darkness and assist their melee/tank color partner with destroying their crystal.&lt;br /&gt;
*The Crystals of Darkness will continually use &#039;&#039;&#039;Sinbound Blizzard III&#039;&#039;&#039;, aiming a red conal AoE telegraph at the nearest player. These must be baited by ranged players to avoid hitting other players, the Crystals of Light, or the Ice Veil. If they hit the other enemies, they will gain a significant {{buff|vulnerability down}} Vulnerability Down that will effectively make them unkillable in time.&lt;br /&gt;
*The Crystals of Light will spawn red circle AoE telegraphs (&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;) underneath the closest player to them, which should be their assigned melee. These also should be baited away from other players.&lt;br /&gt;
*The Crystals of Light will also each tether the closest player, targeting them with an AoE (&#039;&#039;&#039;Hiemal Ray&#039;&#039;&#039;) that inflicts magical damage and leaves behind a light puddle that inflicts a lethal {{status effect|bleed}} [[bleeding]]. These should be baited at the outside of the arena. Ideally, the crystals should be defeated before they are allowed to use this attack.&lt;br /&gt;
*Once their assigned Crystal of Light has been destroyed, players should assist with defeating the other light crystals.&lt;br /&gt;
*When all Crystals of Light have been destroyed, Gaia will say &#039;&#039;&#039;&amp;quot;My power surges!&amp;quot;&#039;&#039;&#039; and the Ice Veil will lose its invincibility (but still have {{buff|vulnerability down}} Vulnerability Down), allowing the party to destroy it. Ranged players must continue baiting &#039;&#039;&#039;Sinbound Blizzard III&#039;&#039;&#039; during this sequence.&lt;br /&gt;
**If a conal AoE accidentally hit the Ice Veil, its {{buff|vulnerability down}} Vulnerability Down will be made significantly more potent, but this will not be indicated on its status effect bar.&lt;br /&gt;
**If the Ice Veil receives the buffed Vulnerability Down, then DPS limit breaks will do no damage to it.&lt;br /&gt;
*The Crystals of Darkness have low HP and must be kept alive in order to progress to the final phase of this encounter, so player should be careful with cleaving AoE attacks. If they are all kept alive, Gaia will use an attack that will remove 50% of the Ice Veil&#039;s HP towards the end of its enrage cast, meaning that the party will only need to take care of the other half beforehand. If any are destroyed, Gaia will not use her attack. Conversely, the party must fully reduce its health to progress past this mechanic. If all of the crystals are destroyed, the Ice Veil will also lose its {{buff|vulnerability down}} Vulnerability Down buff. &lt;br /&gt;
**During early progression, some groups may opt to use a level 3 magical ranged DPS [[limit break]] to destroy all of the dark crystals and significantly damage the light crystals for the sole purpose of practicing the next phase.&lt;br /&gt;
**As there is no mandatory limit break check until the final phase of the fight, it is acceptable to use a level 3 melee DPS limit break to help dispatch the Ice Veil if damage is lacking.&lt;br /&gt;
*If the Ice Veil is defeated in time, another short cutscene will play in which the Usurper of Frost corrupts Gaia and causes her to transform into the Oracle of Darkness. During of this, she will release a magical raid-wide attack (&#039;&#039;&#039;Junction&#039;&#039;&#039;) that should be lightly mitigated.&lt;br /&gt;
*If the Crystals of Darkness were all kept alive, an &#039;&#039;&#039;Eternal Ice Fragment&#039;&#039;&#039; will appear, which will automatically be collected by Ryne. If any of them were destroyed, the ice fragment will shatter and disappear, but the party can still progress to the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Oracle of Darkness]]===&lt;br /&gt;
*&#039;&#039;&#039;Hell&#039;s Judgment&#039;&#039;&#039;: Reduces all players&#039; current HP to 1, requiring healing. (If their Well Fed buff fell off during the cast, this attack will kill them.)&lt;br /&gt;
**Note: If aiming for a clear, this is generally the last opportunity to use a limit break (e.g. melee DPS limit break 3) before a tank limit break is required in the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate Relativity&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Note that the damage is split between how many players are currently alive. Assigns debuffs to players and begins a sequence of mechanics:&lt;br /&gt;
**&#039;&#039;&#039;Debuffs&#039;&#039;&#039; (each resolve when their timer expires):&lt;br /&gt;
***[[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Fire III&#039;&#039;&#039;: A large AoE centered on the player that deals magical damage and inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up and 12-second {{status effect|fire resistance down}} Fire Resistance Down II.&lt;br /&gt;
***[[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Blizzard III&#039;&#039;&#039;: A donut AoE centered on the player that will kill anyone hit.&lt;br /&gt;
***[[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039;: A medium-sized split damage AoE centered on the player that deals magical damage, inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared by five players to prevent [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039;: The player will drop a Rewind icon where they were standing, while this debuff turns into [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Return&#039;&#039;&#039;. When it expires, the player will be briefly {{status effect|stun}} [[stunned]] and be forcibly moved back to the location they dropped the Rewind.&lt;br /&gt;
***[[File:Dark eruption icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Eruption&#039;&#039;&#039;: A medium-sized AoE centered on the player that deals magical damage and inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up.&lt;br /&gt;
***[[File:Shadoweye icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Shadoweye&#039;&#039;&#039;: A 360 degree gaze attack centered on the player that will inflict an uncleansable {{status effect|doom}} [[doom]] to anyone who is looking at them when it resolves.&lt;br /&gt;
***[[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;: A medium-sized split damage AoE centered on the player that deals magical damage, inflicts a one-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, and must be shared by four players to prevent [[File:Mark of mortality icon.png|link=]] &#039;&#039;&#039;Mark of Mortality&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Assignments&#039;&#039;&#039; (3-4 debuffs per player):&lt;br /&gt;
***One player: A 21-second [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
****If this debuff was on a support, one DPS will receive a 31-second (&amp;quot;long&amp;quot;) [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
****If this debuff was on a DPS, one support will receive an 11-second (&amp;quot;short&amp;quot;) [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two players (one support and one DPS): A 21-second (&amp;quot;medium&amp;quot;) [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two supports: A 31-second (&amp;quot;long&amp;quot;) [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Two DPS: An 11-second (&amp;quot;short&amp;quot;) [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
***Three players (always the long [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039; players and [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039; DPS): A 26-second [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 14-second [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Return&#039;&#039;&#039;.&lt;br /&gt;
****The remaining five players will receive a 16-second [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 24-second [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Return&#039;&#039;&#039;. This will cause all of the [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Returns&#039;&#039;&#039; to resolve at once.&lt;br /&gt;
***Three players who do not have long [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039; or do not have [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as a DPS: [[File:Unholy darkness icon.png|link=]] A 11, 21, or 31-second &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039;, one timer per player&lt;br /&gt;
***Three players who either have long [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire&#039;&#039;&#039; or [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039; as a DPS: A 43-second [[File:Shadoweye icon.png|link=]] &#039;&#039;&#039;Shadoweye&#039;&#039;&#039;&lt;br /&gt;
****Of the remaining five players:&lt;br /&gt;
****One will receive a 43-second [[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
****The other four will each receive a 43-second [[File:Dark eruption icon.png|link=]] &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;.&lt;br /&gt;
**Eight &#039;&#039;&#039;Delight&#039;s Hourglasses&#039;&#039;&#039; will spawn around the boss&#039;s hitbox, one per cardinal and intercardinal. At certain points of time, arrow telegraphs that rotate clockwise or counterclockwise will appear around each, indicating they will use a line AoE aimed at the closest player (&#039;&#039;&#039;Sinbound Meltdown&#039;&#039;&#039;). After a brief delay, the AoE will repeat 9 more times and rotate in the direction of the arrows, traveling around 110 degrees. These AoEs inflict a 12-second {{status effect|fire resistance down}} Fire Resistance Down II, killing anyone who already have this debuff or Magic Vulnerabilty Up.&lt;br /&gt;
**At the start of the mechanic, the boss will cast &#039;&#039;&#039;Speed&#039;&#039;&#039;, tethering five hourglasses in a fixed relative pattern. After a few seconds, the tethers will disappear.&lt;br /&gt;
***Three yellow tethers, forming a Y shape.&lt;br /&gt;
***Two purple tethers, forming a line that divides the Y tethers into north and south.&lt;br /&gt;
***This tether pattern may be rotated to any cardinal or intercardinal.&lt;br /&gt;
***Yellow tethers will speed up the hourglass and cause their line AoE bait to resolve first.&lt;br /&gt;
***Untethered hourglasses will resolve second.&lt;br /&gt;
***Purple tethers will slow down the hourglass and cause their line AoE bait to resolve third.&lt;br /&gt;
**Most mechanics resolve in increments of 5 seconds:&lt;br /&gt;
***0s: Debuffs are assigned.&lt;br /&gt;
***3s: Tethers appear.&lt;br /&gt;
***8s: Tethers disappear.&lt;br /&gt;
***10s: Short [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (3 players) and first [[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***15s: Short [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewinds&#039;&#039;&#039; placed (5 players) and yellow tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (3 players).&lt;br /&gt;
***20s: Medium [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (3 players) and [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard donut&#039;&#039;&#039; plus second [[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***25s: Long [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewinds&#039;&#039;&#039; placed (3 players) and non-tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (3 players).&lt;br /&gt;
***30s: Long [[File:Dark fire iii icon.png|link=]] &#039;&#039;&#039;Fire spreads&#039;&#039;&#039; (2 players) and third [[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;5-player stack&#039;&#039;&#039; resolve.&lt;br /&gt;
***35s: Purple tethered &#039;&#039;&#039;Hourglass&#039;&#039;&#039; baits (2 players).&lt;br /&gt;
***37s: All players are stunned and teleported to where they dropped their Rewind. The remaining debuffs: [[File:Dark eruption icon.png|link=]] &#039;&#039;&#039;Dark Eruption spreads&#039;&#039;&#039; (4 players), [[File:Shadoweye icon.png|link=]] &#039;&#039;&#039;Shadoweye gazes&#039;&#039;&#039; (3 players), and [[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Water 4-player stack&#039;&#039;&#039; (1 player) resolve during this.&lt;br /&gt;
**Despite its apparent complexity, this mechanic is relatively simple to execute:&lt;br /&gt;
***&#039;&#039;&#039;Initial positions&#039;&#039;&#039;:&lt;br /&gt;
****Based on their role and debuff, each player will be assigned a new clock position for this mechanic only. They are responsible for baiting the hourglass at that position.&lt;br /&gt;
****During the &#039;&#039;&#039;Speed&#039;&#039;&#039; cast, the top of the yellow Y (the empty space) is treated as relative north.&lt;br /&gt;
****The support with either [[File:Dark blizzard iii icon.png|link=]] or a short [[File:Dark fire iii icon.png|link=]] will go north.&lt;br /&gt;
****The support with medium [[File:Dark fire iii icon.png|link=]] will go west.&lt;br /&gt;
****The two supports with long [[File:Dark fire iii icon.png|link=]] will go northwest or northeast.&lt;br /&gt;
****The two DPS with short [[File:Dark fire iii icon.png|link=]] will go southwest or southeast.&lt;br /&gt;
****The DPS with medium [[File:Dark fire iii icon.png|link=]] will go east.&lt;br /&gt;
****The DPS with either [[File:Dark blizzard iii icon.png|link=]] or a long [[File:Dark fire iii icon.png|link=]] will go south.&lt;br /&gt;
****For players with two possible positions based on their debuff, they can use a simple priority system (e.g. M1 &amp;gt; M2 &amp;gt; R1 &amp;gt; R2 from west to east) to determine who goes where.&lt;br /&gt;
****These positions are determined to ensure that players do not have already {{status effect|fire resistance down}} Fire Resistance Down II when they bait their hourglass or their fire spread.&lt;br /&gt;
***&#039;&#039;&#039;Resolution&#039;&#039;&#039;:&lt;br /&gt;
****All players should stack middle by default.&lt;br /&gt;
****At around 3 seconds left on their [[File:Dark fire iii icon.png|link=]] debuff, players should move out to the wall at their clock position to avoid hitting others.&lt;br /&gt;
****When the player sees arrows around their hourglass, they will need to move out and bait it in a way to avoid hitting others. They should stand on the blue rim of the hourglass and position such that the &amp;quot;dot&amp;quot; in the middle of their overhead clock marker just disappears.&lt;br /&gt;
****[[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039; placements have two possible locations. If the player also has [[File:Dark eruption icon.png|link=]], they should place their Rewind to be very slightly in front of their hourglass and out of the boss&#039;s hitbox to prevent overlapping others. If they do not have this debuff, they should place their Rewind to be near the center of the arena but leaning slightly towards their clock position.&lt;br /&gt;
****Once the [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Return&#039;&#039;&#039; is about to resolve, all players should look out at the wall to avoid being hit by others&#039; gaze attacks.&lt;br /&gt;
****If a player noticed they have incorrectly placed their [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039; (e.g., putting it middle when they have Dark Eruption), they can incapacitate themselves in the wall right before the Return resolves, to avoid killing others.&lt;br /&gt;
*&#039;&#039;&#039;Shell Crusher&#039;&#039;&#039;: The boss will jump on a random player and inflict a hard-hitting physical split damage attack that requires mitigation. Has a fast cast. The party should immediately stack middle after they are no longer stunned.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Black Halo&#039;&#039;&#039;: A telegraphed, split damage physical tankbuster on the main tank that will cleave in a 90 degree cone. Both tanks should stack together with mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Spell-in-waiting Refrain&#039;&#039;&#039;: The boss will receive the [[File:Spell-in-waiting refrain icon.png|link=]] &#039;&#039;&#039;Spell-in-waiting Refrain&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Dark Water III&#039;&#039;&#039;: Stack markers will appear on 6 random players. When they disappear, they will either receive a 10, 29, or 38-second [[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;, which functions as before (4-player stack). Each duration will be given to two random players. The two remaining players will not receive a debuff.&lt;br /&gt;
**During the cast, the party should split into roles and preposition, with supports going west and DPS going east.&lt;br /&gt;
**Because the debuff assignments are random, the goal is to split into two groups of four, each containing three players with one of each debuff timer, and one player with no debuff. This will allow each of the three sets of stacks to be shared between 4 players.&lt;br /&gt;
**Supports can use an MT &amp;gt; OT &amp;gt; H1 &amp;gt; H2 flex priority. DPS can use a M1 &amp;gt; M2 &amp;gt; R1 &amp;gt; R2 priority. Players must observe the party list to determine if they need to switch groups. For example, if the MT and OT both have a 10-second debuff, then the MT must move to the other group. If M2 and R1 both have no debuff, then M2 must swap.&lt;br /&gt;
**In each group, players should loosely spread in a box formation (while remaining close together) to facilitate a spread during the upcoming mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Apocalypse&#039;&#039;&#039;: The boss will summon a total of six trails of light that travel along the arena floor, denoting the locations of large untelegraphed circle AoEs that resolve later. Lines will appear on the arena dividing it into 8 even slices. The AoEs will resolve in the middle or at each cardinal/intercardinal, with their center indicated by when they pulse upwards.&lt;br /&gt;
**The lights will be divided into two sets of three, each originating from opposite cardinals/intercardinals.&lt;br /&gt;
**The first set of water stacks will resolve when the lights are traveling but before the AoEs start resolving.&lt;br /&gt;
**Shortly afterwards, the boss will cast &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;, causing her to jump to one random player and hit them with a large physical AoE that will knock back and kill anyone else caught in it.&lt;br /&gt;
**The boss will then cast &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039;, hitting all players with a telegraphed spread AoE that inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up, which resolves concurrently with the first &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs. If anyone is dead before the spread AoEs resolve, a random player will be hit with two AoEs and die.&lt;br /&gt;
**Once the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs leave the middle safe, the second set of water stacks will resolve.&lt;br /&gt;
**The boss will then use &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039;, jumping to the furthest player and using a heavy-hitting physical tankbuster AoE that inflicts an irrelevant {{status effect|physical vulnerability up}} Physical Vulnerability Up.&lt;br /&gt;
**Finally, the boss will use an untelegraphed radial knockback from her new position, which also deals minor magical damage. This knockback cannot be prevented with knockback immunities.&lt;br /&gt;
**Shortly after the knockback, the third and final water stacks will resolve.&lt;br /&gt;
**To solve, the party must first stack for the first water stacks, then &#039;&#039;immediately&#039;&#039; spread after for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039; (once the first water stack timer expires). There is only around half a second of leeway after the stacks.&lt;br /&gt;
***By pre-positioning in a box formation, each player can telegraph their spread location to others. Melees should spread to be closer to the boss, while ranged spread away.&lt;br /&gt;
***During the spread, players must observe the origins and travel directions (either clockwise or counterclockwise) of the light trails to determine their positions for the &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; spreads.&lt;br /&gt;
***Players will return to their initial role groups (supports and DPS) for these spread regardless of whether they needed to flex for the water stacks. This will ensure that melee jobs have uptime.&lt;br /&gt;
***The correct locations are 45 degrees away from the cardinal/intercardinal where the lights originate. For example, if the lights start north and south (A or C waymarks) and travel counterclockwise, the starting positions are northeast and southwest (2 and 4 waymarks).&lt;br /&gt;
***To determine which role group goes where, players can use the colors of the waymarks, with supports going to red/purple and DPS going to yellow/blue. This specifically refers to the safe waymark locations, not where the lights originate. In the above example, supports would be going to 4 (purple) and DPS to 2 (yellow).&lt;br /&gt;
***At the safe waymark cardinal/intercardinal, ranged jobs will adopt fixed spread positions regardless of which way the lights are traveling. They should both spread at the wall, with one player going 2.5 crystals left and the other going 2.5 crystals right of the &amp;quot;shuriken&amp;quot; that denotes the cardinal or intercardinal.&lt;br /&gt;
***Melee jobs will need to consider the travel direction of the lights. Both melees will each stand on a line and just outside the middle circle to avoid being hit by the middle explosions. If the lights rotate counterclockwise, the melee spread spots are considered &amp;quot;left&amp;quot; (looking at the boss). If they travel clockwise, the spread spots are &amp;quot;right.&amp;quot; In the above example, the MT would stand on the line (D) directly left of the safe waymark line and the OT would stand directly on the safe waymark line (4). If the lights had instead traveled clockwise, the MT would stand directly on the safe waymark line (4) and the OT would stand on the line directly right (C).&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the first two pulses of the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs, the party must run to inside the light purple circle within the boss&#039;s hitbox to resolve the second water stacks and dodge the remaining circle AoEs.&lt;br /&gt;
****Melee players should run directly straight in, regardless of whether they stood on the safe waymark line.&lt;br /&gt;
****Ranged players should immediately collapse to the safe waymark line and run along it to the middle.&lt;br /&gt;
****Using {{action icon|Sprint}} is highly recommended.&lt;br /&gt;
***If players needed to flex for the first water stacks, they must again flex here and move across to the other group instead.&lt;br /&gt;
***The stacks should be taken within the circle leaning towards the group&#039;s safe waymark side. Players must not stand too close to the middle or they will be hit with both stacks and die.&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the stacks resolve, one tank must move away to bait &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039; while avoiding the last set of &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; AoEs..&lt;br /&gt;
****The bait can be taken on a cardinal/intercardinal that is 90 degrees away from where the light trails originated (&#039;&#039;not&#039;&#039; where the safe waymarks were, ideally on the one that is closer to where the tank took the second water stack). For example, if the lights originated from A and C, the bait locations can be B or D.&lt;br /&gt;
****An easy way to remember the bait location is to only consider the initial safe waymark locations and the direction of the light trails. Following the above example, if the safe spots were &amp;quot;2/4 left&amp;quot;, the bait locations would be the waymarks directly left (looking at the boss) of them: B or D.&lt;br /&gt;
****For convenience, it is common to take this with an invulnerability cooldown. If not, heavy mitigation is required.&lt;br /&gt;
****If one player dies before the second set of water stacks resolve, the tank baiting &#039;&#039;&#039;Darkest Dance&#039;&#039;&#039; with invulnerability can stand directly middle to cover both stacks, preventing players from receiving Mark of Mortality. Note this will not work if the tank is targeted with the second stack.&lt;br /&gt;
***For safety, it is recommended that players who are not baiting the tankbuster go to the middle of the room immediately after the second stacks so they are not clipped with the tankbuster, as the bait timing is fairly tight.&lt;br /&gt;
***After the boss jumps, players must position to be knocked back southwest or southeast in their same water stack groups. Supports default southwest and DPS default southeast. Players must angle themselves carefully to be avoid being knocked into the wall.&lt;br /&gt;
***The final water stacks resolve shortly after the knockback. If there were excessive deaths, the remaining stack target players can opt to sacrifice themselves by taking the stacks solo to prevent more players from receiving Mark of Mortality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shockwave Pulsar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Memory&#039;s End (enrage)&#039;&#039;&#039;: The boss must be reduced to below 20% HP before this cast finishes or the party will wipe. If the DPS check was met, the party will instead take high magical raid-wide damage that must be mitigated.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Usurper of Frost]] and [[Oracle of Darkness]]===&lt;br /&gt;
During this phase, a &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; crystal containing the memories of Ryne and Gaia will spawn on the north wall of the arena. The crystal will take passive damage from mechanics and end up with very low health. Players must avoid baiting AoE attacks on it, or it will eventually break. The crystal cannot be healed and must be kept intact to progress to the final phase. If alive, it will also emit raidwide AoEs (&#039;&#039;&#039;Edge of Oblivion&#039;&#039;&#039;) at designated times, dealing moderate magical damage.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will spawn either north or south (depending on which is further away from Gaia) and become targetable.&lt;br /&gt;
*She will auto-attack her top two highest enmity targets during this phase, so both tanks must be highest and second highest in enmity.&lt;br /&gt;
*&#039;&#039;&#039;Materialization&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039;.&lt;br /&gt;
**The main tank should move the boss to the middle immediately after this cast.&lt;br /&gt;
*The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will transform into her Hraesvelgr form from {{questlink|raid|Eden&#039;s Verse: Refulgence (Savage)}}. Similar to the original encounter, this will come with baited persistent AoEs (&#039;&#039;&#039;Akh Rhai&#039;&#039;&#039;) on each player&#039;s current location.&lt;br /&gt;
**All players should stack, then move away once her wings sprout to avoid the AoEs. Players should move to assigned quadrants, with healers northwest, tanks northeast, ranged DPS southwest, and melee DPS southeast.&lt;br /&gt;
*The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will become targetable. The off-tank should take highest enmity on her, while the main tank has top enmity on the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039;. The rest of the party should switch to attacking the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; to help balance both boss&#039;s HP, which will become relevant later.&lt;br /&gt;
*The &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; will emit an &#039;&#039;&#039;Edge of Oblivion&#039;&#039;&#039; raidwide AoE.&lt;br /&gt;
**If any of the Dark Crystals during the intermission were destroyed, this raidwide will instead be called &#039;&#039;&#039;Depths of Oblivion&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Darklit Dragonsong&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Assigns debuffs to players and begins a sequence of mechanics, while both bosses remain targetable. Even though both bosses cast this action, the damage originates from the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039;, so targeted mitigation (e.g., {{action icon|Addle}}) should be applied to her.&lt;br /&gt;
**All players receive 3 stacks of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;, which functions as before.&lt;br /&gt;
**One tank, one healer, and two random DPS will be tethered together and given a 7-second [[File:Refulgent chain icon.png|link=]] &#039;&#039;&#039;Refulgent Chain&#039;&#039;&#039; debuff. When it expires, the tethers will activate and the debuff will turn into a 14-second [[File:Refulgent fate icon.png|link=]] &#039;&#039;&#039;Refulgent Fate&#039;&#039;&#039;. This functions similarly to the Curse of Everlasting Light tethers from Phase 2, but the tethers will now break if they become too short &#039;&#039;or&#039;&#039; too long, which will wipe the raid.&lt;br /&gt;
**One tethered player and one non-tethered player will each be given an 18-second [[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;. These players will be indicated with stack markers during the cast of &#039;&#039;&#039;Darklit Dragonsong&#039;&#039;&#039;, before the chain debuffs are assigned after the cast finishes.&lt;br /&gt;
**Two towers will appear in melee range, one north and one south. Each tower must be taken by two players, which will give 1 stack of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;.&lt;br /&gt;
**The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will cast &#039;&#039;&#039;The Path of Light&#039;&#039;&#039;, hitting the four closest players to her with a medium-size conal AoE that inflicts {{status effect|magic vulnerability up}} Magic Vulnerability Up and gives 1 stack of [[File:Lightsteeped icon.png|link=]] &#039;&#039;&#039;Lightsteeped&#039;&#039;&#039;.&lt;br /&gt;
**Shortly after the towers and cleaves resolve, the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will jump to one random player with &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;.&lt;br /&gt;
**The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, a half-room cleave indicated by which of her wings is glowing. This resolves at the same time as the Dark Water stacks.&lt;br /&gt;
**Finally, the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will use &#039;&#039;&#039;Somber Dance&#039;&#039;&#039;, jumping to the furthest player from her and hitting them with a heavy-hitting physical AoE tankbuster that inflicts {{status effect|physical vulnerability up}} Physical Vulnerability Up. She will then jump to the closest player (which may be the same player) and use another similar tankbuster AoE.&lt;br /&gt;
**To solve, the party should line up horizontally (north and south) near their assigned quadrants until all debuffs appear. The tethered players will need to take the towers, while the non-tethered players bait the conal AoEs from the middle of the room.&lt;br /&gt;
***There are three possible patterns of initial tethers spawns:&lt;br /&gt;
****Bowtie: The desired pattern that satisfies the distance requirements. No adjustment is needed, and the tethered players can go to the nearest tower.&lt;br /&gt;
****Hourglass: The northeast and southwest tethered players will need to swap to make a bowtie.&lt;br /&gt;
****Box: The northeast and southeast players will need to swap to make a bowtie. Note that because random players are tethered, it is possible that an initial box pattern may appear to be irregularly shaped, but as long as no tethers cross over each other, it is considered a box shape.&lt;br /&gt;
***The non-tethered players will need to bait the conal AoEs to avoid hitting the tethered players and each other. Two players should go west, while the others should go east. Players can use their initial line-ups to determine where to go.&lt;br /&gt;
***In addition, the non-tethered players may potentially need to adjust for the water stacks to ensure that there is one stack north and one stack south. The water stack targets are indicated by the overhead clock marker above two players (one non-tethered and one tethered). For example, if the northwest non-tethered player and a north tethered player both have a marker, the northwest non-tethered player will need to switch with the southwest non-tethered player.&lt;br /&gt;
***&#039;&#039;Immediately&#039;&#039; after the towers and conal AoEs resolve, the party must quickly spread for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;. Tethered players can move to the intercardinal waymarks, while non-tethered DPS spread east and west of the &#039;&#039;&#039;Usurper of Frost&#039;s&#039;&#039;&#039; hitbox in melee range and non-tethered supports spread far.&lt;br /&gt;
***Afterwards, all players will need to shift over to the safe half of the room from &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. All players should go to their stack groups based on their positions for the towers/cleaves. &lt;br /&gt;
****It is critical that the north water stack does not accidentally hit the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039;. If it is hit, it will break later in the phase even if no other baited AoE attacks hit it.&lt;br /&gt;
***Once the stacks resolve, one tank will need to move to be the furthest player from the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; (typically on the west or east cardinal at the wall on the safe side) to bait &#039;&#039;&#039;Somber Dance&#039;&#039;&#039;. For convenience, it is common for them to use an invulnerability cooldown and take both hits. In that case, once they bait the first hit, they must move to the middle of her hitbox to bait the second. The rest of the party should be careful not to accidentally bait the tankbusters.&lt;br /&gt;
***The tethers will deactivate immediately before the tankbuster. The party should be careful not to break the tethers by distance before the debuffs disappear.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: Both bosses with target their highest enmity player with a four-hit magical stack AoE that deals high damage and must be mitigated. The AoEs from the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will inflict a short [[File:Light&#039;s design icon.png|link=]] &#039;&#039;&#039;Light&#039;s Design&#039;&#039;&#039;, while the AoEs from &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will inflict a short [[File:Darkness&#039;s design icon.png|link=]] &#039;&#039;&#039;Darkness&#039;s Design&#039;&#039;&#039;, which are debuffs that will cause being hit by the other boss&#039;s attack to deal lethal damage.&lt;br /&gt;
**There are two ways of resolving:&lt;br /&gt;
***The party can divide into two groups of four based on their initial light party assignments. This will cause players to take more damage, requiring additional mitigation/healing.&lt;br /&gt;
***One tank can take their AoE solo, while the remaining seven players stack up (the &amp;quot;7-1&amp;quot; strategy). This will require the solo tank to use several personal mitigation cooldowns (except their 40% mitigation due to an upcoming mechanic), but will deal less damage to the rest of the party.&lt;br /&gt;
***Regardless, players must observe both boss&#039;s health and work on equalizing them as much as possible before the next attack.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;&#039;&#039;: The highest enmity player of the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will be targeted with a hard-hitting magical stack AoE that should be shared by the entire party with mitigation. If the difference between both boss&#039;s HP is more than 5%, the attack will deal lethal unique damage.&lt;br /&gt;
**During the cast, if the difference is too high, the bosses will tether together, with a white tether meaning that the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; is high, and a purple tether meaning that the &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; is high.&lt;br /&gt;
**If the HP difference is too great to correct in time, the target tank can run out and sacrifice themselves by taking the stack solo, which will spare the rest of the party.&lt;br /&gt;
**Note that damage from Akh Morn or Morn Afah bypasses tank invulnerabilities or Transcendence from being resurrected.&lt;br /&gt;
*&#039;&#039;&#039;Crystallize Time&#039;&#039;&#039;: Heavy raid-wide magical damage, requiring mitigation. Note that the damage is split between how many players are currently alive. Assigns debuffs to players and begins a complex sequence of mechanics, while both bosses become untargetable. Even though both bosses cast this action, the damage originates from the Oracle of Darkness, so targeted mitigation should be applied to her. This mechanic combines aspects of Wyrm&#039;s Lament and knockback Hallowed Wings from {{questlink|raid|Eden&#039;s Verse: Refulgence (Savage)}} along with Advanced Relativity from {{questlink|raid|Eden&#039;s Promise: Eternity (Savage)}}.&lt;br /&gt;
**&#039;&#039;&#039;Debuffs&#039;&#039;&#039; (each resolve when their timer expires):&lt;br /&gt;
***[[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Blizzard III&#039;&#039;&#039;: Functions as before (donut AoE).&lt;br /&gt;
***[[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Unholy Darkness&#039;&#039;&#039;: Functions as before (5-player stack).&lt;br /&gt;
***[[File:Dark eruption icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Eruption&#039;&#039;&#039;: Functions as before (spread).&lt;br /&gt;
***[[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Water III&#039;&#039;&#039;: Functions as before (4-player stack).&lt;br /&gt;
***[[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Return&#039;&#039;&#039;: Functions as before (rewind).&lt;br /&gt;
***[[File:Dark aero iii icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Dark Aero III&#039;&#039;&#039;: The player will emit a large AoE that deals minor magical damage, inflicts a short {{status effect|magic vulnerability up}} Magic Vulnerability Up, and will knock back anyone else in the AoE nearly the entire diameter of the arena.&lt;br /&gt;
***[[File:Wyrmclaw icon.png|link=]] &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: A debuff that must be cleansed by touching a &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; (white dragon head) moving around the arena, or the player will die. The player will leave behind a small white puddle with a blue marker above it for ease of identification.&lt;br /&gt;
***[[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: A debuff that must be cleansed by touching a puddle left behind from a &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; cleanse, or the player will die.&lt;br /&gt;
***[[File:Spell in waiting quietus icon.png|link=]] &#039;&#039;&#039;Spell-in-Waiting: Quietus&#039;&#039;&#039;: The player will emit a room-wide AoE that deals minor magical damage.&lt;br /&gt;
**&#039;&#039;&#039;Assignments&#039;&#039;&#039;:&lt;br /&gt;
***Each player will receive a pair of debuffs, which are randomly assigned:&lt;br /&gt;
****A 14-second [[File:Dark aero iii icon.png|link=]] &#039;&#039;&#039;Aero&#039;&#039;&#039; and a 40-second [[File:Wyrmclaw icon.png|link=]] &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: 2 players&lt;br /&gt;
****A 14-second [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039; and a 17-second [[File:Wyrmclaw icon.png|link=]] &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039;: 2 players&lt;br /&gt;
****A 14-second [[File:Dark blizzard iii icon.png|link=]] &#039;&#039;&#039;Blizzard&#039;&#039;&#039; and a 40-second [[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 17-second [[File:Unholy darkness icon.png|link=]] &#039;&#039;&#039;Unholy Darkness&#039;&#039;&#039; and a 40-second [[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 14-second [[File:Dark eruption icon.png|link=]] &#039;&#039;&#039;Dark Eruption&#039;&#039;&#039; and a 40-second [[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
****A 14-second [[File:Dark water iii icon.png|link=]] &#039;&#039;&#039;Water&#039;&#039;&#039; and a 40-second [[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039;: 1 player&lt;br /&gt;
***In addition, all players will receive a 33-second [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039; that will turn into a 7-second [[File:Spell in waiting return icon2.png|link=]] &#039;&#039;&#039;Return&#039;&#039;&#039;&lt;br /&gt;
***Finally, three random players will receive a 31-second [[File:Spell in waiting quietus icon.png|link=]] &#039;&#039;&#039;Quietus&#039;&#039;&#039;. These can be ignored.&lt;br /&gt;
***The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; herself will receive two independent [[File:Spell in waiting return ii icon.png|link=]] &#039;&#039;&#039;Spell-in-waiting: Return II&#039;&#039;&#039; debuffs that will turn into [[File:Spell in waiting return ii icon2.png|link=]] &#039;&#039;&#039;Return II&#039;&#039;&#039;, functioning similarly to the &#039;&#039;&#039;Rewind&#039;&#039;&#039; debuffs on players, except the boss&#039;s position will be recorded twice during this mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Mechanic overview and sequence of events&#039;&#039;&#039;:&lt;br /&gt;
***Six &#039;&#039;&#039;Sorrow&#039;s Hourglasses&#039;&#039;&#039; will appear in a regular hexagon formation. These will each use &#039;&#039;&#039;Maelstrom&#039;&#039;&#039;, a late telegraphed large circle AoE whose range is denoted by the circles on the floor that each hourglass is centered on.&lt;br /&gt;
***The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will use &#039;&#039;&#039;Speed&#039;&#039;&#039;, tethering the north and south hourglasses with fast yellow tethers, causing them to resolve first. She will also tether either the northeast plus southwest, or the northwest plus southeast hourglasses, with slow purple tethers, causing them to resolve third. The two untethered hourglasses will resolve second.&lt;br /&gt;
***Two &#039;&#039;&#039;Drachen Wanderer&#039;&#039;&#039; (dragon head) adds will spawn at the north-middle. One will begin traveling clockwise, while the other will travel counterclockwise. These must each be soaked by players with [[File:Wyrmclaw icon.png|link=]] &#039;&#039;&#039;Wyrmclaw&#039;&#039;&#039; to remove them: the first soak will cause the head to shrink in size and cleanse the first player&#039;s debuff, and the second soak will remove the head while cleansing the second player&#039;s debuff. Each contact will cause the head to emit a large AoE (&#039;&#039;&#039;Longing of the Lost&#039;&#039;&#039;) that deals moderate magical damage to the target but will kill anyone else caught in the AoE. Touching a dragon head without the Wyrmclaw debuff will result in death. Failing to remove a head before it completes a full rotation will cause it to explode (&#039;&#039;&#039;Joyless Dragonsong&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
***The first two hourglass explosions will resolve (always north and south).&lt;br /&gt;
***Afterwards, the first set of elemental Spell-in-Waiting (except for Unholy Darkness) will resolve, and some players will be knocked across the arena from the aeros. This should concurrently occur with the first two dragon head soaks.&lt;br /&gt;
***The second two hourglass explosions will resolve, along with Unholy Darkness (5-player stack).&lt;br /&gt;
***The second set of dragon head soaks should ideally occur immediately after the second hourglass explosions.&lt;br /&gt;
***The third and final set of hourglass explosions will resolve. At the same time, the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will spawn either east or west and use &#039;&#039;&#039;Tidal Light&#039;&#039;&#039;, a series of late telegraphed line AoEs that will travel across the entire arena, one-quarter at a time, based on the arrow telegraphs.&lt;br /&gt;
***She will then spawn either north and south and use &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; again while the [[File:Wyrmfang icon.png|link=]] &#039;&#039;&#039;Wyrmfang&#039;&#039;&#039; go to their cleanse puddles. &lt;br /&gt;
***The stored &#039;&#039;&#039;Quietus&#039;&#039;&#039; debuffs will resolve, dealing moderate raid-wide magical damage.&lt;br /&gt;
***Each player will drop their [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewind&#039;&#039;&#039;.&lt;br /&gt;
***The &#039;&#039;&#039;Oracle of Darkness&#039;&#039;&#039; will then use &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039; on a random player, requiring the party to fully spread.&lt;br /&gt;
***The &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; will being to cast &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; while all Return debuffs resolve. After the party and the &#039;&#039;&#039;Usurper of Frost&#039;&#039;&#039; are transported, they will be knocked back most of the diameter of the arena by &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; relative to where the boss is located, dealing magical damage. The four closest players to her will receive a {{status effect|magic vulnerability up}} Magic Vulnerability Up, while the closest player will take extra damage. This attack then repeats from the &#039;&#039;&#039;Usurper of Frost&#039;s&#039;&#039;&#039; second stored position.&lt;br /&gt;
****Specifically, damage is based on the distance order of the player relative to Shiva. The first player will take around 160k base damage, the second around 70k, third and fourth around 55k, fifth around 40k, sixth around 15k, and seventh and eighth around 10k.&lt;br /&gt;
****The Magic Vulnerability Up increases magic damage taken by 400%, so the fifth player hit with this vulnerability will take approximately the same damage as the first player without it. &amp;lt;ref&amp;gt;https://ffxiv.tuufless.com/ultimates/fru/04_gaia_and_shiva/&amp;lt;/ref&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Initial positions&#039;&#039;&#039;:&lt;br /&gt;
***In the following descriptions, note that the six overlapping circles on the floor will form six &amp;quot;petals&amp;quot;.&lt;br /&gt;
***[[File:Dark blizzard iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] go east and west, just outside the circle of the arena containing the X and O floor patterns.&lt;br /&gt;
***[[File:Dark aero iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] go near the southwest and southeast intercardinals at the wall, just outside the petals.&lt;br /&gt;
***For the red debuff players, since two players will receive each pair, supports can default to west/southwest and DPS to east/southeast. They can use the same priority as in Apocalypse if adjustments are needed.&lt;br /&gt;
***[[File:Dark eruption icon.png|link=]][[File:Wyrmfang icon.png|link=]] goes to near the northern intercardinal closest to where the northern purple tether is pointing toward. Be &#039;&#039;just&#039;&#039; outside the curved lines forming the petal instead of directly on the intercardinal. Otherwise, this player risks  hitting the crystal with their spread AoE or being hit with the dragon head explosion.&lt;br /&gt;
***All other [[File:Wyrmfang icon.png|link=]] go near the southern intercardinal closest to where the southern purple tether is pointing toward. One [[File:Dark aero iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] will also be in this group of 4 people. The [[File:Wyrmfang icon.png|link=]] players need to be slightly in front of the Aero player.&lt;br /&gt;
**&#039;&#039;&#039;Resolution (part 1)&#039;&#039;&#039;:&lt;br /&gt;
***[[File:Dark blizzard iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] stand still and allow the dragon head to come to them to cleanse their debuffs. Afterwards:&lt;br /&gt;
****The player on the same (east or west) side as the [[File:Dark eruption icon.png|link=]] player must immediately run up to them upon contacting the head and join the other [[File:Wyrmfang icon.png|link=]] players for the 5-person stack.&lt;br /&gt;
****The player on the opposite side must immediately run to the nearest cardinal (east or west) and lean south, just outside the petals. By doing so, they will dodge the second set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs and not risk being hit with the dragon head explosions from the southwest/southeast Aero players. Note that the particle effects from this player&#039;s dragon head explosion will partially obscure the late AoE telegraph from the hourglass. After this telegraph disappears, this player will immediately run to the north along the wall to join the other players at the north, by the crystal.&lt;br /&gt;
***[[File:Dark aero iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] start just outside the petals. Once the first set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoE telegraphs disappear, they move to within the petals for their Aero debuffs to resolve, then continue moving south to end up just outside the petals again.&lt;br /&gt;
****Afterwards, wait until the second set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoE telegraphs disappear.&lt;br /&gt;
****Both of these players must then immediately run to contact the dragon heads near the southwest and southeast intercardinals. &#039;&#039;It is critical that these players run &amp;quot;head-on&amp;quot; into the dragon head in order for it to register.&#039;&#039; One way to do this is to run to just south of the intercardinal waymarks, then wait for the dragon head to contact.&lt;br /&gt;
****After removing the dragon heads, these players just must then meet up south to dodge the third set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs. To do so, they should move directly south from where they touched the head, then move along the wall back to south. Otherwise, they risk being hit with the other Aero player&#039;s dragon head explosion if the cleanses were not perfectly synchronized.&lt;br /&gt;
***[[File:Dark eruption icon.png|link=]][[File:Wyrmfang icon.png|link=]] resolve their spread debuff at their initial position, then meet up with the 4 players being knocked toward them and resolve the 5-person stack on the intercardinal at the wall. Afterwards, move to the north of the arena to dodge the final &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; AoEs.&lt;br /&gt;
***All other [[File:Wyrmfang icon.png|link=]] players wait until the first set of &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; telegraphs disappear (during which the 4-person stack resolves), then move to inside the petal and take the knockback from the Aero player on their side. These players will be knocked towards the [[File:Dark eruption icon.png|link=]] player and take the 5-person stack. The stack can be taken at the intercardinal; any closer to the crystal will risk hitting it. There is little time to adjust between the knockback and stack, so players who are being knocked back must angle themselves carefully.&lt;br /&gt;
**&#039;&#039;&#039;Resolution (part 2)&#039;&#039;&#039;:&lt;br /&gt;
***By now, the two [[File:Dark aero iii icon.png|link=]][[File:Wyrmclaw icon.png|link=]] will be south, and the remaining six players will be north by the crystal. In addition to the third &#039;&#039;&#039;Maelstrom&#039;&#039;&#039; circle AoEs, the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; line AoEs from the east or west will begin resolving, and it is recommended to dodge into the second line AoE telegraph when it disappears.&lt;br /&gt;
***The party must take note of where the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; telegraphs are originating to determine the correct intercardinal to move towards. For example, if the first set comes from the east, and the second set comes from the north, the correct intercardinal is northeast.&lt;br /&gt;
***When running across the arena, players will also need to dodge the &#039;&#039;&#039;Tidal Light&#039;&#039;&#039; telegraphs coming from north or south.&lt;br /&gt;
***The four players who formerly had [[File:Wyrmclaw icon.png|link=]] can immediately move to the correct intercardinal.&lt;br /&gt;
***However, the four players with [[File:Wyrmfang icon.png|link=]] must cleanse their debuffs by stepping on the puddles left over from the initial dragon head explosions. To prevent ambiguity, the following assignments are made:&lt;br /&gt;
****[[File:Dark eruption icon.png|link=]]: Cleanse by the D waymark (west)&lt;br /&gt;
****[[File:Dark blizzard iii icon.png|link=]]: Cleanse by the 4 waymark (southwest)&lt;br /&gt;
****[[File:Dark water iii icon.png|link=]]: Cleanse by the 3 waymark (southeast)&lt;br /&gt;
****[[File:Unholy darkness icon.png|link=]]: Cleanse by the B waymark (east)&lt;br /&gt;
****Note that with the exception of Blizzard, the cleanse location waymarks and debuff colors are color-coded for ease of remembering.&lt;br /&gt;
****These Spell-in-waiting debuffs will have expired by the time players move to cleanse [[File:Wyrmfang icon.png|link=]], so they need to remember their original debuff assignment.&lt;br /&gt;
***After cleansing their debuffs, these players must run to the correct intercardinal, dodging any lingering line AoEs.&lt;br /&gt;
***At the intercardinal, all players will drop their [[File:Spell in waiting return icon.png|link=]] &#039;&#039;&#039;Rewinds&#039;&#039;&#039;. They need to position correctly to prevent deaths from the proximity-based damage of the upcoming &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;.&lt;br /&gt;
****Orienting at the wall, DPS and healers should place their Rewinds at the corners of the intercardinal waymark, with group 1 going west and group 2 going east.&lt;br /&gt;
****Tanks need to be slightly in front of their respective light party so they are the closest to the wall.&lt;br /&gt;
***After placing their rewinds the party must immediately spread for &#039;&#039;&#039;Spirit Taker&#039;&#039;&#039;. Tanks can spread at the wall by the intercardinal, healers behind them, and DPS going far with ranged DPS going the furthest. Players must ensure to not be too close to the crystal at north.&lt;br /&gt;
***Prior to being stunned and the rewinds resolving, the party should use light mitigation and tanks should use personal mitigation (e.g. their 120 second cooldown plus a short cooldown) to serve as a safety net in case the rewinds were misplaced. If any player notices they have greatly misplaced their rewind, they can use knockback resist to potentially avoid being knocked into the death wall.&lt;br /&gt;
***Players are stunned, knocked back twice by &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;, and the mechanic concludes.&lt;br /&gt;
*&#039;&#039;&#039;Akh Morn&#039;&#039;&#039; + &#039;&#039;&#039;Morn Afah&#039;&#039;&#039;: Resolved similarly as before. If following the &amp;quot;7-1&amp;quot; strategy, the solo tank should trade places with the stack tank to ensure they have enough mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; + &#039;&#039;&#039;Memory&#039;s End (enrage)&#039;&#039;&#039;: Both bosses must be defeated before either cast finishes, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
If all of the &#039;&#039;&#039;Crystals of Darkness&#039;&#039;&#039; during the intermission and the &#039;&#039;&#039;Fragment of Fate&#039;&#039;&#039; in phase 4 were kept alive, the party will be stunned and a cutscene will play, transitioning into the final phase. Otherwise, an untargetable &#039;&#039;&#039;Guardian of Eden&#039;&#039;&#039; will spawn and wipe the party with &#039;&#039;&#039;Paradise Lost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: [[Pandora]]===&lt;br /&gt;
The boss will auto-attack the highest and second highest enmity players, so the tanks should have top two aggro.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039;: High physical raid-wide damage, requiring mitigation.&lt;br /&gt;
**Will also spawn several six intersecting lines on the ground centered on a semi-random location.&lt;br /&gt;
**These lines are divided into three sets. Each set has two intersecting lines at a 45 degree angle.&lt;br /&gt;
**One set of lines will begin glowing, either the most clockwise or most counterclockwise set, followed by the others in a clockwise or counterclockwise pattern.&lt;br /&gt;
**The lines will cascade outwards as light or dark-aspected line AoEs (&#039;&#039;&#039;The Path of Light&#039;&#039;&#039; / &#039;&#039;&#039;The Path of Darkness&#039;&#039;&#039;), in the order they started glowing. The initial AoEs from each set will have a late telegraph, while the remaining ones are untelegraphed. Players who are hit by these AoEs will take high damage and receive either [[File:Light resistance down ii icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down II&#039;&#039;&#039; or [[File:Dark resistance down ii icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039;, depending on the element of the AoE they were hit with.&lt;br /&gt;
**To solve, the party must first identify the first set of lines to glow and determine whether they glow clockwise or counterclockwise.&lt;br /&gt;
***Stand near the middle of the region surrounded by all the lines but leaning away from the first set.&lt;br /&gt;
***Wait for two pulses of the first set of the AoEs, then move into the &amp;quot;diamond&amp;quot; formed by their intersection in the second set. Specifically:&lt;br /&gt;
****If the lines glow clockwise, go near the left tip of the diamond (facing the edge of the arena closest to where they originated from).&lt;br /&gt;
****If the lines glow counterclockwise, go near the right tip of the diamond.&lt;br /&gt;
***Wait for two pulses of the second set of AoEs, then repeat this dodge pattern.&lt;br /&gt;
***Wait for two pulses of the third set of AoEs, then go to anywhere in the diamond.&lt;br /&gt;
**Shortly after the second set begins resolving, the boss will begin casting &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;, targeting a random player on her left with a light-aspected AoE and a random player on her right with a dark-aspected AoE. Both AoEs inflict high split damage, requiring mitigation, and should be split by four players each. These do not inflict Mark of Mortality if taken by fewer than four people. Anyone with a light/dark vulnerability debuff from being hit by the line AoEs will die if they are hit by the stack AoE of the same element as their debuff.&lt;br /&gt;
***After moving into the third diamond, group 1 should begin moving left and group 2 should move right (facing the boss) to resolve &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;. Players can use the targeting ring &amp;quot;nipple&amp;quot; to guide, as the AoEs are boss relative. While the boss will roughly face the party if the main tank dodges with the group, one light party may need to run further and should be mindful of any lingering line AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039;: The boss will sequentially spawn three towers, each of which must be soaked by two people.&lt;br /&gt;
**The towers will be 120 degrees from each other and be true northwest, northeast, and south, although the spawn order is random.&lt;br /&gt;
**Towers that are soaked will inflict minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;) and a 7-second {{status effect|magic vulnerability up}} Magic Vulnerability Up, making another tower soak by the same player lethal. Towers are not fully soaked will explode for high damage and Damage Down (&#039;&#039;&#039;Unmitigated Explosion&#039;&#039;&#039;).&lt;br /&gt;
**At the same time as the towers start spawning, the boss will cast &#039;&#039;&#039;Wings Dark and Light&#039;&#039;&#039;. Either her dark or light wing will begin glowing, followed by the other.&lt;br /&gt;
***If her dark wing starts glowing first, she will face the highest enmity player and use a large physical tankbuster cleave, hitting her entire right side and a 45 degree region from her north on her left side. At the same time, she will hit the closest player that is &#039;&#039;not&#039;&#039; the highest enmity player with a medium-sized magical tankbuster AoE. This player will be tethered with a purple tether. This is immediately followed by her light-aspected tankbusters.&lt;br /&gt;
***If her light wing starts glowing first, she will face the highest enmity player and use a large physical tankbuster cleave, hitting her entire left side and a 45 degree region from her north on her right side. At the same time, she will hit the furthest player that is not the highest enmity player with a medium-sized magical tankbuster AoE. This player will be tethered with a white tether. This is immediately followed by her dark-aspected tankbusters.&lt;br /&gt;
***The tankbusters either will inflict a brief {{status effect|physical vulnerability up}} Physical Vulnerability (cleaves) or {{status effect|magic vulnerability up}} Magic Vulnerability Up (tethers) and deal very high damage, requiring heavy mitigation or an invulnerability cooldown.&lt;br /&gt;
**This mechanic requires that the tanks handle the tankbusters to avoid hitting others, while the rest of the party handles of the towers.&lt;br /&gt;
***All players should orient to the first tower to appear, which will be considered relative south for this mechanic.&lt;br /&gt;
***DPS and healers:&lt;br /&gt;
****Healers take the first (south) tower. DPS stay outside at the sides of the tower. &lt;br /&gt;
****After the first tankbusters, DPS and healers must immediately run north, with light party 1 DPS taking the northwest tower and light party 2 DPS taking the northeast tower. Healers must now stay out because they will have Magic Vulnerability.&lt;br /&gt;
****The party should be just outside the hitbox to avoid being hit with the dark tankbuster tether AoE.&lt;br /&gt;
****For the second and third towers, the DPS should lean toward the other light party&#039;s tower as much as possible (while still being in their assigned tower) as these towers will partially be overlapped with the second tankbuster cleave. This will help prevent deaths if the tank is slightly misangled.&lt;br /&gt;
***Tanks:&lt;br /&gt;
****The positions and movements depend on which of the boss&#039;s wings glow first.&lt;br /&gt;
****If dark first:&lt;br /&gt;
*****The main tank should stand in the middle of the northwest tower, where they will take the cleave. The off tank should stand within the boss&#039;s hitbox near the middle of the the room and leaning southwest, where they will take the purple tether. &lt;br /&gt;
*****After the first tankbuster set, the off tank must {{action icon|Provoke}} (this can also be done during the Wings Dark and Light castbar).&lt;br /&gt;
*****The main tank should now go to the north edge of the room to bait the white tether tankbuster away from the party, while the off tank is in melee range southwest to take the second cleave. To avoid mis-angling the cleave, the off tank can align themselves to the middle of the tower directly across from them; the lines on the floor are not a reliable guide for alignment.&lt;br /&gt;
****If light first:&lt;br /&gt;
*****The main tank should stand in the middle of the northeast tower, where they will take the cleave. The off tank should stand well outside the boss&#039;s hitbox southeast, where they will take the white tether. &lt;br /&gt;
*****After the first tankbuster set, the off tank must {{action icon|Provoke}} (this can also be done during the Wings Dark and Light castbar).&lt;br /&gt;
*****The main tank should now go inside the boss&#039;s hitbox near the center of the room leaning north to bait the purple tether tankbuster away from the party, while the off tank is in melee range southeast to take the second cleave. To avoid mis-angling the cleave, the off tank can align themselves to the middle of the tower directly across from them; the lines on the floor are not a reliable guide for alignment.&lt;br /&gt;
*&#039;&#039;&#039;Polarizing Strikes&#039;&#039;&#039;: The boss will target a random player on her left with a light-aspected line AoE (&#039;&#039;&#039;Cruel Path of Light&#039;&#039;&#039;) and a random player on her right with a dark-aspected line AoE (&#039;&#039;&#039;Cruel Path of Darkness&#039;&#039;&#039;).&lt;br /&gt;
**The AoEs inflict moderate split magical damage, a short {{status effect|magic vulnerability up}} Magic Vulnerability Up, and either [[File:Light resistance down ii icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down II&#039;&#039;&#039; or [[File:Dark resistance down ii icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down II&#039;&#039;&#039; depending on their element. Only the players closest to the boss in each line stack will receive the elemental vulnerability debuff.&lt;br /&gt;
**The line AoEs will temporarily linger and resolve as a follow-up AoE, requiring the party to dodge out of them.&lt;br /&gt;
**The boss will then use &#039;&#039;&#039;Polarizing Paths&#039;&#039;&#039; three times, functioning identically to the first set of AoEs but with a shorter cast time.&lt;br /&gt;
**To solve, the party should again split into light parties, with group 1 southwest and group 2 southeast relative to the boss. Tanks should be in front first.&lt;br /&gt;
***After the first set of line AoEs, the party can collapse south to dodge the follow-up AoEs, then return to southwest/southeast for the second set. However, tanks must now switch to the other group and not be in front for the remaining AoEs. The melee DPS should now be front instead.&lt;br /&gt;
***Ranged DPS should be in front for the third set, and healers for the fourth set.&lt;br /&gt;
***Players must switch to the other group for the remaining AoEs after it is their turn to be in front, e.g. the group 1 melee would go SW (not in front) &amp;gt; SW (in front) &amp;gt; SE (not in front) &amp;gt; SE (not in front).&lt;br /&gt;
***Players can dodge back to southwest/southeast once they hear the &amp;quot;shimmering&amp;quot; sounds of the follow-up AoEs.&lt;br /&gt;
*&#039;&#039;&#039;Pandora&#039;s Box&#039;&#039;&#039;: Catastrophic raid-wide magical damage that requires either a {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} level 3 tank limit break, or a level 2 tank limit break plus heavy party mitigation, to survive.&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039; + &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paradise Regained&#039;&#039;&#039; + &#039;&#039;&#039;Wings Dark and Light&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Polarizing Strikes&#039;&#039;&#039; + &#039;&#039;&#039;Polarizing Paths&#039;&#039;&#039; x3&lt;br /&gt;
*&#039;&#039;&#039;Fulgent Blade&#039;&#039;&#039; + &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paradise Lost (enrage):&#039;&#039;&#039; The boss must be defeated before this slow cast finishes or the party will wipe. Around two-thirds of the way through the cast, the party will be given a free 3 bars of limit break gauge, allowing for a melee DPS limit break to help finish her off if needed.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Oracle Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Futures Rewritten (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in [[Patch 7.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Ultimate Edenmorn Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Alternative Destiny}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
*The world first clear, as recognized by unofficial leaderboard site MogTalk, was achieved by the North American team Kindred on stream on 28 November 2024 at 23:41 PST (07:41 UTC). &amp;lt;ref&amp;gt;https://x.com/birdimp/status/1862402893456056336&amp;lt;/ref&amp;gt;&lt;br /&gt;
*The Japanese team Lucrezia achieved world second on 29 November 2024 at 16:50 JST (07:50 UTC). &amp;lt;ref&amp;gt;https://x.com/TeamLucrezia/status/1862404539103748499&amp;lt;/ref&amp;gt;&lt;br /&gt;
*This ultimate had the fastest world first time in the history of the game at 2 days, 21 hours, and 41 minutes.&lt;br /&gt;
*The first reported clear was from the Japanese team GRIND on November 28, 2024 at 19:28 PST (03:28 UTC), after 2 days and 17 hours of progression time. This team did not stream their progression to the public. However, after allegations that one member was using a third party tool to display a red dot representing the hitbox of their character, their clear was disqualified by MogTalk. &amp;lt;ref&amp;gt;https://x.com/FrostyMog/status/1862383221570216427&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Cutscene&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; There&#039;s a voice in my head... I-I can&#039;t control Eden.&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Ungh... Ahhhhhh!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; At last, by the Oracle of Light&#039;s power, I have broken free!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Here and now, I shall fulfill our promise!&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Unto the mightiest being, in this child&#039;s heart, I give form!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; I&#039;m the only one fit to protect her... &#039;&#039;(Upon pull)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; You&#039;re no match for me! &#039;&#039;(Cyclonic Break)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; A feeble shield protects nothing! &#039;&#039;(Powder Mark Trail)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Come! Show me your strength! &#039;&#039;(Utopian Sky)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Light claim you! &#039;&#039;(Turn of the Heavens)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Have at you! &#039;&#039;(final Burnt Strike)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Only I can protect her! &#039;&#039;(Burnished Glory enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Fools... You would stoke the fires of conflict? &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Your blood shall freeze! &#039;&#039;(Diamond Dust)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Cleave! &#039;&#039;(Axe Kick)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; Reap! &#039;&#039;(Scythe Kick)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The Light shall usher in peace! &#039;&#039;(Redress)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Sink into silence! &#039;&#039;(Twin Silence)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; In stillness freeze! &#039;&#039;(Twin Stillness)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Darkness begone! &#039;&#039;(Banish III)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Light consume you! &#039;&#039;(Light Rampant)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Still you resist. Then we shall unleash the Light within! &#039;&#039;(Absolute Zero enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; No! I won&#039;t let you!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Aaaaaahhh! &#039;&#039;(boss untargetable)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; She won&#039;t last much longer!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Yaaaaaargh!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Hold on, Ryne! &#039;&#039;(crystals targetable)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Is my Darkness not enough!? &#039;&#039;(if Dark Crystals were defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; My power surges! &#039;&#039;(all Light Crystals defeated and if Dark Crystals were not defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne, are you alright!? &#039;&#039;(Ice Veil defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am thanks to you, Gaia.&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;re Mitron! Ugh... Aaaaaahhh!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I am Loghrif, servant of Zodiark. &#039;&#039;(upon spawn, Hell&#039;s Judgment)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I shall restore the power of Darkness to this star.&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Past...present...future. &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Infinite possibilities condensed into a single moment! &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Succumb to the darkness! &#039;&#039;(Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O ruination! &#039;&#039;(Spell-in-Waiting Refrain)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O Chaotic Dark, descend and quench Light! &#039;&#039;(Apocalypse)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Shadows fall! &#039;&#039;(final Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Her awakening is incomplete... Their memories weaken the link. &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Such impediments to our resonance must be expunged. &#039;&#039;(Materialization)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Come to me, Hraesvelgr! &#039;&#039;(Redress/Akh Rhai)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I shall weave a new Dragonsong! &#039;&#039;(Darklit Dragonsong)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Gaia:&#039;&#039;&#039; I told you it would make a great necklace. &#039;&#039;(The Path of Light)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Ryne:&#039;&#039;&#039; Ohhh...It&#039;s beautiful! I think it&#039;ll really suit you! &#039;&#039;(The Path of Light)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vision of Gaia:&#039;&#039;&#039; Me? But I thought you should have it... &#039;&#039;(Hallowed Wings)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost &amp;amp; Oracle of Darkness:&#039;&#039;&#039; Light and Darkness, gather to me! &#039;&#039;(Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Pain shall be fleeting, joy everlasting... &#039;&#039;(Crystallize Time)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; As I wish it, so shall the river of time flow! &#039;&#039;(Crystallize Time)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; You endure? Another approach, then...&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am yours, and you are mine!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; I won&#039;t let you do as you please!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; What is this!?&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne... Are you there?&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Gaia?&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Raaaaaargggh!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; No one will erase our promise. No one!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the dark crystals or fragments of fate were destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The time is come. Together, we shall rejoin the Darkness!&lt;br /&gt;
:&#039;&#039;&#039;Guardian of Eden:&#039;&#039;&#039; We shall bring eternal harmony. &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Guardian of Eden:&#039;&#039;&#039; Tranquility and vitality in perfect balance... &#039;&#039;(Paradise Lost enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; I&#039;ll never stop. As many times as it takes! &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; So close to realizing our perfect utopia... &#039;&#039;(Paradise Regained)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; We&#039;re not going to disappear!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Aye, we&#039;re too stubborn for that!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; We&#039;ll get through this, Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Yes, together!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; This cacophony... My head... &#039;&#039;(Pandora&#039;s Box)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; Transcend your limits to survive!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Begone from my memories! Every last trace of you! &#039;&#039;(Pandora&#039;s Box)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Our friend won&#039;t fail us!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;d better not, or I&#039;ll never let you hear the end of it!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; When next I return, I &#039;&#039;will&#039;&#039; succeed! &#039;&#039;(second Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; We won&#039;t give up on the future! &#039;&#039;(third Akh Morn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Please, let our prayers be heard!&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; If this place cannot be our utopia... &lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Then naught in existence holds meaning! &#039;&#039;(Paradise Lost enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; That&#039;s a little melodramatic, don&#039;t you think!?&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; You can weather this! I know you can!&lt;br /&gt;
:&#039;&#039;&#039;Ryne &amp;amp; Gaia:&#039;&#039;&#039; Yaaaaaargh! &#039;&#039;(enrage cast nearly finishes - only said if boss&#039;s HP is sufficiently low, but is not entirely predictive of a kill)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pandora:&#039;&#039;&#039; Our promise fades... &#039;&#039;(if wiping to enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
FRU intro.jpg&lt;br /&gt;
FRU boss.jpg&lt;br /&gt;
Fatebreaker FRU.jpg|2024 Chinese Fan Festival [[Fatebreaker]] preview - Fall of Faith mechanic&lt;br /&gt;
FRU Live Letter 1.jpg|Fatebreaker&lt;br /&gt;
FRU Live Letter 2.jpg|[[Oracle of Darkness]] - Apocalypse mechanic&lt;br /&gt;
FRU complete.jpg|Post-completion scene&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/ue7w9jJH Pastebin containing strategies - North America]&lt;br /&gt;
*[https://pastebin.com/zYiHTmVi Pastebin containing strategies - European Datacenters (LPDU)]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1cQt72c5UElTYieFctYGQGhh23kwG4yBjDImr-p_vZGY/edit?gid=1311355980#gid=1311355980 Mitigation/healing spreadsheet - North America Ultimate Raiding (NAUR)]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/u/1/d/1M1LHe4mpb1lyxkLWJxrDwe_JH897nickG3XLTtwnI90/htmlview?gid=598251485# Mitigation/healing spreadsheet - &amp;quot;FRU Mit But Good&amp;quot; (FMBG) - North America]&lt;br /&gt;
*[https://github.com/WCGH/FRU-Sim Solo simulator for Light Rampant, Ultimate Relativity, Apocalypse, and Crystallize Time]&lt;br /&gt;
*[https://ffxiv.tuufless.com/ultimates/fru/ Site containing strategies used by Elemental DC]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The raid was first revealed at the 2024 Japanese Fan Festival, making it the first ultimate raid to be revealed in a Fan Festival prior to an expansion release, instead of a Live Letter prior to a major patch.&lt;br /&gt;
*This is also the first ultimate raid to be referenced in the key art of a major patch.&lt;br /&gt;
*The theme of this raid breaks the existing pattern of prior ultimate raids (8-man raid &amp;gt; main story &amp;gt; 8 man raid &amp;gt; main story, etc.) because the prior ultimate raid, {{questlink|uraid|The Omega Protocol (Ultimate)}} was also based on a raid series. An ultimate raid based on the &#039;&#039;Stormblood&#039;&#039; main story was apparently skipped.&lt;br /&gt;
*This ultimate is named after Shadowbringers [[Patch 5.4]] &amp;quot;Futures Rewritten&amp;quot;, which introduced the final tier of the [[Eden]] raid series the ultimate is based off.&lt;br /&gt;
*This is the first ultimate where all dialogue is fully voice acted. There are also several new voice lines compared to the original fights, including lines that have been re-recorded.&lt;br /&gt;
*The elimination of passive limit break generation with duplicate jobs was a newly added change with the release of this ultimate. Regardless, the fight was cleared on December 27, 2024 with a party including 4 pictomancers. &amp;lt;ref&amp;gt;https://x.com/takomi_82_96/status/1872903535735828526/photo/1&amp;lt;/ref&amp;gt; This was likely made possible by the fact that there is no mandatory limit break check until the end of the fight, and limit break gauge can still be generated by healing allies from critical HP.&lt;br /&gt;
*As of [[patch 7.1]], pictomancer is an exceptionally powerful job for this encounter (and other ultimate raids) due to its ability to paint motifs during downtime mechanics and phase transitions, storing high-potency attacks for when the boss becomes targetable.&lt;br /&gt;
*The fight was cleared on February 11, 2025 with no healers.&amp;lt;ref&amp;gt;https://www.bilibili.com/video/BV1QZNzeNEoQ/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=856518</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=856518"/>
		<updated>2025-01-12T12:54:47Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with the &#039;&#039;&#039;Grace of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855922</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855922"/>
		<updated>2025-01-09T07:35:48Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with the &#039;&#039;&#039;Blessing of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855921</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855921"/>
		<updated>2025-01-09T07:35:17Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with a the &#039;&#039;&#039;Blessing of Light&#039;&#039;&#039;, increasing their damage dealt for the next minute of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855920</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855920"/>
		<updated>2025-01-09T07:31:21Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive 270-degree frontal AoE cone directly in front of Shiva that covers her front and flanks. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with a special buff.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855919</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855919"/>
		<updated>2025-01-09T07:29:07Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive frontal AoE cone directly in front of Shiva. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with a special buff.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855918</id>
		<title>Eden&#039;s Verse: Refulgence</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Refulgence&amp;diff=855918"/>
		<updated>2025-01-09T07:27:36Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse|Eden&#039;s Verse: Refulgence (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Refulgence&lt;br /&gt;
| image = Eden&#039;s Verse Refulgence.png&lt;br /&gt;
| description = With the dark entity that haunted Gaia defeated, at least for the time being, you return to the task of restoring balance to ice, the final element. Being the most strongly aligned in favor of stasis, it appears that Ryne&#039;s direct involvement will be required to properly manipulate the aether. Inspired by tales of Ysayle on the Source, Ryne decides to use her own body as a vessel and wield the power of Shiva.&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 455&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 10 poetics&lt;br /&gt;
| duty-finder = Normal Raids (Shadowbringers)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| location = Great Glacier, Frozen Reflections&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = On Thin Ice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| stone-sky-sea = Eden&#039;s Verse&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E8N&#039;&#039;&#039;.&lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Heritor of Frost: [[Shiva (ShB)|Shiva]]===&lt;br /&gt;
{{#ev:youtube|4vtjQV_itXc|400|right|Eden&#039;s Verse E8N Guide}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is possible to fall off the edge of the arena to an early doom during the entire encounter. However, should any participant fall, they can be raised after a moderate delay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - Shiva blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redress&#039;&#039;&#039; - If casted while in &#039;&#039;Ice&#039;&#039; form, she will use a gaze-attack which inflicts {{status effect|stun}} [[Stun]] on anyone caught staring at Shiva while she &#039;redresses&#039; (essentially swapping from &#039;&#039;Ice&#039;&#039; form to &#039;&#039;Holy&#039;&#039; form). To avoid, simply turn your character away while she changes clothes. If casted in &#039;&#039;&#039;Holy&#039;&#039;&#039; form, Shiva will instead cover the entire arena in ice, afflicting every player with &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; that causes them to uncontrollably slide approximately the radius of the arena in whatever direction they move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Axe Kick&#039;&#039;&#039; - a massive telegraphed point blank AoE circle directly underneath Shiva that will cover 90% of the circular arena. Move away as quickly as possible to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Holy Form) Scythe Kick&#039;&#039;&#039; - a massive telegraphed donut AoE from Shiva&#039;s hitbox. Players must move into her hitbox to avoid damage and debuffs.&lt;br /&gt;
&lt;br /&gt;
After executing one of these maneuvers, Shiva will begin to &#039;&#039;&#039;Redress&#039;&#039;&#039; back into &#039;&#039;Ice Form&#039;&#039;, afflicting all players with &#039;&#039;Thin Ice&#039;&#039; that they must deal with along with the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biting Frost&#039;&#039;&#039; - a massive frontal AoE cone directly in front of Shiva. After a brief delay, Shiva will utilize swords of ice to carve anyone standing in front of her. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide behind Shiva to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driving Frost&#039;&#039;&#039; - a conical attack against anyone directly behind Shiva. Due to &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;, players may need to slide in front of her (or to her flanks) to avoid.&lt;br /&gt;
&lt;br /&gt;
After executing one (or both) of these maneuvers, the &#039;&#039;&#039;Thin Ice&#039;&#039;&#039; will dissipate, allowing the group to move as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Slap&#039;&#039;&#039; - Shiva uses her dual ice-swords to deliver a vicious tank-buster against her primary target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond Frost&#039;&#039;&#039; - unleashes high raid-wide damage that must be healed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Stone + Frigid Water&#039;&#039;&#039; - four AoE ice-circles  spawn around the arena on either all cardinals or intercardinals that must be avoided, leaving a wavy &amp;quot;+&amp;quot; sign in the center as a safe spot. However, four players will be marked with &#039;&#039;&#039;proximity markers&#039;&#039;&#039;, whilst another four will be marked with AoE circles, forcing the raid to scramble for safety. To combat this, proximity-marked players should move to the outer edge of the arena, whilst the AoE marked players use the center of the arena (which has more safe space) to spread out. If done correctly, the raid will take only minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frigid Eruption&#039;&#039;&#039; - marks random players with mobile AoE circles that will essentially follow that player for three consecutive blasts. Marked players should move away from the group and stay on the move to avoid being hit themselves. After marked players have dropped three AoE circles, they can resume combat as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Strike&#039;&#039;&#039; - inflicts moderate knockback from Shiva&#039;s location. Due to lack of railing at the edges of the arena, players who aren&#039;t close enough to Shiva may be punted over the edge to their doom. Bear in mind that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns can be used to prevent this knockback if preferred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;two&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Ice Form&#039;&#039;): &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal AoE) or &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone). If &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (her frontal cone), then players should get behind Shiva to avoid the frontal cone and also move as far away from the mirrors as possible (which will both execute a point-blank AoE). If &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (her backward cone), then players should get in front of Shiva to avoid her attack, then move to the outer edge of the arena (between the two mirrors) which will cover the arena with two conical AoE&#039;s that leave only a small safe-spot between the mirrors.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Shiva will execute a maneuver reminiscent of the Hydaelyn vs Zodiark revelation from [[the Qitana Ravel]], piercing into the arena and shattering it into 14 reflections (platforms). The raid will be halved, with each half (composed of one tank, one healer, and two damage dealers) having its own &#039;reflection&#039; (platform) to itself, marking the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
Each half of the raid will find themselves on a small circular platform with a Hydaelyn-shaped crystal in the center. Periodically, this crystal will omit unavoidable AoE against the party, and a noticeable &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will be present throughout. At this point, elemental adds will spawn at the outer edges of the platform and move towards the central crystal. Players must work together to prevent the elements reaching the central crystal, as failure to do so will contribute to the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge.&lt;br /&gt;
&lt;br /&gt;
At certain points, other adds will spawn that, instead of moving to the crystal, will instead tether itself to it. On seeing this, members of the group should pick up the tether (which will eventually blast them for damage). If an add remains tethered to the crystal instead, the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge will increase.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge is filled, then the raid will be wiped. After dealing with the continuous bursts of AoE damage and elemental adds, assuming the &#039;&#039;&#039;Flood of Light&#039;&#039;&#039; gauge hasn&#039;t been filled, then the raid will be returned to the original platform with a special buff.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039; - spawns a proximity marker in the arena center, forcing the raid to retreat to the outer edges. After the explosion, proximity meteors will spawn around the outer edges, forcing the raid to dash towards the center.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Rampant&#039;&#039;&#039; - dishes out vicious raid-wide damage that cannot be avoided. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path of Light&#039;&#039;&#039; - spawns four stack-towers around the arena center. At least one player must stand within each tower before holy orbs reach the platform. Simultaneously, two players will be targeted with an orange marker. After a brief delay, marked players will be blasted with conical AoE&#039;s from Shiva. As a result, marked players must avoid standing close to each other or stacking in towers and, instead, stand between them so that tower-stacked players do not get unnecessarily blasted.&lt;br /&gt;
&lt;br /&gt;
*If successful, the four towers will disperse and another two will form - this time requiring at least two players to stand within each one. Similar to before, two other players will be targeted with orange markers and should move away from each other (and the stacking players) to avoid clipping them with conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*If successful, the two towers will disappear and one final tower will spawn - requiring at least four players to stand within it. Once again, two players will be targeted with orange markers and should move away from each other (and the tower) to avoid damaging teammates with the impending conical AoE&#039;s from Shiva.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror, Mirror&#039;&#039;&#039; - spawns &#039;&#039;&#039;four&#039;&#039;&#039; mirrors at the outer edges of the arena that will mimic Shiva&#039;s next ability after a moderate delay. Shiva will then cast one of her previously executed abilities (currently in &#039;&#039;Holy Form&#039;&#039;): &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE) or &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE). If &#039;&#039;&#039;Axe Kick&#039;&#039;&#039; (point-blank AoE), then players should move away from Shiva to avoid her AoE, then run to the arena center - the only safe spot available when all mirrors execute their own point-blank AoE. If &#039;&#039;&#039;Scythe Kick&#039;&#039;&#039; (donut AoE), players should move into Shiva&#039;s hitbox to avoid the donut attack, then stand directly in front of any mirror of their choosing (seeing as all of them will execute a donut AoE of their own).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Stillness&#039;&#039;&#039; (after &#039;&#039;&#039;Redressing&#039;&#039;&#039;, which will bring &#039;&#039;&#039;Thin Ice&#039;&#039;&#039;) causes Shiva to execute &#039;&#039;&#039;Biting Frost&#039;&#039;&#039; (frontal cone AoE) and &#039;&#039;&#039;Driving Frost&#039;&#039;&#039; (backward cone AoE) in a random order, forcing the raid to slide in front or behind her (depending on which comes first) then slide again to avoid the follow up. As always, be careful not to slide over the edge!&lt;br /&gt;
&lt;br /&gt;
Enraged, Shiva will &#039;&#039;&#039;Redress&#039;&#039;&#039; into &#039;&#039;Holy Form&#039;&#039; and begin to spam &#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; (unavoidable raid-wide damage) until reduced to 0 health.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
Having been sufficiently damaged, an unskippable animation will play, showing [[Ryne]] struggling to contain the immeasurable power of light and ice in unison. The entire raid will be frozen in holy ice, including Shiva/Ryne, who begins to charge &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039;. Gaia will teleport into the arena with intent to save Ryne, freeing the raid in the process while using &#039;&#039;&#039;Spell In Waiting&#039;&#039;&#039; to double Shiva&#039;s cast-time, initiating a DPS check where the raid must destroy the ice containing Ryne before it is too late. If unsuccessful, &#039;&#039;&#039;Endless Ice-Age&#039;&#039;&#039; will terminate the raid. If successful, congratulations! You have beaten Eden&#039;s Verse: Refulgence and saved the world.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Gauntlets of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Armor of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Chausses of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Greaves of Golden Antiquity}}&lt;br /&gt;
{{Drops table row|Bangle of Golden Antiquity}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Ryne}}&lt;br /&gt;
{{Drops table row|Return to Oblivion Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise I}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise II}}&lt;br /&gt;
{{achievement table row|Trouble in Paradise III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
All lines are voice acted unless otherwise indicated.&lt;br /&gt;
&lt;br /&gt;
 Shiva: Fools... You would stoke the fires of conflict? &lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Resplendent ice, grant me strength!&lt;br /&gt;
 Shiva: Shatter!&lt;br /&gt;
 Shiva: Your blood shall freeze!&lt;br /&gt;
 Shiva: The Light shall usher in peace!&lt;br /&gt;
 Shiva: Such impudence!&lt;br /&gt;
 Shiva: Divine Light, deliver serenity everlasting! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Tranquility must be restored to the land! &lt;br /&gt;
 Shiva: By my hand, this world shall be purified! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The Darkness in your hearts shall be your undoing! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: May all be enveloped in Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: The age of peace and tranquility has come... &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness shall never prevail! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Preventing the Flood has granted you the Blessing of Light! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Shiva: Darkness be gone!&lt;br /&gt;
 Shiva: Light consume you!&lt;br /&gt;
 Ryne: Such power... I can&#039;t!&lt;br /&gt;
 Gaia: The Light... It&#039;s too much for her to bear!&lt;br /&gt;
 Gaia: She won&#039;t last much longer!&lt;br /&gt;
 Gaia: Enough of this! Power of Darkness, answer my call!&lt;br /&gt;
 Gaia: Damn this Light!&lt;br /&gt;
 Gaia: Damn it all!&lt;br /&gt;
 The Flood of Light is being held at bay. Shatter the ice and free Ryne! &#039;&#039;(not voice acted)&#039;&#039;&lt;br /&gt;
 Gaia: I won&#039;t give up...&lt;br /&gt;
 Gaia: Not on my future─&#039;&#039;our&#039;&#039; future!&lt;br /&gt;
 Gaia: I want to see what tomorrow will bring!&lt;br /&gt;
 Gaia: No! We&#039;re so close!&lt;br /&gt;
 Gaia: Do something! Anything!&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E8N.png&lt;br /&gt;
E8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This is the first 8-player raid to have voice acting.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Living_Shadow&amp;diff=851267</id>
		<title>Living Shadow</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Living_Shadow&amp;diff=851267"/>
		<updated>2024-12-10T00:46:30Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| acquired = dark knight&lt;br /&gt;
| description = Conjure a simulacrum of your darkside to fight alongside you. Duration: 20s.&lt;br /&gt;
| facts = {{action fact|additional|Grants Scorn}}{{action fact|duration|30}}{{action fact|Simulacrum Attack Potency|420}}{{action fact|additional|Simulacrum is able to execute Shadowbringer and Disesteem.}}{{action fact|Shadowbringer Potency|570 for the first enemy, and 25% less for all remaining enemies.}}{{action fact|Disesteem Potency|620 for the first enemy, and 25% less for all remaining enemies.}}&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = ability&lt;br /&gt;
| tp-cost = &lt;br /&gt;
| recast = 120&lt;br /&gt;
| targeting = self&lt;br /&gt;
| traits = Enhanced Living Shadow, Enhanced Living Shadow II, Enhanced Living Shadow III&lt;br /&gt;
| actions = Shadowbringer (ability), Disesteem&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Simulacrum attack potency is 280 prior to learning the {{action icon|Enhanced Living Shadow}} trait.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|&lt;br /&gt;
**The additional effect &amp;quot;Grants Scorn&amp;quot; has been added with a duration of 30 seconds.&lt;br /&gt;
**Simulacrum potency has been increased from 350 to 420.&lt;br /&gt;
**Shadowbringer potency has been increased from 500 to 570.&lt;br /&gt;
**Simulacrum now executes Disesteem with a potency of 620.&lt;br /&gt;
**No longer requires 50 Blood Gauge for execution.}}&lt;br /&gt;
*{{patch|6.2|&lt;br /&gt;
**Effect duration has been reduced from 24 to 20 seconds.&lt;br /&gt;
**The simulacrum will now always attack the first target the player attacks after it is summoned.&lt;br /&gt;
**The simulacrum will no longer attack with Quietus.&lt;br /&gt;
**The simulacrum&#039;s Shadowbringer potency has been increased from 450 to 500.&lt;br /&gt;
**Potency of all simulacrum actions other than Shadowbringer have been increased from 300 to 350.}}&lt;br /&gt;
*{{patch|6.0|Added &amp;quot;Additional Effect: Simulacrum is able to execute Shadowbringer, delivering an attack to all enemies in a straight line before it with a potency of 450 for the first enemy, and 25% less for all remaining enemies.&amp;quot; upon learning the {{action icon|Enhanced Living Shadow II}} trait.}}&lt;br /&gt;
*{{patch|5.0}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pandora&amp;diff=850292</id>
		<title>Pandora</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pandora&amp;diff=850292"/>
		<updated>2024-11-30T03:25:20Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Pandora&lt;br /&gt;
| description = &lt;br /&gt;
| description-source = &lt;br /&gt;
| image = &lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = Futures Rewritten (Ultimate)&lt;br /&gt;
| trial = &lt;br /&gt;
| objective = boss&lt;br /&gt;
| title =&lt;br /&gt;
| gender = &lt;br /&gt;
| age = &lt;br /&gt;
| race = &lt;br /&gt;
| clan = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace = &lt;br /&gt;
| organization = &lt;br /&gt;
| relatives = &lt;br /&gt;
| level = 100&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal = &lt;br /&gt;
| patch = 7.11&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|How the West Was Sung}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|Futures Rewritten (Ultimate)| |100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
A non-canon fusion of [[Ryne]], [[Gaia]] and [[Mitron]].&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=850143</id>
		<title>Futures Rewritten (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=850143"/>
		<updated>2024-11-29T03:39:19Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Drawing upon his ever-fertile imagination, the wandering minstrel weaves his own interpretation of events surrounding the Flood of Light, the calamity that engulfed nigh the entirety of the First. From the cause of the Flood to the outcome of the struggles that followed, the man&#039;s evocative verse conjures up vivid images in your mind&#039;s eye─images of an alternate future that may have unfolded for Ryne, the young Oracle of Light...&lt;br /&gt;
| image = Futures Rewritten (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 735&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = 735&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 heliometry&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = A Future Rewritten &lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = How the West Was Sung&lt;br /&gt;
| patch = 7.11&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;FRU&#039;&#039;&#039;, is based on the [[Eden]] raid series from &#039;&#039;[[Shadowbringers]]&#039;&#039; and is the sixth ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Futures Rewritten (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
*Players are expected to have item level 730-735 &amp;quot;best-in-slot&amp;quot; gear to participate. Best-in-slot sets for each job are provided by [https://www.thebalanceffxiv.com/ The Balance] and [https://www.icy-veins.com/ffxiv/ Icy Veins]. These primarily consist of [[Dark Horse Champion&#039;s Weapons]], [[Dark Horse Champion&#039;s Armor]] / [[Augmented Quetzalli Armor]], and [[Dark Horse Champion&#039;s Accessories]] / [[Augmented Quetzalli Accessories]], all fully melded with certain [[materia]] depending on the set.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===Phase 1: [[Fatebreaker]]===&lt;br /&gt;
===Phase 2: [[Usurper of Frost]]===&lt;br /&gt;
===Intermission===&lt;br /&gt;
===Phase 3: [[Oracle of Darkness]]===&lt;br /&gt;
===Phase 4: [[Usurper of Frost]] and [[Oracle of Darkness]]===&lt;br /&gt;
===Phase 5: [[Pandora]]===&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Oracle Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Futures Rewritten (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in [[Patch 7.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Ultimate Edenmorn Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Alternative Destiny}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Cutscene&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; There&#039;s a voice in my head... I-I can&#039;t control Eden.&lt;br /&gt;
:&#039;&#039;&#039; Ryne:&#039;&#039;&#039; *screams in agony*&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; At last, by the Oracle of Light&#039;s power, I have broken free!&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; Here and now, I shall fulfill our promise!&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; Unto the mightiest being, in this child&#039;s heart, I give form!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; I&#039;m the only one fit to protect her... &#039;&#039;(Upon pull)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; You&#039;re no match for me! &#039;&#039;(Cyclonic Break)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; A feeble shield protects nothing! &#039;&#039;(Powder Mark Trail)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Come! Show me your strength! &#039;&#039;(Utopian Sky)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Light claim you! &#039;&#039;(Turn of the Heavens)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Have at you! &#039;&#039;(final Burnt Strike)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Only I can protect her! &#039;&#039;(Burnished Glory enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Fools... You would stoke the fires of conflict? &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Your blood shall freeze! &#039;&#039;(Diamond Dust)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Cleave! &#039;&#039;(Axe Kick)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; Reap! &#039;&#039;(Scythe Kick)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The Light shall usher in peace! &#039;&#039;(Redress)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Sink into silence! &#039;&#039;(Twin Silence)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; In stillness freeze! &#039;&#039;(Twin Stillness)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Darkness begone! &#039;&#039;(Banish III)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Light consume you! &#039;&#039;(Light Rampant)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Still you resist. Then we shall unleash the Light within! &#039;&#039;(Absolute Zero enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; No! I won&#039;t let you!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Aaaaaahhh! &#039;&#039;(boss untargetable)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; She won&#039;t last much longer!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Yaaaaaargh!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Hold on, Ryne! &#039;&#039;(crystals targetable)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; My power surges! &#039;&#039;(Light Crystals defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne, are you alright!? &#039;&#039;(Ice Veil defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am thanks to you, Gaia.&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;re Mitron! Ugh... Aaaaaahhh!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I am Loghrif, servant of Zodiark. &#039;&#039;(upon spawn, Hell&#039;s Judgment)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I shall restore the power of Darkness to this star.&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Past...present...future. &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Infinite possibilities condensed into a single moment! &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Succumb to the darkness! &#039;&#039;(Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O ruination! &#039;&#039;(Spell-in-Waiting Refrain)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O Chaotic Dark, descend and quench Light! &#039;&#039;(Apocalypse)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Shadows fall! &#039;&#039;(final Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
FRU teaser.jpg&lt;br /&gt;
Fatebreaker FRU.jpg|2024 Chinese Fan Festival [[Fatebreaker]] preview&lt;br /&gt;
FRU Live Letter 1.jpg|Fatebreaker&lt;br /&gt;
FRU Live Letter 2.jpg|[[Oracle of Darkness]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://pastebin.com/ue7w9jJH Pastebin containing strategies - North America]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The raid was first revealed at the 2024 Japanese Fan Festival, making it the first ultimate raid to be revealed in a Fan Festival prior to an expansion release, instead of a Live Letter prior to a major patch.&lt;br /&gt;
*This is also the first ultimate raid to be referenced in the key art of a major patch.&lt;br /&gt;
*The theme of this raid breaks the existing pattern of prior ultimate raids (8-man raid &amp;gt; main story &amp;gt; 8 man raid &amp;gt; main story, etc.) because the prior ultimate raid, {{questlink|uraid|The Omega Protocol (Ultimate)}} was also based on a raid series. An ultimate raid based on the &#039;&#039;Stormblood&#039;&#039; main story was apparently skipped.&lt;br /&gt;
*This ultimate is named after Shadowbringers [[Patch 5.4]] &amp;quot;Futures Rewritten&amp;quot;, which introduced the final tier of the [[Eden]] raid series the ultimate is based off.&lt;br /&gt;
*This is the first ultimate where all dialogue is fully voice acted. There are also several new voice lines compared to the original fights, including lines that have been re-recorded.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=850036</id>
		<title>Futures Rewritten (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Futures_Rewritten_(Ultimate)&amp;diff=850036"/>
		<updated>2024-11-28T02:18:22Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Drawing upon his ever-fertile imagination, the wandering minstrel weaves his own interpretation of events surrounding the Flood of Light, the calamity that engulfed nigh the entirety of the First. From the cause of the Flood to the outcome of the struggles that followed, the man&#039;s evocative verse conjures up vivid images in your mind&#039;s eye─images of an alternate future that may have unfolded for Ryne, the young Oracle of Light...&lt;br /&gt;
| image = Futures Rewritten (Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 735&lt;br /&gt;
| ilvl-max-sync= true&lt;br /&gt;
| ilvl-sync = 735&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 30 heliometry&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = A Future Rewritten &lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-quest = How the West Was Sung&lt;br /&gt;
| patch = 7.11&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} The raid, which is abbreviated &#039;&#039;&#039;FRU&#039;&#039;&#039;, is based on the [[Eden]] raid series from &#039;&#039;[[Shadowbringers]]&#039;&#039; and is the sixth ultimate raid to be added.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Tuliyollal]] (X:11.1 Y:14.6) as a level 100 Disciple of War or Magic.&lt;br /&gt;
*Futures Rewritten (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|AAC Light-heavyweight M4 (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
*Players are expected to have item level 730-735 &amp;quot;best-in-slot&amp;quot; gear to participate. Best-in-slot sets for each job are provided by [https://www.thebalanceffxiv.com/ The Balance] and [https://www.icy-veins.com/ffxiv/ Icy Veins]. These primarily consist of [[Dark Horse Champion&#039;s Weapons]], [[Dark Horse Champion&#039;s Armor]] / [[Augmented Quetzalli Armor]], and [[Dark Horse Champion&#039;s Accessories]] / [[Augmented Quetzalli Accessories]], all fully melded with certain [[materia]] depending on the set.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===Phase 1: [[Fatebreaker]]===&lt;br /&gt;
===Phase 2: [[Usurper of Frost]]===&lt;br /&gt;
===Intermission===&lt;br /&gt;
===Phase 3: [[Oracle of Darkness]]===&lt;br /&gt;
===Phase 4: [[Usurper of Frost]] and [[Oracle of Darkness]]===&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Oracle Totem}}&lt;br /&gt;
&lt;br /&gt;
Upon completing Futures Rewritten (Ultimate), players can earn a separate reward once per week. Players who have yet to receive that week&#039;s reward can still claim it even if other members of the party have completed the duty prior to the weekly reset. This restriction will be removed in [[Patch 7.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Uah&#039;shepya]] in [[Solution Nine]] (X:8.7 Y:13.5) for [[Ultimate Edenmorn Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design in a later patch.&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Alternative Destiny}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Cutscene&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; There&#039;s a voice in my head... I-I can&#039;t control Eden.&lt;br /&gt;
:&#039;&#039;&#039; Ryne:&#039;&#039;&#039; *screams in agony*&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; At last, by the Oracle of Light&#039;s power, I have broken free!&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; Here and now, I shall fulfill our promise!&lt;br /&gt;
:&#039;&#039;&#039;Shiva (Mitron):&#039;&#039;&#039; Unto the mightiest being, in this child&#039;s heart, I give form!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; I&#039;m the only one fit to protect her... &#039;&#039;(Upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; You&#039;re no match for me! &#039;&#039;(Cyclonic Break)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; A feeble shield protects nothing! &#039;&#039;(Powder Mark Trail)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Come! Show me your strength! &#039;&#039;(Utopian Sky)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Light claim you! &#039;&#039;(Turn of the Heavens)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Have at you! &#039;&#039;(final Burnt Strike)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fatebreaker:&#039;&#039;&#039; Only I can protect her! &#039;&#039;(Burnished Glory enrage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Fools... You would stoke the fires of conflict? &#039;&#039;(upon spawn)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Your blood shall freeze! &#039;&#039;(Diamond Dust)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Cleave! &#039;&#039;(Axe Kick)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; Reap! &#039;&#039;(Scythe Kick)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; The Light shall usher in peace! &#039;&#039;(Redress)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle&#039;s Reflection:&#039;&#039;&#039; Sink into silence! &#039;&#039;(Twin Silence)&#039;&#039; &#039;&#039;&#039;or&#039;&#039;&#039; In stillness freeze! &#039;&#039;(Twin Stillness)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Darkness begone! &#039;&#039;(Banish III)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Light consume you! &#039;&#039;(Light Rampant)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; Still you resist. Then we shall unleash the Light within! &#039;&#039;(Absolute Zero enrage)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; No! I won&#039;t let you!&lt;br /&gt;
:&#039;&#039;&#039;Ryne:&#039;&#039;&#039; Aaaaaahhh! &#039;&#039;(boss untargetable)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; She won&#039;t last much longer!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Yaaaaaargh!&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Hold on, Ryne! &#039;&#039;(crystals targetable)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; My power surges! &#039;&#039;(Light Crystals defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; Ryne, are you alright!? &#039;&#039;(Ice Veil defeated)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Usurper of Frost:&#039;&#039;&#039; I am thanks to you, Gaia.&lt;br /&gt;
:&#039;&#039;&#039;Gaia:&#039;&#039;&#039; You&#039;re Mitron! Ugh... Aaaaaahhh!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I am Loghrif, servant of Zodiark. &#039;&#039;(upon spawn, Hell&#039;s Judgment)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; I shall restore the power of Darkness to this star.&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Past...present...future. &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;System:&#039;&#039;&#039; The laws of time are in chaos!&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Infinite possibilities condensed into a single moment! &#039;&#039;(Ultimate Relativity)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Succumb to the darkness! &#039;&#039;(Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O ruination! &#039;&#039;(Spell-in-Waiting Refrain)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; O Chaotic Dark, descend and quench Light! &#039;&#039;(Apocalypse)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Oracle of Darkness:&#039;&#039;&#039; Shadows fall! &#039;&#039;(final Shockwave Pulsar)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
FRU teaser.jpg&lt;br /&gt;
Fatebreaker FRU.jpg|2024 Chinese Fan Festival [[Fatebreaker]] preview&lt;br /&gt;
FRU Live Letter 1.jpg|Fatebreaker&lt;br /&gt;
FRU Live Letter 2.jpg|[[Oracle of Darkness]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/presentation/d/1Pm3BkfrJqjcm7688RrNDdh4oYuYS_VmHr6ALqjbZInE/preview?slide=id.g319371557f7_0_74 Phase 1 strategies]&lt;br /&gt;
*[https://docs.google.com/presentation/d/1TODxz8jAdvdt75RL6BwaF31SdSalZ6gq4koZCbe4FZI/preview?slide=id.p Phase 2 strategies]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The raid was first revealed at the 2024 Japanese Fan Festival, making it the first ultimate raid to be revealed in a Fan Festival prior to an expansion release, instead of a Live Letter prior to a major patch.&lt;br /&gt;
*This is also the first ultimate raid to be referenced in the key art of a major patch.&lt;br /&gt;
*The theme of this raid breaks the existing pattern of prior ultimate raids (8-man raid &amp;gt; main story &amp;gt; 8 man raid &amp;gt; main story, etc.) because the prior ultimate raid, {{questlink|uraid|The Omega Protocol (Ultimate)}} was also based on a raid series. An ultimate raid based on the &#039;&#039;Stormblood&#039;&#039; main story was apparently skipped.&lt;br /&gt;
*This ultimate is named after Shadowbringers [[Patch 5.4]] &amp;quot;Futures Rewritten&amp;quot;, which introduced the final tier of the [[Eden]] raid series the ultimate is based off.&lt;br /&gt;
*This is the first ultimate where all dialogue is fully voice acted. There are also several new voice lines compared to the original fights, including lines that have been re-recorded.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840717</id>
		<title>The Epic of Alexander (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840717"/>
		<updated>2024-10-25T07:34:26Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3: Alexander Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.&lt;br /&gt;
| image = The_Epic_of_Alexander_(Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 475&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Liminal Space&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 5.11&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;TEA&#039;&#039;&#039; and is based on the [[Alexander]] raid series from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 80 Disciple of War or Magic.&lt;br /&gt;
*The Epic of Alexander (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 475, equipment with an [[item level]] of at least &#039;&#039;&#039;595&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
As always in Ultimate Raids, players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.0, Grade 2 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|uVtZ8-XoOZ0|350|right|Visual guide by Tessan Twintails - Light PF Does Ultimate Strategies}}&lt;br /&gt;
===Phase 1: [[Living Liquid]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;: Hard-hitting tankbuster cleave that comes from the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039; or &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; and debuffs with {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]]&#039;&#039;&#039;, meaning tanks cannot take &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; without an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Cascade&#039;&#039;&#039;: Hard-hitting raid-wide damage that will spawn three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornados will each spawn on a large puddle that will inflict {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.&lt;br /&gt;
*&#039;&#039;&#039;Liquid Hand&#039;&#039;&#039;: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;: This acts as a check that happens periodically. If the boss and the hand&#039;s HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.&lt;br /&gt;
*&#039;&#039;&#039;Protean Wave&#039;&#039;&#039;: Conal AoEs that fire from the boss and the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039;. The &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it&#039;s facing that isn&#039;t telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict {{status effect|water resistance down}} &#039;&#039;&#039;Water Resistance Down&#039;&#039;&#039;, which will make another Protean Wave hit lethal until the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039;: Four &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (&#039;&#039;&#039;Exhaust&#039;&#039;&#039;) occasionally, debuffing with a stacking &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;. Once their HP have been reduced to 25% or less, they must be brought within either the boss&#039;s or the Hand&#039;s hitbox, causing whoever the add is fed to to cast &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039; will wipe the raid. If players get 2 or more stacks of [[File:Luminous aetheroplasm icon1.png|link=]] &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;, they will die.&lt;br /&gt;
*&#039;&#039;&#039;Pressurize/Embolus&#039;&#039;&#039;: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (&#039;&#039;&#039;Outburst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Sluice&#039;&#039;&#039;: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.&lt;br /&gt;
*&#039;&#039;&#039;Splash&#039;&#039;&#039;: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Drainage&#039;&#039;&#039;: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.&lt;br /&gt;
*&#039;&#039;&#039;Throttle&#039;&#039;&#039;: 6 random players will be debuffed with  [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, which needs to be dispelled with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, otherwise the players will die at the resolution of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, pull the boss to the middle and face to the north. The boss will use &#039;&#039;&#039;Fluid Swing&#039;&#039;&#039; and follow with &#039;&#039;&#039;Cascade&#039;&#039;&#039;, spawning the three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; Note where these spawn and mitigate the attacks with cooldowns. It is recommended that players top up HP here. The boss will then split its HP and summon the &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; here. Keeping the boss close to the Hand is a good idea so they can both be AoE&#039;d and damage can be managed easier on both. Keeping them close together will bait &#039;&#039;&#039;Hand of Parting&#039;&#039;&#039; later. &lt;br /&gt;
&lt;br /&gt;
Have the off tank pick up the Hand and separate them once the &#039;&#039;&#039;Hand of&#039;&#039;&#039; attack comes out. Players will need to then position for the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;. The ranged and healers should bait these so they fire out of the arena. Following this, the &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; will spawn. They will spawn in relation to where the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; are, so the DPS players who are picking up the Dolls should be sure which one they are picking up. The boss will use &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so be sure to have the boss and the Hand at roughly the same HP, with no more than a 4% variance. At this time, the Rages will spawn Embolus, which will start to move towards where the Hand and the boss were at the time of spawning. The tanks need to move the boss and the Hand away to make sure they don&#039;t touch the orbs. Just before that, the boss and the Hand will use &#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;, which need to be mitigated. After this the tanks can move the boss and the Hand. &lt;br /&gt;
&lt;br /&gt;
Players can then feed their &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; to either the boss or the Hand once their HP is at 25% or lower. Generally, players should figure out an order to feed their Dolls so they don&#039;t feed too many at one time and wipe the raid with the resulting &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;. It is recommended that the melee players feed their Dolls first so the healers can come in and top players off before the next group of Dolls are fed to the bosses.&lt;br /&gt;
Players should face the boss north. This sets players up for the next set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;, as well as the following &#039;&#039;&#039;Drainage&#039;&#039;&#039;. The first set of Waves will be visible and telegraphed, but the following sets will not be telegraphed. To begin, everyone can bait the first four Waves together, then the ranged players move out to the edge of the inner circle to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; while the melee players move in close to bait the next set of Waves. The ranged players will then move in to the boss&#039;s hitbox to be the closest players to the boss to bait the second set of Waves, while melee players will move to max range to maximize uptime on the boss. &lt;br /&gt;
While taking these waves, do not stand in front of the boss as it fires a &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; in front of it that can&#039;t be baited. The boss will then use &#039;&#039;&#039;Splash&#039;&#039;&#039; and &#039;&#039;&#039;Drainage&#039;&#039;&#039;, so tanks should be ready to grab tethers while the rest of the party moves away from them to avoid the AoE from the attack. Tanks should be sure to mitigate this attack and healers should be ready to top everyone&#039;s HP off. The boss will follow up with another &#039;&#039;&#039;Cascade&#039;&#039;&#039;, dealing more heavy damage to the raid, so mitigate this as well.&lt;br /&gt;
&lt;br /&gt;
Keeping the boss faced to the north, The Liquid Rages will use [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, so healers need to be ready to &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; these away before the debuff finishes its duration. Then, another set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; to bait. This time coming from all Rages, the Hand, and the boss itself.&lt;br /&gt;
&lt;br /&gt;
To handle this mechanic, Players will first stack behind the boss while the main tank stays in front of the boss to bait the first waves. DPS players should then move to the edges of the Rages to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; , while the ranged players should bait the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; from the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; to fire off the edge of the arena, while the remaining players bait the Waves from the boss and the Hand to fire between the intercardinals. The DPS will then move in to the rear of the boss&#039;s hitbox to bait a third set of Waves while the tanks and a healer will bait the Rages &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then use &#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;. Following this strategy, the tanks will be separate from each other, so this will result in the Hand forming an open palm. The tanks will have to drag the boss and the Hand back together to resolve the mechanic. The Rages will also use &#039;&#039;&#039;Embolus&#039;&#039;&#039;, so this should help avoid this mechanic as well. Another &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so make sure the boss and the Hand are within 4% of HP to one another. Finally, the boss will use &#039;&#039;&#039;Splash&#039;&#039;&#039; again and prepare to use a final &#039;&#039;&#039;Cascade&#039;&#039;&#039; as its enrage, which will wipe the party if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; In practice, most parties will skip the final set of Splashes. Everyone should focus on the boss during the last set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; and kill it before it uses the final &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;, which serves as the &amp;quot;de facto&amp;quot; enrage.&lt;br /&gt;
&lt;br /&gt;
===Intermission: Limit Cut===&lt;br /&gt;
After defeating the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039;, players will enter the &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; mini-phase. Players will handle the mechanic of the same name from A11S while also avoiding rotating explosions around the edge and center of the arena.&lt;br /&gt;
&lt;br /&gt;
Players should group in the middle of the arena. Every player will be marked with dots above their head from 1-8. This indicates what order players are attacked in. Blue dots indicate odd numbered players, while red dots indicate even numbered players. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn behind a blue numbered player and fire a conal cleave (&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;), knocking the player in that direction. It will then dash (&#039;&#039;&#039;Super Blassty Charge&#039;&#039;&#039;) in the direction of the even numbered player that is next in sequence. If the player who gets dashed is facing away from the boss, they will receive a huge knockback. This will repeat with each set of numbers (1/2, 3/4, 5/6, 7/8). These hits also debuff with both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning players can&#039;t take more than one hit. &lt;br /&gt;
&lt;br /&gt;
While this is happening, &#039;&#039;&#039;Hawk Blasters&#039;&#039;&#039; will drop large, untelegraphed circular AoEs on the arena. These will drop four sets of two opposite explosions that rotate clockwise around the arena, followed by one in the center. They will then resume rotating around the edge of the arena, followed by a final explosion in the center, for a total of ten explosion sets. Any player hit by these will die.&lt;br /&gt;
&lt;br /&gt;
The most common method to handle this is to have two groups, 1/2, 5/6 and 3/4, 7/8 on opposite sides of the arena running around the arena following the explosions. Players who will handle the mechanics first will stand on the inner ring with lights, while the other set of numbers in that group will stand on the outside ring. The odd numbered players will be in the lead facing forward with the even numbered players standing behind them, facing towards the odd numbered player. Once they have handled their set of mechanics, the groups will switch, moving to the outer ring next to the edge of the arena while the next players move to the inner circle and repeat. Players can use their knockback skills if they want to help minimize risk if they miss an attack.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Brute Justice]] &amp;amp; [[Cruise Chaser]]===&lt;br /&gt;
This phase requires players to handle both bosses mechanics at the same time, moving correctly and handing debuffs off to the correct players to ensure no one is accidentally killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Kick&#039;&#039;&#039;: Massive raid-wide damage immediately following &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039;: Moderate raid-wide damage cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. This inflicts four &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuffs, ([[File:Final decree nisi α icon1.png|link=]] &#039;&#039;&#039;α&#039;&#039;&#039;, [[File:Final decree nisi β icon1.png|link=]] &#039;&#039;&#039;β&#039;&#039;&#039;, [[File:Final decree nisi γ icon1.png|link=]] &#039;&#039;&#039;γ&#039;&#039;&#039;, and [[File:Final decree nisi δ icon1.png|link=]] &#039;&#039;&#039;δ&#039;&#039;&#039;) on either the tanks and healers or the four DPS. These debuffs will inflict minor damage-over-time and will fall off when the timer expires. Contacting another player will cause them to acquire the same color debuff. Players need to pass these debuffs back and forth and satisfy the &#039;&#039;&#039;Verdict&#039;&#039;&#039; condition once the boss finishes its cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If two players with different &#039;&#039;&#039;Nisi&#039;&#039;&#039; colors touch, both players will instantly die (&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: A healer is debuffed with [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, and a DPS is debuffed with [[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;. These debuffs last 30 seconds and explode at their resolution.&lt;br /&gt;
**The mechanics of these debuffs are similar to how they worked in the original Alexander fight. [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; should be split among at least three players when it resolves and explodes in a large AoE (&#039;&#039;&#039;Crashing Wave&#039;&#039;&#039;) that deals split damage. This debuff will then pass to a random player. The originally debuffed player will receive a {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]] II&#039;&#039;&#039; debuff, meaning they cannot be in the next stack, or they will die. Additionally, when the debuff passes, it will drop a &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornado that will knock back any player too close to it and hit them with &#039;&#039;&#039;Drainage&#039;&#039;&#039;, dealing massive damage. The tornado can be frozen to hide behind to avoid &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039; and destroyed by &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. If a tornado is up for too long, it will explode (&#039;&#039;&#039;Severe Contamination&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**[[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; is a stack mechanic between two players. If more than two players are stacked, the debuff will inflict full damage to everyone in the stack, likely resulting in deaths. The damage is split in an AoE (&#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039;) when the debuff resolves. Like before, the debuff will pass to the other player and the originally debuffed player will not be able to take the debuff again as they will have {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;.&lt;br /&gt;
**If a player with one of the debuffs dies or holds both &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs at the same time, they will explode and wipe the raid (&#039;&#039;&#039;Punishing Thunder&#039;&#039;&#039;/&#039;&#039;&#039;Punishing Wave&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Steam Chakrams&#039;&#039;&#039; will also spawn randomly around the arena on opposite sides. The Chakrams will target a random player and fire across the arena at them in an untelegraphed line AoE (&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;), knocking back and killing anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;: An invisible circular AoE (&#039;&#039;&#039;Hawk Blaster&#039;&#039;&#039;) will spawn at each player&#039;s location, then resolve shortly after, killing anyone hit. Players need to bait these and wait until just after the cast resolves to move.&lt;br /&gt;
*&#039;&#039;&#039;Photon&#039;&#039;&#039;: Reduces the HP of all players to 1. Any cast of this afterwards will only affect tanks.&lt;br /&gt;
*&#039;&#039;&#039;Spin Crusher&#039;&#039;&#039;: Frontal conal cleave cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; that will knock back and kill anyone hit. Has no AoE indicator.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; (telegraphed AoE) is dropped on the two furthest players, dropping a puddle under the targets. The boss will then cast &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; on the furthest two players as well, which are telegraphed dark green circular AoEs that must be avoided and will leave behind two invisible &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039;. These will need to be disarmed (run over) by a tank with cooldowns, or they will explode (&#039;&#039;&#039;Hidden Mine Shrapnel&#039;&#039;&#039;) and wipe the party. Mines that are being disarmed will explode in a large AoE, so other players should not get too close. The boss will fire an ice &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; on one of the tanks, and cast &#039;&#039;&#039;Enumeration&#039;&#039;&#039; on two random DPS.&lt;br /&gt;
**&#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always require three players to stand in the circle to resolve. If three players aren&#039;t in the circle when it resolves, it kills the players that are inside it. Players cannot be inside both circles, or they will die.&lt;br /&gt;
**The second &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; that fires will drop an expanding ice puddle. This needs to be used to freeze the tornado to survive &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;. Anyone who steps in the puddle will be inflicted with {{status effect|Frostbite}} &#039;&#039;&#039;Frostbite&#039;&#039;&#039; and die.&lt;br /&gt;
*&#039;&#039;&#039;Verdict&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Will inflict all players with [[File:Final judgment penalty iii icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039; and one of [[File:Final judgment decree nisi α icon1.png|link=]][[File:Final judgment decree nisi β icon1.png|link=]][[File:Final judgment decree nisi γ icon1.png|link=]][[File:Final judgment decree nisi δ icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Decree Nisi α / β / γ / δ&#039;&#039;&#039;. Each type of &#039;&#039;&#039;Final Judgment: Decree Nisi&#039;&#039;&#039; will be assigned to one random DPS and one random support. This debuff will indicate which &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuff they have to be inflicted with by the time &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting or the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Limit Cut&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; becomes invincible and summons a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;. The shield can only be damaged from the front. Players need to destroy this before it disappears or the boss will receive a {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff and wipe the raid with its next attack. &lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; casts an untelegraphed wide conal AoE towards the player closest to it. This can destroy the water tornados.&lt;br /&gt;
*&#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; damages and inflicts {{status effect|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; on  players unless they break the Line-of-Sight with a frozen water tornado.&lt;br /&gt;
*&#039;&#039;&#039;Gavel&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Checks if all players have the correct &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs. All &#039;&#039;&#039;Nisi&#039;&#039;&#039; and &#039;&#039;&#039;Compressed Water/Lightning&#039;&#039;&#039; debuffs will be removed if the check succeeds. Otherwise, the party will instantly wipe.&lt;br /&gt;
*&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; uses a heavy-hitting tankbuster that needs to be split between both tanks.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; jumps on the player that is the furthest away, knocking back and inflicting {{status effect|Stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; on anyone else hit, then face the new furthest player and use &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, a massive conal AoE. This will kill any player it hits.&lt;br /&gt;
*&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Immediately after &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, the bosses will spawn and use &#039;&#039;&#039;J Kick&#039;&#039;&#039;. This needs to be heavily mitigated and healed through, as the attack deals heavy damage. Once the bosses spawn, pull them together in the center of the arena and stack up to bait the Chakrams that spawn on the edges of the arena. Spread out to avoid the attack, wait to bait &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;, then back in once the AoEs appear. Players can not be overlapped with other players as the boss will then cast &#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;, and this will cause debuffs to pass incorrectly, wiping the raid. The boss will cast &#039;&#039;&#039;Link-Up&#039;&#039;&#039; soon after this.&lt;br /&gt;
&lt;br /&gt;
At this point, the tanks should split the bosses, one pulling &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and the other taking &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. It is recommended the bosses are kept closer to each other in order to manage their HP and damage, since they need to be defeated at roughly the same time. If one is defeated too quickly and the other can&#039;t be downed in time, the surviving boss will enrage and wipe the raid. &lt;br /&gt;
&lt;br /&gt;
There should be four passes of &#039;&#039;&#039;Nisi&#039;&#039;&#039; during this phase before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. Tanks and healers should have designated partners to pass their debuff to until &#039;&#039;&#039;Verdict&#039;&#039;&#039; is cast and players need specific debuffs. To minimize errors in passing debuffs, non-marked players should move to their partners and pass through their hitbox to take the debuff. This keeps players from accidentally passing the debuff to the wrong player.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Photon&#039;&#039;&#039; at this time. Due to the DoT from &#039;&#039;&#039;Nisi&#039;&#039;&#039;, healers need to cast their shields to prevent deaths. Players will pass their debuffs at this point, then the boss will fire a &#039;&#039;&#039;Spin Crusher&#039;&#039;&#039; at the same time as the debuffs from &#039;&#039;&#039;Link-Up&#039;&#039;&#039; resolve. Players with these debuffs should move to the designated areas to pass their debuffs. A recommended strategy is to pass the Lightning debuff to the tank holding &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, while the rest of the players move to stand near the Water-debuffed player without touching.&lt;br /&gt;
&lt;br /&gt;
Healers should bait the &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; and mines near the edge of the arena away from the boss, then have the tank targeted by the ice-aspected &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; drop it near the water tornado while the other tank handles the mines with cooldowns. The healers should then move to the DPS marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, then either the tanks or the two remaining DPS should move into the circles. Once all this resolves, players should pass their &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs with their partner. The next pass of the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs should happen, generally the first player to receive the Water stack should take the next Lightning stack, as they can&#039;t split the Water AoE. The tank holding &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; should pull the boss to an edge and face the boss towards the center of the stage for its next attack. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then cast &#039;&#039;&#039;Verdict&#039;&#039;&#039;, assigning debuffs to players.&lt;br /&gt;
&lt;br /&gt;
As this is happening, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, becoming invincible and summoning a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;, which can only be hit from the front. Burn the shield down quickly. While doing this, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will cast &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, which the tank holding this boss will need to direct towards the second spawned water tornado to destroy it. The tank should position themselves into the boss&#039;s hitbox to be the &#039;closest&#039; player to the boss. Immediately after &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, players should pass their debuffs. The players without &#039;&#039;&#039;Nisi&#039;&#039;&#039; will pickup the debuffs that match their &#039;&#039;&#039;Verdict&#039;&#039;&#039; requirement. The boss will follow this up with &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;, requiring players to mitigate and heal through. Healers should be sure to top off everyone&#039;s HP, as the next passing of &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs will happen right after this.&lt;br /&gt;
&lt;br /&gt;
After passing the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs, players should move to where the ice block is, while the &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; tank moves the boss to the intercardinal of the block. The boss will cast &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;, and the players need to break the Line of Sight of this attack. Players will also need to swap their debuffs to the correct players one final time before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. A common way to handle this mechanic is to line up behind the ice block based on their color. Generally, people line up in order of &#039;&#039;&#039;Blue, Purple, Orange, Green&#039;&#039;&#039;. Following &#039;&#039;&#039;Gavel&#039;&#039;&#039;, all debuffs will disappear.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Photon&#039;&#039;&#039; that hits only the tanks and needs to be mitigated and healed through, as following that, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;, which both tanks will need to mitigate. After this, the boss will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, leaping to the farthest player from it. This player should be a ranged DPS who should begin moving as &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039; comes out. After leaping, the boss will cast &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, which needs to be dodged, as it will kill whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Whirlwind&#039;&#039;&#039; twice, dealing heavy raid-wide damage, so mitigation is key. At this point the bosses both long-cast their enrages. The bosses both need to be defeated before the cast goes off, and roughly at the same time as each other.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Alexander Prime]]===&lt;br /&gt;
During this phase, the boss will be untargetable for sections of the fight while players handle mechanics made up of &#039;&#039;&#039;Formations&#039;&#039;&#039; from the bosses from the other phases. The boss will be attacking during these phases, so players will handle these mechanics while also dodging &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;: Heavy-hitting tankbuster that debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;: Three magic-damage cleaves on the main tank. This always comes immediately after &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, so a tankswap or an invulnerability skill is required.&lt;br /&gt;
*&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;: Massive magic-based raid-wide damage that needs to be heavily mitigated and shielded to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation One: Temporal Stasis&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Players will receive debuffs based on their role:&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;. These players must be in close proximity to each other when the debuff resolves or they will both die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is too long (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;. These players must be far apart from each other when the debuff resolves or they will die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is not long enough (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;. These players cannot take any additional damage or they will both die. When the debuff resolves, it will inflict moderate damage (&#039;&#039;&#039;Plaint of Severity&#039;&#039;&#039;), {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;, making additional damage lethal until the debuffs expire.&lt;br /&gt;
**One DPS and one tank or healer will not have a debuff.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will fire a conal AoE at the three closest players to it. These players are debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: A large conal AoE directed at the two closest players to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Players hit are debuffed with a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
Based on the debuffs players have, players should stand in set positions to handle the mechanic. Each player will be frozen for several seconds with [[File:Temporal displacement icon1.png|link=]] &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; as the mechanic resolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Two: Inception&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Four players will be tethered to &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039;, large orbs. These orbs will slowly move towards their player, until they reach the tethered player and explode in an AoE, dealing damage (&#039;&#039;&#039;Burst&#039;&#039;&#039;) and dropping a puddle that inflicts &#039;&#039;&#039;Heavy&#039;&#039;&#039; if a player stands in it. If the orbs collide with a different player, they will deal less damage. If two puddles are dropped and overlap, they will explode (&#039;&#039;&#039;Electromagnetic Burst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Crystal&#039;&#039;&#039;: Random players will be marked and will drop &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039; where they are standing. These crystals will explode if they overlap with each other, are touching &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox or are touched by the &#039;&#039;&#039;True Heart&#039;&#039;&#039; summoned by &#039;&#039;&#039;Shanoa&#039;&#039;&#039;. When they explode, they deal proximity damage (&#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;) to all players.&lt;br /&gt;
*&#039;&#039;&#039;True Heart&#039;&#039;&#039;: &#039;&#039;&#039;Shanoa&#039;&#039;&#039;, the cat add, will spawn across from &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and summon &#039;&#039;&#039;True Heart&#039;&#039;&#039;, an add that will move towards &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. If it touches all four &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;, the Heart will turn a golden color and move to &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox after &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; disappears, buffing players with [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039;, a buff required for the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Inception&#039;&#039;&#039;: &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will teleport around the arena and use &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, wide AoEs that fire from it&#039;s cardinals. The &#039;&#039;&#039;True Heart&#039;&#039;&#039; will move towards where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn, allowing players to know where the boss will spawn and move out of the way of its attacks. Players will also receive various debuffs:&lt;br /&gt;
** A DPS will be debuffed with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, which will need to be shared with the two tanks. The debuff will resolve as a small AoE (&#039;&#039;&#039;Plaint of Solidarity&#039;&#039;&#039;) that will inflict split damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** One DPS and one tank will be debuffed by [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** Two DPS will be debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
*Mechanics will appear from &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; that will also need to be resolved: &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, and &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main tank should grab the boss and face it north, using an invulnerability skill to handle &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and the three following &#039;&#039;&#039;Divine Spears&#039;&#039;&#039;, then the rest of the party should stack in the center and prepare shields for when the boss casts &#039;&#039;&#039;Inception Formation&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at either the north or south of the arena, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn to the west of the arena and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn on the east, then they will all begin running through mechanics. &lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena. The &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will spawn and tether to four random players. The orbs will spawn in one of two formations, either two in the northwest and southeast, or two in the northeast and southwest. Players that get a tether should move to the intercardinals closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; that is opposite to the side their orb is on. The untethered players should move to the opposite side of the arena, positioning in a square formation with the two people closest to the edge of the arena standing to the left and right of the southern red circle and the two people further from the edge standing in line with the other players, but not close enough to overlap crystals. Players will then be marked for the &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;. Once the crystals are dropped, the people tethered to the two &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; should move to the east and west red circles to avoid overlapping puddles. After people drop their puddles, all players apart from tanks should go to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; to reduce damage from the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; that will explode due to the &#039;&#039;&#039;True Heart&#039;&#039;&#039; beginning to move toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. Healers should make sure everyone is topped off, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; three times. Each tank should bait the first two &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; to the cardinal opposite &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and then towards the middle of the arena, with the party moving along the edge of the arena after the proximity damage to bait the third toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. After &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; resolve, players should use the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to build DPS resources for the coming phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will then cast [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; and [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; on players. Watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn and move out of the way of the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that is fired. Based on debuffs, players will need to split up across the arena, with the tanks and the player with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; on the west side relative to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and the rest of the party to the east. Players with the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; debuff should run to the edges of the arena to guarantee the debuffs requirement is met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then spawn in the center of the arena and begin casting &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, hitting the players closest to it. This attack, as well as the debuffs, will inflict players with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Both healers and the [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; DPS will have to bait these, with the healers baiting north and south and the DPS baiting west. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will  begin casting &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, which one tank will have to bait by standing as far to the east wall as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Three: Wormhole&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This phase re-introduces even more mechanics from previous phases that must be handled several at a time, such as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, Super Jump&#039;&#039;&#039; and &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Accurate player movement and baiting the correct attacks is essential here, and a mistake will most likely cause a wipe.&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: Two Chakrams will spawn at opposite sides of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;: A random player will be marked for a stack mechanic. This attack needs to be shielded and mitigated to handle.&lt;br /&gt;
*&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;: Two large puddles spawn at either south-southeast and north-northwest or north-northeast and south-southwest, and need to be soaked by one player each, dealing a light amount of damage (&#039;&#039;&#039;Repentance&#039;&#039;&#039;) and  debuffing with {{status effect|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These puddles must be soaked three times, shrinking in size with each soak, and will explode (&#039;&#039;&#039;Confession&#039;&#039;&#039;) and wipe the raid if not soaked in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will open this mechanic with another &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; which can be taken by a tank using an invulnerability action. From here, several abilities will fire in rapid succession. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at south and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will both spawn near north, with &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; at either northeast and northwest and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; at wherever &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; did not spawn. Players should start in the center of the arena to bait Chakrams and set up shields and regens. Once players are assigned their numbers, they should split to either side of the arena, evens to the east side and odds to the west side. Have 3 and 4 stand on the red circles at the south intercardinals, and have the player further from &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; stand on the edge of their red circle to provide room to dodge &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; after &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; Super Jumps to them. Make sure to stand near intercardinals to avoid getting hit by the Chakrams, as even if you&#039;re in a puddle when they spawn, there is more than enough time to move out of it when the Chakrams fire. Once they fire, players can adjust their position for &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Players marked with 7 and 8 should move to the east and west and players marked with 5 and 6 should step into the puddles. Odds should face outwards from the arena, and evens should face their odd partner or use anti-knockback skills to guarantee nobody gets knocked out of position. 1 and 2 will be hit by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039; on either 3 or 4, depending on what player is furthest away. After &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, the boss will turn around and fire &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. The puddles will then resolve their first soak and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will attack 3 and 4. Afterwards, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, making the arena in front of it and slightly to the sides unsafe. This covers a small amount of the red circles that 3 and 4 stand on, so they should move off of the buttons and towards east and west to avoid getting hit. The puddles will resolve their second soak, which 7 and 8 should take. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then attack 5 and 6, who should move towards northeast and northwest to bait their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. 7 and 8 should move towards the northeast and northwest red circles to resolve their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; and 1 and 2 can move into the puddles to soak the last puddles. Once everything resolves, players should group in the center and mitigate and heal through &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After this, two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. They should separate to the east and west, with both tanks standing in the west enumeration, both healers standing in the east enumeration and the DPS not chosen for an enumeration moving north or south to avoid the &#039;&#039;&#039;Enumerations&#039;&#039;&#039;. Following this, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Mega Holy&#039;&#039;&#039; twice, dealing more hard-hitting damage. A lot of healing and mitigation is happening here, so tanks and healers need to be ready. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Four: Summon Alexander&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Storm&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; slams the arena, dealing heavy raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;J Wave&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; fires this every few seconds dealing increasingly heavy raid-wide damage and buffing itself with a stack of [[File:Damage up icon2.png|link=]] &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; each time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;s&#039;&#039;&#039; enrage skill. Players need to defeat it before this cast goes off, or the party will wipe. Healers need to focus on mitigation and healing for this phase, as the damage will begin increasing rapidly in both output and amount. Tanks should be using abilities that increase healing output and shields while mitigating boss damage output with moves like &#039;&#039;&#039;Reprisal&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This formation requires heavy mitigation and healing, as well as a DPS check to beat the enrage. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn in with invulnerability, summon &#039;&#039;&#039;Alexander&#039;&#039;&#039; and begin to cast &#039;&#039;&#039;Divine Judgment&#039;&#039;&#039;. If this cast finishes, the party will wipe. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn southeast begin a long cast of &#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn southwest with &#039;&#039;&#039;J Storm&#039;&#039;&#039; and begin it&#039;s &#039;&#039;&#039;J Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should defeat &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; first before it can finish it&#039;s enrage, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; to stop the increasing damage from &#039;&#039;&#039;J Waves&#039;&#039;&#039;. Once both are defeated, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will no longer be invulnerable, so the party should finish it off before the enrage cast finishes.&lt;br /&gt;
&lt;br /&gt;
After the bosses are defeated, players will need to group up and use a Tank LB3 once &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; countdown reaches 3 seconds. Players need to use their shields and mitigations as well, as the Limit Break alone is not enough to survive the damage. Afterwards, a cutscene ensues in which &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; rebuild, remake and reform themselves into the final boss: &#039;&#039;&#039;Perfect Alexander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Perfect Alexander]]===&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the phase opens, the boss will cast &#039;&#039;&#039;The Final Word&#039;&#039;&#039;, causing players will receive debuffs from the boss that will move players when they resolve:&lt;br /&gt;
*Three players will receive [[File:Final word contact prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Prohibition&#039;&#039;&#039;, which is denoted by a yellow icon with an arrow. Upon the timer expiring, this debuff will become [[File:Contact prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039;. Players with this debuff will move towards players with &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;. If these players end up colliding, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word contact regulation icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Regulation&#039;&#039;&#039;, denoted with an orange starburst icon. Upon the timer expiring, this debuff will become [[File:Contact regulation ordained icon1.png|link=]] &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Three players will receive [[File:Final word escape prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Prohibition&#039;&#039;&#039; and is denoted with a blue and white icon with an arrow. Upon the timer expiring, this debuff will become [[File:Escape prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039;. These players will move away from the player with &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;. If they touch that player or move too far away from them, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word escape detection icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Detection&#039;&#039;&#039;, denoted by a purple icon. Upon the timer expiring, this debuff will become [[File:Escape detection ordained icon1.png|link=]] &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Note that if anyone with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; or &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; dies, all of their &amp;quot;followers&amp;quot; (i.e. players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; or &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, respectively) will also die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion&#039;&#039;&#039;: Players must be constantly moving at the time of the cast, or they will die. This is denoted by a white sword marker.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039;: Players must be perfectly still at the time of the cast, including not auto-attacking. This is denoted by a black sword.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Players will either all be marked with &#039;&#039;&#039;Individual Reprobation&#039;&#039;&#039; and need to spread out to avoid AoEs, or &#039;&#039;&#039;Collective Reprobation&#039;&#039;&#039; and two random players will be marked with stack markers and should separate slightly to avoid overlapping. Note that taking the stack solo will cause the marked player to explode (&#039;&#039;&#039;Faithlessness&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039;: A heavy-hitting triple hit magic-based tankbuster that needs to be split with the off tank.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;: A heavy magic-based tankbuster that debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Since the boss&#039;s auto-attacks are physical, a tankswap is required. This attack always follows Capital Punishment.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039;: The boss shows the locations of AoEs briefly, which players need to remember and dodge. These AoEs will fire at the start of &#039;&#039;&#039;Irresistible Grace&#039;s&#039;&#039;&#039; cast bar.&lt;br /&gt;
*&#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;: A random player is marked for stacking. This should be mitigated, as it deals heavy magic-based damage.&lt;br /&gt;
*&#039;&#039;&#039;Fate Projection&#039;&#039;&#039;: Creates clones of all party members and shows what mechanics they will do when &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039; finishes casting. Players will be able to identify their clone by the arrow that points to them. Players will only be able to see their clone if they have the [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039; buff from Phase 3 and are alive at the start of this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;: A series of mechanics will be shown while the cast bar fills. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will be first, based on the sword that appears over the clone, followed by a mechanic based on role type:&lt;br /&gt;
** A gear will appear around three clones, denoting &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have stacking gears appear on it, denoting &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have a circle pulsing from it, denoting &#039;&#039;&#039;Defamation&#039;&#039;&#039;. This player will need to move to the opposite side of the arena from the rest of the party.&lt;br /&gt;
**Three clones will receive no debuffs.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will appear for the third mechanic, denoted again by the color of the sword over the clone’s head.&lt;br /&gt;
*The fourth mechanic will spawn three &#039;&#039;&#039;Alexander&#039;&#039;&#039; clones and each will fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039; with one not firing. This clone indicates a safe zone directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039;, this phase will show what mechanics will be coming after the cast bar fills:&lt;br /&gt;
*The debuffs &#039;&#039;&#039;[[File:Contact regulation ordained icon1.png|link=]] Contact Regulation Ordained / [[File:Contact prohibition ordained icon1.png|link=]] Contact Prohibition Ordained&#039;&#039;&#039; used in &#039;&#039;&#039;The Final Word&#039;&#039;&#039; will be applied to players. Their clones will receive a bright light over their heads. The clone receiving &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039; will move. Players marked with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player receives [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; (blue tether).&lt;br /&gt;
** One player receives [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039; (red and green tether).&lt;br /&gt;
** One player receives &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; (stack gear).&lt;br /&gt;
* Players with dark markers over their heads will receive &#039;&#039;&#039;[[File:Escape detection ordained icon1.png|link=]] Escape Detection Ordained / [[File:Escape prohibition ordained icon1.png|link=]] Escape Prohibition Ordained&#039;&#039;&#039;. The clone receiving &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039; will move. The players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player will be marked with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** One player will be marked with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;.&lt;br /&gt;
** One player will not receive any additional debuffs.&lt;br /&gt;
*The second mechanic is three &#039;&#039;&#039;J Jumps&#039;&#039;&#039;, which are large AoEs from three clones that inflict {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. These will be baited by the Purple marked player, the Blue debuffed player with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;, and the Blue debuffed player with no additional debuffs.&lt;br /&gt;
*The third mechanic is &#039;&#039;&#039;Optical Sight: Individual/Collective Reprobation&#039;&#039;&#039;. The north clone will fire either two large orbs (light party stacks, one targeting a dark player and the other targeting a light player) or eight small orbs (full party spread) to indicate which attack is coming out.&lt;br /&gt;
* The fourth mechanic is &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, a donut AoE. Players will need to move directly in front of the clone to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The main tank should grab enmity on the boss again. The boss will auto-attack a few times, then cast &#039;&#039;&#039;Final Word&#039;&#039;&#039;. To handle this mechanic, the player with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; should move to the opposite side of the arena away from the group, the players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; should stand in a row in front of players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, while the player with &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; should stand behind them. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will fire, and players will have to handle accordingly. The debuffs will take effect, and players should be move correctly without any deaths. Immediately after this, the opposite &#039;&#039;&#039;Ordained&#039;&#039;&#039; attack will come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optical Sight&#039;&#039;&#039; is next, and players should be ready to mitigate this damage and move according to whichever markers come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039; will begin casting, and players will need to watch their clones to know what mechanics are coming and how to handle them once the cast resolves and move to safe spots in front of and across from the &#039;&#039;&#039;Alexander Clone&#039;&#039;&#039; that didn&#039;t fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. The player marked with &#039;&#039;&#039;Defamation&#039;&#039;&#039; will stand in the safe zone in front of the clone. In the other safe zone, the &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; player will stand on one side of the safe zone, the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and non-debuffed player will stack on the other side of the safe zone.&lt;br /&gt;
&lt;br /&gt;
The boss will become untargetable, and players can begin following the mechanics presented previously. Be sure not to accidentally clip players with mechanics in your safe zone. Be sure not to move until the clones all fire their &#039;&#039;&#039;Sacrament&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following this sequence, the boss will begin using &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; and &#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;. Handle the first attack with an invincibility, then tankswap after all three hits of &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; have fired. Use cooldowns to mitigate the second attack.&lt;br /&gt;
&lt;br /&gt;
The boss will then begin the cast bar for &#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;. Players will need to watch to see which debuffs they will be assigned. Players should also be on the lookout for the safe zone for the &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; and where to move for &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;. At around 30% the debuffs for &#039;&#039;&#039;Final Word&#039;&#039;&#039; will show on the clones. Players will stand on the west edge or the north edge at the cardinals based on their debuffs and the tethers for the additional debuffs:&lt;br /&gt;
*The player with the purple debuff will stand behind every other player.&lt;br /&gt;
*The player with the orange debuff will stand at the north cardinal of the arena.&lt;br /&gt;
*Players with the yellow debuff will stand in front of the purple debuffed players, closer to the north to move in that direction at the debuffs resolution.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;House Arrest&#039;&#039;&#039;; will stack with the yellow players.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; will stand in front of the purple debuffed player, closer to the south to get moved to the north.&lt;br /&gt;
*The blue debuff player with no extra debuffs will stand directly in front of the purple player to end up moving straight to the east. Players will move into the safe zones and stay there until &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and &#039;&#039;&#039;Super Jump&#039;&#039;&#039; both resolve.&lt;br /&gt;
&lt;br /&gt;
Players will then handle &#039;&#039;&#039;Optical Sight&#039;&#039;&#039; stacking or spreading accordingly. After this, players will move to the safe zone for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;. The boss will follow up with another series of tankbusters, then move into &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pull the boss to the center of the arena. The boss cast &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and will show three sets of AoEs here that players need to memorize. Players will need to dodge each set of AoEs correctly, as getting hit by one will almost certainly cause a wipe. Following these AoEs, the boss will cast &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;. The party will have to stack and heavily mitigate the attack. &lt;br /&gt;
After this, the tank can turn the boss to the north and the party should move behind the boss. The boss will use another &#039;&#039;&#039;Capital Punishment&#039;&#039;&#039; set which need to be mitigated and tankswapped. Healers should fill the tanks health after this. Another set of &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039; to be handled the exact same way as before, then the boss will move to the center of the arena and begin to cast its enrage, &#039;&#039;&#039;Temporal Prison&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A space will light up and cages will begin dropping onto the platform to the northeast of the boss and continue doing so at the cardinals and intercardinals moving clockwise. Players should move to these positions with the healers taking the first two cages, the tanks taking the next two, and finally the DPS. Anyone with damage-over-time (DoT) abilities should refresh their DoTs on the boss before they are caged, as they will be incapacitated with &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; and unable to attack. A few seconds after all players are caged, the fight will reset to the beginning, so the party must defeat the boss before this happens. Missing a cage will cause the fight to instantly reset.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Colossus Totem}}&lt;br /&gt;
* [[Epic of Alexander Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Epic of Alexander (Ultimate). This restriction was removed in [[Patch 5.2]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Bertana]] in [[Idyllshire]] (X:5.8 Y:5.2) for [[Ultimate Alexander Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|When I Ruled the World}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The world first clear was from Thoughts per Second on November 19, 2019. However, it was revealed that they were using a third party tool to automatically replace [[waymarks]] during combat, in violation of the Terms of Service. This was addressed by producer/director YoshiP in the Producer Letter Live (PLL) following the release of TEA.&amp;lt;ref&amp;gt;[https://forum.square-enix.com/ffxiv/threads/414393-Letter-from-the-Producer-LIVE-Part-LVII-Digest-%2802-14-2020%29 Letter from the Producer LIVE Part LVII Digest (02/14/2020)]&amp;lt;/ref&amp;gt; Subsequently, the ability to replace waymarks in PvE combat was removed in [[patch 5.2]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Epic of Alexander (Ultimate)1.jpg&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 30, 2022, the encounter was cleared without the Enigma Codex buff.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VG2M2bozu2M&amp;lt;/ref&amp;gt; This clear relied on a forced movement bug that was resolved in [[patch 6.1]], so the methods used to clear without the buff are no longer functional.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/tea/ North America Party Finder Strategies]&#039;&#039;&#039; (commonly referred to as &amp;quot;oldbin&amp;quot;)&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=830419115443951&amp;amp;preview=1 Living Liquid]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=240411819443951&amp;amp;preview=1 Limit Cut]&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=340414049443951&amp;amp;preview=1 Brute Justice and Cruise Chaser]&lt;br /&gt;
*Phase 3: Alexander Prime&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=463281492325761&amp;amp;preview=1#5 Temporal Stasis and Inception Formation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=236244852760461&amp;amp;preview=1 Wormhole Formation]&lt;br /&gt;
*Phase 4: [https://ff14.toolboxgaming.space/?id=646241037470461&amp;amp;preview=1 Perfect Alexander]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1z7CHed25CNQYA03UHz9Ao6b0ooQGAYyTQPbzYqHwsaA/edit#gid=1311355980 Mitigation spreadsheet]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=814290069371961&amp;amp;preview=1 Role positions]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840713</id>
		<title>The Epic of Alexander (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840713"/>
		<updated>2024-10-25T03:27:10Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3: Alexander Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.&lt;br /&gt;
| image = The_Epic_of_Alexander_(Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 475&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Liminal Space&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 5.11&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;TEA&#039;&#039;&#039; and is based on the [[Alexander]] raid series from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 80 Disciple of War or Magic.&lt;br /&gt;
*The Epic of Alexander (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 475, equipment with an [[item level]] of at least &#039;&#039;&#039;595&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
As always in Ultimate Raids, players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.0, Grade 2 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|uVtZ8-XoOZ0|350|right|Visual guide by Tessan Twintails - Light PF Does Ultimate Strategies}}&lt;br /&gt;
===Phase 1: [[Living Liquid]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;: Hard-hitting tankbuster cleave that comes from the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039; or &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; and debuffs with {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]]&#039;&#039;&#039;, meaning tanks cannot take &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; without an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Cascade&#039;&#039;&#039;: Hard-hitting raid-wide damage that will spawn three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornados will each spawn on a large puddle that will inflict {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.&lt;br /&gt;
*&#039;&#039;&#039;Liquid Hand&#039;&#039;&#039;: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;: This acts as a check that happens periodically. If the boss and the hand&#039;s HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.&lt;br /&gt;
*&#039;&#039;&#039;Protean Wave&#039;&#039;&#039;: Conal AoEs that fire from the boss and the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039;. The &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it&#039;s facing that isn&#039;t telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict {{status effect|water resistance down}} &#039;&#039;&#039;Water Resistance Down&#039;&#039;&#039;, which will make another Protean Wave hit lethal until the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039;: Four &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (&#039;&#039;&#039;Exhaust&#039;&#039;&#039;) occasionally, debuffing with a stacking &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;. Once their HP have been reduced to 25% or less, they must be brought within either the boss&#039;s or the Hand&#039;s hitbox, causing whoever the add is fed to to cast &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039; will wipe the raid. If players get 2 or more stacks of [[File:Luminous aetheroplasm icon1.png|link=]] &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;, they will die.&lt;br /&gt;
*&#039;&#039;&#039;Pressurize/Embolus&#039;&#039;&#039;: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (&#039;&#039;&#039;Outburst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Sluice&#039;&#039;&#039;: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.&lt;br /&gt;
*&#039;&#039;&#039;Splash&#039;&#039;&#039;: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Drainage&#039;&#039;&#039;: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.&lt;br /&gt;
*&#039;&#039;&#039;Throttle&#039;&#039;&#039;: 6 random players will be debuffed with  [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, which needs to be dispelled with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, otherwise the players will die at the resolution of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, pull the boss to the middle and face to the north. The boss will use &#039;&#039;&#039;Fluid Swing&#039;&#039;&#039; and follow with &#039;&#039;&#039;Cascade&#039;&#039;&#039;, spawning the three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; Note where these spawn and mitigate the attacks with cooldowns. It is recommended that players top up HP here. The boss will then split its HP and summon the &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; here. Keeping the boss close to the Hand is a good idea so they can both be AoE&#039;d and damage can be managed easier on both. Keeping them close together will bait &#039;&#039;&#039;Hand of Parting&#039;&#039;&#039; later. &lt;br /&gt;
&lt;br /&gt;
Have the off tank pick up the Hand and separate them once the &#039;&#039;&#039;Hand of&#039;&#039;&#039; attack comes out. Players will need to then position for the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;. The ranged and healers should bait these so they fire out of the arena. Following this, the &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; will spawn. They will spawn in relation to where the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; are, so the DPS players who are picking up the Dolls should be sure which one they are picking up. The boss will use &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so be sure to have the boss and the Hand at roughly the same HP, with no more than a 4% variance. At this time, the Rages will spawn Embolus, which will start to move towards where the Hand and the boss were at the time of spawning. The tanks need to move the boss and the Hand away to make sure they don&#039;t touch the orbs. Just before that, the boss and the Hand will use &#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;, which need to be mitigated. After this the tanks can move the boss and the Hand. &lt;br /&gt;
&lt;br /&gt;
Players can then feed their &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; to either the boss or the Hand once their HP is at 25% or lower. Generally, players should figure out an order to feed their Dolls so they don&#039;t feed too many at one time and wipe the raid with the resulting &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;. It is recommended that the melee players feed their Dolls first so the healers can come in and top players off before the next group of Dolls are fed to the bosses.&lt;br /&gt;
Players should face the boss north. This sets players up for the next set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;, as well as the following &#039;&#039;&#039;Drainage&#039;&#039;&#039;. The first set of Waves will be visible and telegraphed, but the following sets will not be telegraphed. To begin, everyone can bait the first four Waves together, then the ranged players move out to the edge of the inner circle to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; while the melee players move in close to bait the next set of Waves. The ranged players will then move in to the boss&#039;s hitbox to be the closest players to the boss to bait the second set of Waves, while melee players will move to max range to maximize uptime on the boss. &lt;br /&gt;
While taking these waves, do not stand in front of the boss as it fires a &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; in front of it that can&#039;t be baited. The boss will then use &#039;&#039;&#039;Splash&#039;&#039;&#039; and &#039;&#039;&#039;Drainage&#039;&#039;&#039;, so tanks should be ready to grab tethers while the rest of the party moves away from them to avoid the AoE from the attack. Tanks should be sure to mitigate this attack and healers should be ready to top everyone&#039;s HP off. The boss will follow up with another &#039;&#039;&#039;Cascade&#039;&#039;&#039;, dealing more heavy damage to the raid, so mitigate this as well.&lt;br /&gt;
&lt;br /&gt;
Keeping the boss faced to the north, The Liquid Rages will use [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, so healers need to be ready to &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; these away before the debuff finishes its duration. Then, another set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; to bait. This time coming from all Rages, the Hand, and the boss itself.&lt;br /&gt;
&lt;br /&gt;
To handle this mechanic, Players will first stack behind the boss while the main tank stays in front of the boss to bait the first waves. DPS players should then move to the edges of the Rages to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; , while the ranged players should bait the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; from the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; to fire off the edge of the arena, while the remaining players bait the Waves from the boss and the Hand to fire between the intercardinals. The DPS will then move in to the rear of the boss&#039;s hitbox to bait a third set of Waves while the tanks and a healer will bait the Rages &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then use &#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;. Following this strategy, the tanks will be separate from each other, so this will result in the Hand forming an open palm. The tanks will have to drag the boss and the Hand back together to resolve the mechanic. The Rages will also use &#039;&#039;&#039;Embolus&#039;&#039;&#039;, so this should help avoid this mechanic as well. Another &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so make sure the boss and the Hand are within 4% of HP to one another. Finally, the boss will use &#039;&#039;&#039;Splash&#039;&#039;&#039; again and prepare to use a final &#039;&#039;&#039;Cascade&#039;&#039;&#039; as its enrage, which will wipe the party if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; In practice, most parties will skip the final set of Splashes. Everyone should focus on the boss during the last set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; and kill it before it uses the final &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;, which serves as the &amp;quot;de facto&amp;quot; enrage.&lt;br /&gt;
&lt;br /&gt;
===Intermission: Limit Cut===&lt;br /&gt;
After defeating the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039;, players will enter the &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; mini-phase. Players will handle the mechanic of the same name from A11S while also avoiding rotating explosions around the edge and center of the arena.&lt;br /&gt;
&lt;br /&gt;
Players should group in the middle of the arena. Every player will be marked with dots above their head from 1-8. This indicates what order players are attacked in. Blue dots indicate odd numbered players, while red dots indicate even numbered players. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn behind a blue numbered player and fire a conal cleave (&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;), knocking the player in that direction. It will then dash (&#039;&#039;&#039;Super Blassty Charge&#039;&#039;&#039;) in the direction of the even numbered player that is next in sequence. If the player who gets dashed is facing away from the boss, they will receive a huge knockback. This will repeat with each set of numbers (1/2, 3/4, 5/6, 7/8). These hits also debuff with both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning players can&#039;t take more than one hit. &lt;br /&gt;
&lt;br /&gt;
While this is happening, &#039;&#039;&#039;Hawk Blasters&#039;&#039;&#039; will drop large, untelegraphed circular AoEs on the arena. These will drop four sets of two opposite explosions that rotate clockwise around the arena, followed by one in the center. They will then resume rotating around the edge of the arena, followed by a final explosion in the center, for a total of ten explosion sets. Any player hit by these will die.&lt;br /&gt;
&lt;br /&gt;
The most common method to handle this is to have two groups, 1/2, 5/6 and 3/4, 7/8 on opposite sides of the arena running around the arena following the explosions. Players who will handle the mechanics first will stand on the inner ring with lights, while the other set of numbers in that group will stand on the outside ring. The odd numbered players will be in the lead facing forward with the even numbered players standing behind them, facing towards the odd numbered player. Once they have handled their set of mechanics, the groups will switch, moving to the outer ring next to the edge of the arena while the next players move to the inner circle and repeat. Players can use their knockback skills if they want to help minimize risk if they miss an attack.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Brute Justice]] &amp;amp; [[Cruise Chaser]]===&lt;br /&gt;
This phase requires players to handle both bosses mechanics at the same time, moving correctly and handing debuffs off to the correct players to ensure no one is accidentally killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Kick&#039;&#039;&#039;: Massive raid-wide damage immediately following &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039;: Moderate raid-wide damage cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. This inflicts four &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuffs, ([[File:Final decree nisi α icon1.png|link=]] &#039;&#039;&#039;α&#039;&#039;&#039;, [[File:Final decree nisi β icon1.png|link=]] &#039;&#039;&#039;β&#039;&#039;&#039;, [[File:Final decree nisi γ icon1.png|link=]] &#039;&#039;&#039;γ&#039;&#039;&#039;, and [[File:Final decree nisi δ icon1.png|link=]] &#039;&#039;&#039;δ&#039;&#039;&#039;) on either the tanks and healers or the four DPS. These debuffs will inflict minor damage-over-time and will fall off when the timer expires. Contacting another player will cause them to acquire the same color debuff. Players need to pass these debuffs back and forth and satisfy the &#039;&#039;&#039;Verdict&#039;&#039;&#039; condition once the boss finishes its cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If two players with different &#039;&#039;&#039;Nisi&#039;&#039;&#039; colors touch, both players will instantly die (&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: A healer is debuffed with [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, and a DPS is debuffed with [[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;. These debuffs last 30 seconds and explode at their resolution.&lt;br /&gt;
**The mechanics of these debuffs are similar to how they worked in the original Alexander fight. [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; should be split among at least three players when it resolves and explodes in a large AoE (&#039;&#039;&#039;Crashing Wave&#039;&#039;&#039;) that deals split damage. This debuff will then pass to a random player. The originally debuffed player will receive a {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]] II&#039;&#039;&#039; debuff, meaning they cannot be in the next stack, or they will die. Additionally, when the debuff passes, it will drop a &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornado that will knock back any player too close to it and hit them with &#039;&#039;&#039;Drainage&#039;&#039;&#039;, dealing massive damage. The tornado can be frozen to hide behind to avoid &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039; and destroyed by &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. If a tornado is up for too long, it will explode (&#039;&#039;&#039;Severe Contamination&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**[[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; is a stack mechanic between two players. If more than two players are stacked, the debuff will inflict full damage to everyone in the stack, likely resulting in deaths. The damage is split in an AoE (&#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039;) when the debuff resolves. Like before, the debuff will pass to the other player and the originally debuffed player will not be able to take the debuff again as they will have {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;.&lt;br /&gt;
**If a player with one of the debuffs dies or holds both &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs at the same time, they will explode and wipe the raid (&#039;&#039;&#039;Punishing Thunder&#039;&#039;&#039;/&#039;&#039;&#039;Punishing Wave&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Steam Chakrams&#039;&#039;&#039; will also spawn randomly around the arena on opposite sides. The Chakrams will target a random player and fire across the arena at them in an untelegraphed line AoE (&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;), knocking back and killing anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;: An invisible circular AoE (&#039;&#039;&#039;Hawk Blaster&#039;&#039;&#039;) will spawn at each player&#039;s location, then resolve shortly after, killing anyone hit. Players need to bait these and wait until just after the cast resolves to move.&lt;br /&gt;
*&#039;&#039;&#039;Photon&#039;&#039;&#039;: Reduces the HP of all players to 1. Any cast of this afterwards will only affect tanks.&lt;br /&gt;
*&#039;&#039;&#039;Spin Crusher&#039;&#039;&#039;: Frontal conal cleave cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; that will knock back and kill anyone hit. Has no AoE indicator.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; (telegraphed AoE) is dropped on the two furthest players, dropping a puddle under the targets. The boss will then cast &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; on the furthest two players as well, which are telegraphed dark green circular AoEs that must be avoided and will leave behind two invisible &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039;. These will need to be disarmed (run over) by a tank with cooldowns, or they will explode (&#039;&#039;&#039;Hidden Mine Shrapnel&#039;&#039;&#039;) and wipe the party. Mines that are being disarmed will explode in a large AoE, so other players should not get too close. The boss will fire an ice &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; on one of the tanks, and cast &#039;&#039;&#039;Enumeration&#039;&#039;&#039; on two random DPS.&lt;br /&gt;
**&#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always require three players to stand in the circle to resolve. If three players aren&#039;t in the circle when it resolves, it kills the players that are inside it. Players cannot be inside both circles, or they will die.&lt;br /&gt;
**The second &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; that fires will drop an expanding ice puddle. This needs to be used to freeze the tornado to survive &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;. Anyone who steps in the puddle will be inflicted with {{status effect|Frostbite}} &#039;&#039;&#039;Frostbite&#039;&#039;&#039; and die.&lt;br /&gt;
*&#039;&#039;&#039;Verdict&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Will inflict all players with [[File:Final judgment penalty iii icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039; and one of [[File:Final judgment decree nisi α icon1.png|link=]][[File:Final judgment decree nisi β icon1.png|link=]][[File:Final judgment decree nisi γ icon1.png|link=]][[File:Final judgment decree nisi δ icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Decree Nisi α / β / γ / δ&#039;&#039;&#039;. Each type of &#039;&#039;&#039;Final Judgment: Decree Nisi&#039;&#039;&#039; will be assigned to one random DPS and one random support. This debuff will indicate which &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuff they have to be inflicted with by the time &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting or the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Limit Cut&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; becomes invincible and summons a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;. The shield can only be damaged from the front. Players need to destroy this before it disappears or the boss will receive a {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff and wipe the raid with its next attack. &lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; casts an untelegraphed wide conal AoE towards the player closest to it. This can destroy the water tornados.&lt;br /&gt;
*&#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; damages and inflicts {{status effect|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; on  players unless they break the Line-of-Sight with a frozen water tornado.&lt;br /&gt;
*&#039;&#039;&#039;Gavel&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Checks if all players have the correct &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs. All &#039;&#039;&#039;Nisi&#039;&#039;&#039; and &#039;&#039;&#039;Compressed Water/Lightning&#039;&#039;&#039; debuffs will be removed if the check succeeds. Otherwise, the party will instantly wipe.&lt;br /&gt;
*&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; uses a heavy-hitting tankbuster that needs to be split between both tanks.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; jumps on the player that is the furthest away, knocking back and inflicting {{status effect|Stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; on anyone else hit, then face the new furthest player and use &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, a massive conal AoE. This will kill any player it hits.&lt;br /&gt;
*&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Immediately after &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, the bosses will spawn and use &#039;&#039;&#039;J Kick&#039;&#039;&#039;. This needs to be heavily mitigated and healed through, as the attack deals heavy damage. Once the bosses spawn, pull them together in the center of the arena and stack up to bait the Chakrams that spawn on the edges of the arena. Spread out to avoid the attack, wait to bait &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;, then back in once the AoEs appear. Players can not be overlapped with other players as the boss will then cast &#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;, and this will cause debuffs to pass incorrectly, wiping the raid. The boss will cast &#039;&#039;&#039;Link-Up&#039;&#039;&#039; soon after this.&lt;br /&gt;
&lt;br /&gt;
At this point, the tanks should split the bosses, one pulling &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and the other taking &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. It is recommended the bosses are kept closer to each other in order to manage their HP and damage, since they need to be defeated at roughly the same time. If one is defeated too quickly and the other can&#039;t be downed in time, the surviving boss will enrage and wipe the raid. &lt;br /&gt;
&lt;br /&gt;
There should be four passes of &#039;&#039;&#039;Nisi&#039;&#039;&#039; during this phase before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. Tanks and healers should have designated partners to pass their debuff to until &#039;&#039;&#039;Verdict&#039;&#039;&#039; is cast and players need specific debuffs. To minimize errors in passing debuffs, non-marked players should move to their partners and pass through their hitbox to take the debuff. This keeps players from accidentally passing the debuff to the wrong player.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Photon&#039;&#039;&#039; at this time. Due to the DoT from &#039;&#039;&#039;Nisi&#039;&#039;&#039;, healers need to cast their shields to prevent deaths. Players will pass their debuffs at this point, then the boss will fire a &#039;&#039;&#039;Spin Crusher&#039;&#039;&#039; at the same time as the debuffs from &#039;&#039;&#039;Link-Up&#039;&#039;&#039; resolve. Players with these debuffs should move to the designated areas to pass their debuffs. A recommended strategy is to pass the Lightning debuff to the tank holding &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, while the rest of the players move to stand near the Water-debuffed player without touching.&lt;br /&gt;
&lt;br /&gt;
Healers should bait the &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; and mines near the edge of the arena away from the boss, then have the tank targeted by the ice-aspected &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; drop it near the water tornado while the other tank handles the mines with cooldowns. The healers should then move to the DPS marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, then either the tanks or the two remaining DPS should move into the circles. Once all this resolves, players should pass their &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs with their partner. The next pass of the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs should happen, generally the first player to receive the Water stack should take the next Lightning stack, as they can&#039;t split the Water AoE. The tank holding &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; should pull the boss to an edge and face the boss towards the center of the stage for its next attack. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then cast &#039;&#039;&#039;Verdict&#039;&#039;&#039;, assigning debuffs to players.&lt;br /&gt;
&lt;br /&gt;
As this is happening, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, becoming invincible and summoning a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;, which can only be hit from the front. Burn the shield down quickly. While doing this, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will cast &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, which the tank holding this boss will need to direct towards the second spawned water tornado to destroy it. The tank should position themselves into the boss&#039;s hitbox to be the &#039;closest&#039; player to the boss. Immediately after &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, players should pass their debuffs. The players without &#039;&#039;&#039;Nisi&#039;&#039;&#039; will pickup the debuffs that match their &#039;&#039;&#039;Verdict&#039;&#039;&#039; requirement. The boss will follow this up with &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;, requiring players to mitigate and heal through. Healers should be sure to top off everyone&#039;s HP, as the next passing of &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs will happen right after this.&lt;br /&gt;
&lt;br /&gt;
After passing the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs, players should move to where the ice block is, while the &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; tank moves the boss to the intercardinal of the block. The boss will cast &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;, and the players need to break the Line of Sight of this attack. Players will also need to swap their debuffs to the correct players one final time before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. A common way to handle this mechanic is to line up behind the ice block based on their color. Generally, people line up in order of &#039;&#039;&#039;Blue, Purple, Orange, Green&#039;&#039;&#039;. Following &#039;&#039;&#039;Gavel&#039;&#039;&#039;, all debuffs will disappear.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Photon&#039;&#039;&#039; that hits only the tanks and needs to be mitigated and healed through, as following that, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;, which both tanks will need to mitigate. After this, the boss will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, leaping to the farthest player from it. This player should be a ranged DPS who should begin moving as &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039; comes out. After leaping, the boss will cast &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, which needs to be dodged, as it will kill whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Whirlwind&#039;&#039;&#039; twice, dealing heavy raid-wide damage, so mitigation is key. At this point the bosses both long-cast their enrages. The bosses both need to be defeated before the cast goes off, and roughly at the same time as each other.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Alexander Prime]]===&lt;br /&gt;
During this phase, the boss will be untargetable for sections of the fight while players handle mechanics made up of &#039;&#039;&#039;Formations&#039;&#039;&#039; from the bosses from the other phases. The boss will be attacking during these phases, so players will handle these mechanics while also dodging &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;: Heavy-hitting tankbuster that debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;: Three magic-damage cleaves on the main tank. This always comes immediately after &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, so a tankswap or an invulnerability skill is required.&lt;br /&gt;
*&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;: Massive magic-based raid-wide damage that needs to be heavily mitigated and shielded to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation One: Temporal Stasis&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Players will receive debuffs based on their role:&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;. These players must be in close proximity to each other when the debuff resolves or they will both die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is too long (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;. These players must be far apart from each other when the debuff resolves or they will die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is not long enough (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;. These players cannot take any additional damage or they will both die. When the debuff resolves, it will inflict moderate damage (&#039;&#039;&#039;Plaint of Severity&#039;&#039;&#039;), {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;, making additional damage lethal until the debuffs expire.&lt;br /&gt;
**One DPS and one tank or healer will not have a debuff.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will fire a conal AoE at the three closest players to it. These players are debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: A large conal AoE directed at the two closest players to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Players hit are debuffed with a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
Based on the debuffs players have, players should stand in set positions to handle the mechanic. Each player will be frozen for several seconds with [[File:Temporal displacement icon1.png|link=]] &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; as the mechanic resolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Two: Inception&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Four players will be tethered to &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039;, large orbs. These orbs will slowly move towards their player, until they reach the tethered player and explode in an AoE, dealing damage (&#039;&#039;&#039;Burst&#039;&#039;&#039;) and dropping a puddle that inflicts &#039;&#039;&#039;Heavy&#039;&#039;&#039; if a player stands in it. If the orbs collide with a different player, they will deal less damage. If two puddles are dropped and overlap, they will explode (&#039;&#039;&#039;Electromagnetic Burst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Crystal&#039;&#039;&#039;: Random players will be marked and will drop &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039; where they are standing. These crystals will explode if they overlap with each other, are touching &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox or are touched by the &#039;&#039;&#039;True Heart&#039;&#039;&#039; summoned by &#039;&#039;&#039;Shanoa&#039;&#039;&#039;. When they explode, they deal proximity damage (&#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;) to all players.&lt;br /&gt;
*&#039;&#039;&#039;True Heart&#039;&#039;&#039;: &#039;&#039;&#039;Shanoa&#039;&#039;&#039;, the cat add, will spawn across from &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and summon &#039;&#039;&#039;True Heart&#039;&#039;&#039;, an add that will move towards &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. If it touches all four &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;, the Heart will turn a golden color and move to &#039;&#039;&#039;Alexander Prime&#039;s&#039;&#039;&#039; hitbox after &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; disappears, buffing players with [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039;, a buff required for the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Inception&#039;&#039;&#039;: &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will teleport around the arena and use &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, wide AoEs that fire from it&#039;s cardinals. The &#039;&#039;&#039;True Heart&#039;&#039;&#039; will move towards where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn, allowing players to know where the boss will spawn and move out of the way of its attacks. Players will also receive various debuffs:&lt;br /&gt;
** A DPS will be debuffed with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, which will need to be shared with the two tanks. The debuff will resolve as a small AoE (&#039;&#039;&#039;Plaint of Solidarity&#039;&#039;&#039;) that will inflict split damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** One DPS and one tank will be debuffed by [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** Two DPS will be debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
*Mechanics will appear from &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; that will also need to be resolved: &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, and &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main tank should grab the boss and face it north, using an invulnerability skill to handle &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and the three following &#039;&#039;&#039;Divine Spears&#039;&#039;&#039;, then the rest of the party should stack in the center and prepare shields for when the boss casts &#039;&#039;&#039;Inception Formation&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at either the north or south of the arena, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn to the west of the arena and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn on the east, then they will all begin running through mechanics. &lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena. The &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will spawn and tether to four random players. The orbs will spawn in one of two formations, either two in the northwest and southeast, or two in the northeast and southwest. Players that get a tether should move to the intercardinals closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; that is opposite to the side their orb is on. The untethered players should move to the opposite side of the arena, positioning in a square formation with the two people closest to the edge of the arena standing to the left and right of the southern red circle and the two people further from the edge standing in line with the other players, but not close enough to overlap crystals. Players will then be marked for the &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;. Once the crystals are dropped, the people tethered to the two &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; closest to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; should move to the east and west red circles to avoid overlapping puddles. After people drop their puddles, all players apart from tanks should go to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; to reduce damage from the &#039;&#039;&#039;Judgement Crystals&#039;&#039;&#039; that will explode due to the &#039;&#039;&#039;True Heart&#039;&#039;&#039; beginning to move toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. Healers should make sure everyone is topped off, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Flarethrower&#039;&#039;&#039; three times. Each tank should bait the first two &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; to the cardinal opposite &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and then towards the middle of the arena, with the party moving along the edge of the arena after the proximity damage to bait the third toward &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039;. After &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; resolve, players should use the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to build DPS resources for the coming phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will then cast [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; and [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; on players. Watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn and move out of the way of the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that is fired. Based on debuffs, players will need to split up across the arena, with the tanks and the player with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; on the west side relative to &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; and the rest of the party to the east. Players with the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; debuff should run to the edges of the arena to guarantee the debuffs requirement is met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then spawn in the center of the arena and begin casting &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, hitting the players closest to it. This attack, as well as the debuffs, will inflict players with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Both healers and the [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; DPS will have to bait these, with the healers baiting north and south and the DPS baiting west. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will  begin casting &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, which one tank will have to bait by standing as far to the east wall as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Three: Wormhole&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This phase re-introduces even more mechanics from previous phases that must be handled several at a time, such as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, Super Jump&#039;&#039;&#039; and &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Accurate player movement and baiting the correct attacks is essential here, and a mistake will most likely cause a wipe.&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: Two Chakrams will spawn at opposite sides of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;: A random player will be marked for a stack mechanic. This attack needs to be shielded and mitigated to handle.&lt;br /&gt;
*&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;: Two large puddles spawn at either south-southeast and north-northwest or north-northeast and south-southwest, and need to be soaked by one player each, dealing a light amount of damage (&#039;&#039;&#039;Repentance&#039;&#039;&#039;) and  debuffing with {{status effect|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These puddles must be soaked three times, shrinking in size with each soak, and will explode (&#039;&#039;&#039;Confession&#039;&#039;&#039;) and wipe the raid if not soaked in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will open this mechanic with another &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and &#039;&#039;&#039;Divine Spear&#039;&#039;&#039; which can be taken by a tank using an invulnerability action. From here, several abilities will fire in rapid succession. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn at south and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will both spawn near north, with &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; at either northeast and northwest and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; at wherever &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; did not spawn. Players should start in the center of the arena to bait Chakrams and set up shields and regens. Once players are assigned their numbers, they should split to either side of the arena, evens to the east side and odds to the west side. Have 3 and 4 stand on the red circles at the south intercardinals, and have the player further from &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; stand on the edge of their red circle to provide room to dodge &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; after &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; Super Jumps to them. Make sure to stand near intercardinals to avoid getting hit by the Chakrams, as even if you&#039;re in a puddle when they spawn, there is more than enough time to move out of it when the Chakrams fire. Once they fire, players can adjust their position for &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Players marked with 7 and 8 should move to the east and west and players marked with 5 and 6 should step into the puddles. Odds should face outwards from the arena, and evens should face their odd partner or use anti-knockback skills to guarantee nobody gets knocked out of position. 1 and 2 will be hit by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039; on either 3 or 4, depending on what player is furthest away. After &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, the boss will turn around and fire &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. The puddles will then resolve their first soak and &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will attack 3 and 4. Afterwards, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Sacrament&#039;&#039;&#039;, making the arena in front of it and slightly to the sides unsafe. This covers a small amount of the red circles that 3 and 4 stand on, so they should move off of the buttons and towards east and west to avoid getting hit. The puddles will resolve their second soak, which 7 and 8 should take. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then attack 5 and 6, who should move towards northeast and northwest to bait their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. 7 and 8 should move towards the northeast and northwest red circles to resolve their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; and 1 and 2 can move into the puddles to soak the last puddles. Once everything resolves, players should group in the center and mitigate and heal through &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After this, two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;. They should separate to the east and west, with both tanks standing in the west enumeration, both healers standing in the east enumeration and the DPS not chosen for an enumeration moving north or south to avoid the &#039;&#039;&#039;Enumerations&#039;&#039;&#039;. Following this, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will fire &#039;&#039;&#039;Mega Holy&#039;&#039;&#039; twice, dealing more hard-hitting damage. A lot of healing and mitigation is happening here, so tanks and healers need to be ready. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Four: Summon Alexander&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Storm&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; slams the arena, dealing heavy raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;J Wave&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; fires this every few seconds dealing increasingly heavy raid-wide damage and buffing itself with a stack of [[File:Damage up icon2.png|link=]] &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; each time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;s&#039;&#039;&#039; enrage skill. Players need to defeat it before this cast goes off, or the party will wipe. Healers need to focus on mitigation and healing for this phase, as the damage will begin increasing rapidly in both output and amount. Tanks should be using abilities that increase healing output and shields while mitigating boss damage output with moves like &#039;&#039;&#039;Reprisal&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This formation requires heavy mitigation and healing, as well as a DPS check to beat the enrage. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will spawn in with invulnerability, summon &#039;&#039;&#039;Alexander&#039;&#039;&#039; and begin to cast &#039;&#039;&#039;Divine Judgment&#039;&#039;&#039;. If this cast finishes, the party will wipe. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn southeast begin a long cast of &#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039; and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn southwest with &#039;&#039;&#039;J Storm&#039;&#039;&#039; and begin it&#039;s &#039;&#039;&#039;J Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party should defeat &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; first before it can finish it&#039;s enrage, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; to stop the increasing damage from &#039;&#039;&#039;J Waves&#039;&#039;&#039;. Once both are defeated, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will no longer be invulnerable, so the party should finish it off before the enrage cast finishes.&lt;br /&gt;
&lt;br /&gt;
After the bosses are defeated, players will need to group up and use a Tank LB3 once &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; countdown reaches 3 seconds. Players need to use their shields and mitigations as well, as the Limit Break alone is not enough to survive the damage. Afterwards, a cutscene ensues in which &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; combine and perfect themselves into the final boss: &#039;&#039;&#039;Perfect Alexander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Perfect Alexander]]===&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the phase opens, the boss will cast &#039;&#039;&#039;The Final Word&#039;&#039;&#039;, causing players will receive debuffs from the boss that will move players when they resolve:&lt;br /&gt;
*Three players will receive [[File:Final word contact prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Prohibition&#039;&#039;&#039;, which is denoted by a yellow icon with an arrow. Upon the timer expiring, this debuff will become [[File:Contact prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039;. Players with this debuff will move towards players with &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;. If these players end up colliding, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word contact regulation icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Regulation&#039;&#039;&#039;, denoted with an orange starburst icon. Upon the timer expiring, this debuff will become [[File:Contact regulation ordained icon1.png|link=]] &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Three players will receive [[File:Final word escape prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Prohibition&#039;&#039;&#039; and is denoted with a blue and white icon with an arrow. Upon the timer expiring, this debuff will become [[File:Escape prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039;. These players will move away from the player with &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;. If they touch that player or move too far away from them, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word escape detection icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Detection&#039;&#039;&#039;, denoted by a purple icon. Upon the timer expiring, this debuff will become [[File:Escape detection ordained icon1.png|link=]] &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Note that if anyone with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; or &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; dies, all of their &amp;quot;followers&amp;quot; (i.e. players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; or &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, respectively) will also die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion&#039;&#039;&#039;: Players must be constantly moving at the time of the cast, or they will die. This is denoted by a white sword marker.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039;: Players must be perfectly still at the time of the cast, including not auto-attacking. This is denoted by a black sword.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Players will either all be marked with &#039;&#039;&#039;Individual Reprobation&#039;&#039;&#039; and need to spread out to avoid AoEs, or &#039;&#039;&#039;Collective Reprobation&#039;&#039;&#039; and two random players will be marked with stack markers and should separate slightly to avoid overlapping. Note that taking the stack solo will cause the marked player to explode (&#039;&#039;&#039;Faithlessness&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039;: A heavy-hitting triple hit magic-based tankbuster that needs to be split with the off tank.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;: A heavy magic-based tankbuster that debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Since the boss&#039;s auto-attacks are physical, a tankswap is required. This attack always follows Capital Punishment.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039;: The boss shows the locations of AoEs briefly, which players need to remember and dodge. These AoEs will fire at the start of &#039;&#039;&#039;Irresistible Grace&#039;s&#039;&#039;&#039; cast bar.&lt;br /&gt;
*&#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;: A random player is marked for stacking. This should be mitigated, as it deals heavy magic-based damage.&lt;br /&gt;
*&#039;&#039;&#039;Fate Projection&#039;&#039;&#039;: Creates clones of all party members and shows what mechanics they will do when &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039; finishes casting. Players will be able to identify their clone by the arrow that points to them. Players will only be able to see their clone if they have the [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039; buff from Phase 3 and are alive at the start of this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;: A series of mechanics will be shown while the cast bar fills. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will be first, based on the sword that appears over the clone, followed by a mechanic based on role type:&lt;br /&gt;
** A gear will appear around three clones, denoting &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have stacking gears appear on it, denoting &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have a circle pulsing from it, denoting &#039;&#039;&#039;Defamation&#039;&#039;&#039;. This player will need to move to the opposite side of the arena from the rest of the party.&lt;br /&gt;
**Three clones will receive no debuffs.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will appear for the third mechanic, denoted again by the color of the sword over the clone’s head.&lt;br /&gt;
*The fourth mechanic will spawn three &#039;&#039;&#039;Alexander&#039;&#039;&#039; clones and each will fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039; with one not firing. This clone indicates a safe zone directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039;, this phase will show what mechanics will be coming after the cast bar fills:&lt;br /&gt;
*The debuffs &#039;&#039;&#039;[[File:Contact regulation ordained icon1.png|link=]] Contact Regulation Ordained / [[File:Contact prohibition ordained icon1.png|link=]] Contact Prohibition Ordained&#039;&#039;&#039; used in &#039;&#039;&#039;The Final Word&#039;&#039;&#039; will be applied to players. Their clones will receive a bright light over their heads. The clone receiving &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039; will move. Players marked with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player receives [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; (blue tether).&lt;br /&gt;
** One player receives [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039; (red and green tether).&lt;br /&gt;
** One player receives &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; (stack gear).&lt;br /&gt;
* Players with dark markers over their heads will receive &#039;&#039;&#039;[[File:Escape detection ordained icon1.png|link=]] Escape Detection Ordained / [[File:Escape prohibition ordained icon1.png|link=]] Escape Prohibition Ordained&#039;&#039;&#039;. The clone receiving &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039; will move. The players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player will be marked with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** One player will be marked with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;.&lt;br /&gt;
** One player will not receive any additional debuffs.&lt;br /&gt;
*The second mechanic is three &#039;&#039;&#039;J Jumps&#039;&#039;&#039;, which are large AoEs from three clones that inflict {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. These will be baited by the Purple marked player, the Blue debuffed player with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;, and the Blue debuffed player with no additional debuffs.&lt;br /&gt;
*The third mechanic is &#039;&#039;&#039;Optical Sight: Individual/Collective Reprobation&#039;&#039;&#039;. The north clone will fire either two large orbs (light party stacks, one targeting a dark player and the other targeting a light player) or eight small orbs (full party spread) to indicate which attack is coming out.&lt;br /&gt;
* The fourth mechanic is &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, a donut AoE. Players will need to move directly in front of the clone to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The main tank should grab enmity on the boss again. The boss will auto-attack a few times, then cast &#039;&#039;&#039;Final Word&#039;&#039;&#039;. To handle this mechanic, the player with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; should move to the opposite side of the arena away from the group, the players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; should stand in a row in front of players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, while the player with &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; should stand behind them. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will fire, and players will have to handle accordingly. The debuffs will take effect, and players should be move correctly without any deaths. Immediately after this, the opposite &#039;&#039;&#039;Ordained&#039;&#039;&#039; attack will come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optical Sight&#039;&#039;&#039; is next, and players should be ready to mitigate this damage and move according to whichever markers come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039; will begin casting, and players will need to watch their clones to know what mechanics are coming and how to handle them once the cast resolves and move to safe spots in front of and across from the &#039;&#039;&#039;Alexander Clone&#039;&#039;&#039; that didn&#039;t fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. The player marked with &#039;&#039;&#039;Defamation&#039;&#039;&#039; will stand in the safe zone in front of the clone. In the other safe zone, the &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; player will stand on one side of the safe zone, the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and non-debuffed player will stack on the other side of the safe zone.&lt;br /&gt;
&lt;br /&gt;
The boss will become untargetable, and players can begin following the mechanics presented previously. Be sure not to accidentally clip players with mechanics in your safe zone. Be sure not to move until the clones all fire their &#039;&#039;&#039;Sacrament&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following this sequence, the boss will begin using &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; and &#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;. Handle the first attack with an invincibility, then tankswap after all three hits of &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; have fired. Use cooldowns to mitigate the second attack.&lt;br /&gt;
&lt;br /&gt;
The boss will then begin the cast bar for &#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;. Players will need to watch to see which debuffs they will be assigned. Players should also be on the lookout for the safe zone for the &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; and where to move for &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;. At around 30% the debuffs for &#039;&#039;&#039;Final Word&#039;&#039;&#039; will show on the clones. Players will stand on the west edge or the north edge at the cardinals based on their debuffs and the tethers for the additional debuffs:&lt;br /&gt;
*The player with the purple debuff will stand behind every other player.&lt;br /&gt;
*The player with the orange debuff will stand at the north cardinal of the arena.&lt;br /&gt;
*Players with the yellow debuff will stand in front of the purple debuffed players, closer to the north to move in that direction at the debuffs resolution.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;House Arrest&#039;&#039;&#039;; will stack with the yellow players.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; will stand in front of the purple debuffed player, closer to the south to get moved to the north.&lt;br /&gt;
*The blue debuff player with no extra debuffs will stand directly in front of the purple player to end up moving straight to the east. Players will move into the safe zones and stay there until &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and &#039;&#039;&#039;Super Jump&#039;&#039;&#039; both resolve.&lt;br /&gt;
&lt;br /&gt;
Players will then handle &#039;&#039;&#039;Optical Sight&#039;&#039;&#039; stacking or spreading accordingly. After this, players will move to the safe zone for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;. The boss will follow up with another series of tankbusters, then move into &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pull the boss to the center of the arena. The boss cast &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and will show three sets of AoEs here that players need to memorize. Players will need to dodge each set of AoEs correctly, as getting hit by one will almost certainly cause a wipe. Following these AoEs, the boss will cast &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;. The party will have to stack and heavily mitigate the attack. &lt;br /&gt;
After this, the tank can turn the boss to the north and the party should move behind the boss. The boss will use another &#039;&#039;&#039;Capital Punishment&#039;&#039;&#039; set which need to be mitigated and tankswapped. Healers should fill the tanks health after this. Another set of &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039; to be handled the exact same way as before, then the boss will move to the center of the arena and begin to cast its enrage, &#039;&#039;&#039;Temporal Prison&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A space will light up and cages will begin dropping onto the platform to the northeast of the boss and continue doing so at the cardinals and intercardinals moving clockwise. Players should move to these positions with the healers taking the first two cages, the tanks taking the next two, and finally the DPS. Anyone with damage-over-time (DoT) abilities should refresh their DoTs on the boss before they are caged, as they will be incapacitated with &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; and unable to attack. A few seconds after all players are caged, the fight will reset to the beginning, so the party must defeat the boss before this happens. Missing a cage will cause the fight to instantly reset.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Colossus Totem}}&lt;br /&gt;
* [[Epic of Alexander Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Epic of Alexander (Ultimate). This restriction was removed in [[Patch 5.2]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Bertana]] in [[Idyllshire]] (X:5.8 Y:5.2) for [[Ultimate Alexander Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|When I Ruled the World}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The world first clear was from Thoughts per Second on November 19, 2019. However, it was revealed that they were using a third party tool to automatically replace [[waymarks]] during combat, in violation of the Terms of Service. This was addressed by producer/director YoshiP in the Producer Letter Live (PLL) following the release of TEA.&amp;lt;ref&amp;gt;[https://forum.square-enix.com/ffxiv/threads/414393-Letter-from-the-Producer-LIVE-Part-LVII-Digest-%2802-14-2020%29 Letter from the Producer LIVE Part LVII Digest (02/14/2020)]&amp;lt;/ref&amp;gt; Subsequently, the ability to replace waymarks in PvE combat was removed in [[patch 5.2]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Epic of Alexander (Ultimate)1.jpg&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 30, 2022, the encounter was cleared without the Enigma Codex buff.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VG2M2bozu2M&amp;lt;/ref&amp;gt; This clear relied on a forced movement bug that was resolved in [[patch 6.1]], so the methods used to clear without the buff are no longer functional.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/tea/ North America Party Finder Strategies]&#039;&#039;&#039; (commonly referred to as &amp;quot;oldbin&amp;quot;)&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=830419115443951&amp;amp;preview=1 Living Liquid]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=240411819443951&amp;amp;preview=1 Limit Cut]&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=340414049443951&amp;amp;preview=1 Brute Justice and Cruise Chaser]&lt;br /&gt;
*Phase 3: Alexander Prime&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=463281492325761&amp;amp;preview=1#5 Temporal Stasis and Inception Formation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=236244852760461&amp;amp;preview=1 Wormhole Formation]&lt;br /&gt;
*Phase 4: [https://ff14.toolboxgaming.space/?id=646241037470461&amp;amp;preview=1 Perfect Alexander]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1z7CHed25CNQYA03UHz9Ao6b0ooQGAYyTQPbzYqHwsaA/edit#gid=1311355980 Mitigation spreadsheet]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=814290069371961&amp;amp;preview=1 Role positions]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840697</id>
		<title>The Epic of Alexander (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=840697"/>
		<updated>2024-10-24T23:42:57Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 3: Alexander Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.&lt;br /&gt;
| image = The_Epic_of_Alexander_(Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 475&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Liminal Space&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 5.11&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;TEA&#039;&#039;&#039; and is based on the [[Alexander]] raid series from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 80 Disciple of War or Magic.&lt;br /&gt;
*The Epic of Alexander (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 475, equipment with an [[item level]] of at least &#039;&#039;&#039;595&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
As always in Ultimate Raids, players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.0, Grade 2 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|uVtZ8-XoOZ0|350|right|Visual guide by Tessan Twintails - Light PF Does Ultimate Strategies}}&lt;br /&gt;
===Phase 1: [[Living Liquid]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;: Hard-hitting tankbuster cleave that comes from the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039; or &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; and debuffs with {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]]&#039;&#039;&#039;, meaning tanks cannot take &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; without an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Cascade&#039;&#039;&#039;: Hard-hitting raid-wide damage that will spawn three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornados will each spawn on a large puddle that will inflict {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.&lt;br /&gt;
*&#039;&#039;&#039;Liquid Hand&#039;&#039;&#039;: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;: This acts as a check that happens periodically. If the boss and the hand&#039;s HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.&lt;br /&gt;
*&#039;&#039;&#039;Protean Wave&#039;&#039;&#039;: Conal AoEs that fire from the boss and the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039;. The &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it&#039;s facing that isn&#039;t telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict {{status effect|water resistance down}} &#039;&#039;&#039;Water Resistance Down&#039;&#039;&#039;, which will make another Protean Wave hit lethal until the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039;: Four &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (&#039;&#039;&#039;Exhaust&#039;&#039;&#039;) occasionally, debuffing with a stacking &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;. Once their HP have been reduced to 25% or less, they must be brought within either the boss&#039;s or the Hand&#039;s hitbox, causing whoever the add is fed to to cast &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039; will wipe the raid. If players get 2 or more stacks of [[File:Luminous aetheroplasm icon1.png|link=]] &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;, they will die.&lt;br /&gt;
*&#039;&#039;&#039;Pressurize/Embolus&#039;&#039;&#039;: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (&#039;&#039;&#039;Outburst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Sluice&#039;&#039;&#039;: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.&lt;br /&gt;
*&#039;&#039;&#039;Splash&#039;&#039;&#039;: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Drainage&#039;&#039;&#039;: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.&lt;br /&gt;
*&#039;&#039;&#039;Throttle&#039;&#039;&#039;: 6 random players will be debuffed with  [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, which needs to be dispelled with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, otherwise the players will die at the resolution of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, pull the boss to the middle and face to the north. The boss will use &#039;&#039;&#039;Fluid Swing&#039;&#039;&#039; and follow with &#039;&#039;&#039;Cascade&#039;&#039;&#039;, spawning the three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; Note where these spawn and mitigate the attacks with cooldowns. It is recommended that players top up HP here. The boss will then split its HP and summon the &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; here. Keeping the boss close to the Hand is a good idea so they can both be AoE&#039;d and damage can be managed easier on both. Keeping them close together will bait &#039;&#039;&#039;Hand of Parting&#039;&#039;&#039; later. &lt;br /&gt;
&lt;br /&gt;
Have the off tank pick up the Hand and separate them once the &#039;&#039;&#039;Hand of&#039;&#039;&#039; attack comes out. Players will need to then position for the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;. The ranged and healers should bait these so they fire out of the arena. Following this, the &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; will spawn. They will spawn in relation to where the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; are, so the DPS players who are picking up the Dolls should be sure which one they are picking up. The boss will use &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so be sure to have the boss and the Hand at roughly the same HP, with no more than a 4% variance. At this time, the Rages will spawn Embolus, which will start to move towards where the Hand and the boss were at the time of spawning. The tanks need to move the boss and the Hand away to make sure they don&#039;t touch the orbs. Just before that, the boss and the Hand will use &#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;, which need to be mitigated. After this the tanks can move the boss and the Hand. &lt;br /&gt;
&lt;br /&gt;
Players can then feed their &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; to either the boss or the Hand once their HP is at 25% or lower. Generally, players should figure out an order to feed their Dolls so they don&#039;t feed too many at one time and wipe the raid with the resulting &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;. It is recommended that the melee players feed their Dolls first so the healers can come in and top players off before the next group of Dolls are fed to the bosses.&lt;br /&gt;
Players should face the boss north. This sets players up for the next set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;, as well as the following &#039;&#039;&#039;Drainage&#039;&#039;&#039;. The first set of Waves will be visible and telegraphed, but the following sets will not be telegraphed. To begin, everyone can bait the first four Waves together, then the ranged players move out to the edge of the inner circle to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; while the melee players move in close to bait the next set of Waves. The ranged players will then move in to the boss&#039;s hitbox to be the closest players to the boss to bait the second set of Waves, while melee players will move to max range to maximize uptime on the boss. &lt;br /&gt;
While taking these waves, do not stand in front of the boss as it fires a &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; in front of it that can&#039;t be baited. The boss will then use &#039;&#039;&#039;Splash&#039;&#039;&#039; and &#039;&#039;&#039;Drainage&#039;&#039;&#039;, so tanks should be ready to grab tethers while the rest of the party moves away from them to avoid the AoE from the attack. Tanks should be sure to mitigate this attack and healers should be ready to top everyone&#039;s HP off. The boss will follow up with another &#039;&#039;&#039;Cascade&#039;&#039;&#039;, dealing more heavy damage to the raid, so mitigate this as well.&lt;br /&gt;
&lt;br /&gt;
Keeping the boss faced to the north, The Liquid Rages will use [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, so healers need to be ready to &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; these away before the debuff finishes its duration. Then, another set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; to bait. This time coming from all Rages, the Hand, and the boss itself.&lt;br /&gt;
&lt;br /&gt;
To handle this mechanic, Players will first stack behind the boss while the main tank stays in front of the boss to bait the first waves. DPS players should then move to the edges of the Rages to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; , while the ranged players should bait the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; from the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; to fire off the edge of the arena, while the remaining players bait the Waves from the boss and the Hand to fire between the intercardinals. The DPS will then move in to the rear of the boss&#039;s hitbox to bait a third set of Waves while the tanks and a healer will bait the Rages &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then use &#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;. Following this strategy, the tanks will be separate from each other, so this will result in the Hand forming an open palm. The tanks will have to drag the boss and the Hand back together to resolve the mechanic. The Rages will also use &#039;&#039;&#039;Embolus&#039;&#039;&#039;, so this should help avoid this mechanic as well. Another &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so make sure the boss and the Hand are within 4% of HP to one another. Finally, the boss will use &#039;&#039;&#039;Splash&#039;&#039;&#039; again and prepare to use a final &#039;&#039;&#039;Cascade&#039;&#039;&#039; as its enrage, which will wipe the party if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; In practice, most parties will skip the final set of Splashes. Everyone should focus on the boss during the last set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; and kill it before it uses the final &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;, which serves as the &amp;quot;de facto&amp;quot; enrage.&lt;br /&gt;
&lt;br /&gt;
===Intermission: Limit Cut===&lt;br /&gt;
After defeating the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039;, players will enter the &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; mini-phase. Players will handle the mechanic of the same name from A11S while also avoiding rotating explosions around the edge and center of the arena.&lt;br /&gt;
&lt;br /&gt;
Players should group in the middle of the arena. Every player will be marked with dots above their head from 1-8. This indicates what order players are attacked in. Blue dots indicate odd numbered players, while red dots indicate even numbered players. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn behind a blue numbered player and fire a conal cleave (&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;), knocking the player in that direction. It will then dash (&#039;&#039;&#039;Super Blassty Charge&#039;&#039;&#039;) in the direction of the even numbered player that is next in sequence. If the player who gets dashed is facing away from the boss, they will receive a huge knockback. This will repeat with each set of numbers (1/2, 3/4, 5/6, 7/8). These hits also debuff with both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning players can&#039;t take more than one hit. &lt;br /&gt;
&lt;br /&gt;
While this is happening, &#039;&#039;&#039;Hawk Blasters&#039;&#039;&#039; will drop large, untelegraphed circular AoEs on the arena. These will drop four sets of two opposite explosions that rotate clockwise around the arena, followed by one in the center. They will then resume rotating around the edge of the arena, followed by a final explosion in the center, for a total of ten explosion sets. Any player hit by these will die.&lt;br /&gt;
&lt;br /&gt;
The most common method to handle this is to have two groups, 1/2, 5/6 and 3/4, 7/8 on opposite sides of the arena running around the arena following the explosions. Players who will handle the mechanics first will stand on the inner ring with lights, while the other set of numbers in that group will stand on the outside ring. The odd numbered players will be in the lead facing forward with the even numbered players standing behind them, facing towards the odd numbered player. Once they have handled their set of mechanics, the groups will switch, moving to the outer ring next to the edge of the arena while the next players move to the inner circle and repeat. Players can use their knockback skills if they want to help minimize risk if they miss an attack.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Brute Justice]] &amp;amp; [[Cruise Chaser]]===&lt;br /&gt;
This phase requires players to handle both bosses mechanics at the same time, moving correctly and handing debuffs off to the correct players to ensure no one is accidentally killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Kick&#039;&#039;&#039;: Massive raid-wide damage immediately following &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039;: Moderate raid-wide damage cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. This inflicts four &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuffs, ([[File:Final decree nisi α icon1.png|link=]] &#039;&#039;&#039;α&#039;&#039;&#039;, [[File:Final decree nisi β icon1.png|link=]] &#039;&#039;&#039;β&#039;&#039;&#039;, [[File:Final decree nisi γ icon1.png|link=]] &#039;&#039;&#039;γ&#039;&#039;&#039;, and [[File:Final decree nisi δ icon1.png|link=]] &#039;&#039;&#039;δ&#039;&#039;&#039;) on either the tanks and healers or the four DPS. These debuffs will inflict minor damage-over-time and will fall off when the timer expires. Contacting another player will cause them to acquire the same color debuff. Players need to pass these debuffs back and forth and satisfy the &#039;&#039;&#039;Verdict&#039;&#039;&#039; condition once the boss finishes its cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If two players with different &#039;&#039;&#039;Nisi&#039;&#039;&#039; colors touch, both players will instantly die (&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: A healer is debuffed with [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, and a DPS is debuffed with [[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;. These debuffs last 30 seconds and explode at their resolution.&lt;br /&gt;
**The mechanics of these debuffs are similar to how they worked in the original Alexander fight. [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; should be split among at least three players when it resolves and explodes in a large AoE (&#039;&#039;&#039;Crashing Wave&#039;&#039;&#039;) that deals split damage. This debuff will then pass to a random player. The originally debuffed player will receive a {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]] II&#039;&#039;&#039; debuff, meaning they cannot be in the next stack, or they will die. Additionally, when the debuff passes, it will drop a &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornado that will knock back any player too close to it and hit them with &#039;&#039;&#039;Drainage&#039;&#039;&#039;, dealing massive damage. The tornado can be frozen to hide behind to avoid &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039; and destroyed by &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. If a tornado is up for too long, it will explode (&#039;&#039;&#039;Severe Contamination&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**[[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; is a stack mechanic between two players. If more than two players are stacked, the debuff will inflict full damage to everyone in the stack, likely resulting in deaths. The damage is split in an AoE (&#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039;) when the debuff resolves. Like before, the debuff will pass to the other player and the originally debuffed player will not be able to take the debuff again as they will have {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;.&lt;br /&gt;
**If a player with one of the debuffs dies or holds both &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs at the same time, they will explode and wipe the raid (&#039;&#039;&#039;Punishing Thunder&#039;&#039;&#039;/&#039;&#039;&#039;Punishing Wave&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Steam Chakrams&#039;&#039;&#039; will also spawn randomly around the arena on opposite sides. The Chakrams will target a random player and fire across the arena at them in an untelegraphed line AoE (&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;), knocking back and killing anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;: An invisible circular AoE (&#039;&#039;&#039;Hawk Blaster&#039;&#039;&#039;) will spawn at each player&#039;s location, then resolve shortly after, killing anyone hit. Players need to bait these and wait until just after the cast resolves to move.&lt;br /&gt;
*&#039;&#039;&#039;Photon&#039;&#039;&#039;: Reduces the HP of all players to 1. Any cast of this afterwards will only affect tanks.&lt;br /&gt;
*&#039;&#039;&#039;Spin Crusher&#039;&#039;&#039;: Frontal conal cleave cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; that will knock back and kill anyone hit. Has no AoE indicator.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; (telegraphed AoE) is dropped on the two furthest players, dropping a puddle under the targets. The boss will then cast &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; on the furthest two players as well, which are telegraphed dark green circular AoEs that must be avoided and will leave behind two invisible &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039;. These will need to be disarmed (run over) by a tank with cooldowns, or they will explode (&#039;&#039;&#039;Hidden Mine Shrapnel&#039;&#039;&#039;) and wipe the party. Mines that are being disarmed will explode in a large AoE, so other players should not get too close. The boss will fire an ice &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; on one of the tanks, and cast &#039;&#039;&#039;Enumeration&#039;&#039;&#039; on two random DPS.&lt;br /&gt;
**&#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always require three players to stand in the circle to resolve. If three players aren&#039;t in the circle when it resolves, it kills the players that are inside it. Players cannot be inside both circles, or they will die.&lt;br /&gt;
**The second &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; that fires will drop an expanding ice puddle. This needs to be used to freeze the tornado to survive &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;. Anyone who steps in the puddle will be inflicted with {{status effect|Frostbite}} &#039;&#039;&#039;Frostbite&#039;&#039;&#039; and die.&lt;br /&gt;
*&#039;&#039;&#039;Verdict&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Will inflict all players with [[File:Final judgment penalty iii icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039; and one of [[File:Final judgment decree nisi α icon1.png|link=]][[File:Final judgment decree nisi β icon1.png|link=]][[File:Final judgment decree nisi γ icon1.png|link=]][[File:Final judgment decree nisi δ icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Decree Nisi α / β / γ / δ&#039;&#039;&#039;. Each type of &#039;&#039;&#039;Final Judgment: Decree Nisi&#039;&#039;&#039; will be assigned to one random DPS and one random support. This debuff will indicate which &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuff they have to be inflicted with by the time &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting or the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Limit Cut&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; becomes invincible and summons a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;. The shield can only be damaged from the front. Players need to destroy this before it disappears or the boss will receive a {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff and wipe the raid with its next attack. &lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; casts an untelegraphed wide conal AoE towards the player closest to it. This can destroy the water tornados.&lt;br /&gt;
*&#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; damages and inflicts {{status effect|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Confused]]&#039;&#039;&#039; on  players unless they break the Line-of-Sight with a frozen water tornado.&lt;br /&gt;
*&#039;&#039;&#039;Gavel&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Checks if all players have the correct &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs. All &#039;&#039;&#039;Nisi&#039;&#039;&#039; and &#039;&#039;&#039;Compressed Water/Lightning&#039;&#039;&#039; debuffs will be removed if the check succeeds. Otherwise, the party will instantly wipe.&lt;br /&gt;
*&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; uses a heavy-hitting tankbuster that needs to be split between both tanks.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; jumps on the player that is the furthest away, knocking back and inflicting {{status effect|Stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; on anyone else hit, then face the new furthest player and use &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, a massive conal AoE. This will kill any player it hits.&lt;br /&gt;
*&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Immediately after &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, the bosses will spawn and use &#039;&#039;&#039;J Kick&#039;&#039;&#039;. This needs to be heavily mitigated and healed through, as the attack deals heavy damage. Once the bosses spawn, pull them together in the center of the arena and stack up to bait the Chakrams that spawn on the edges of the arena. Spread out to avoid the attack, wait to bait &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;, then back in once the AoEs appear. Players can not be overlapped with other players as the boss will then cast &#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;, and this will cause debuffs to pass incorrectly, wiping the raid. The boss will cast &#039;&#039;&#039;Link-Up&#039;&#039;&#039; soon after this.&lt;br /&gt;
&lt;br /&gt;
At this point, the tanks should split the bosses, one pulling &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and the other taking &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. It is recommended the bosses are kept closer to each other in order to manage their HP and damage, since they need to be defeated at roughly the same time. If one is defeated too quickly and the other can&#039;t be downed in time, the surviving boss will enrage and wipe the raid. &lt;br /&gt;
&lt;br /&gt;
There should be four passes of &#039;&#039;&#039;Nisi&#039;&#039;&#039; during this phase before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. Tanks and healers should have designated partners to pass their debuff to until &#039;&#039;&#039;Verdict&#039;&#039;&#039; is cast and players need specific debuffs. To minimize errors in passing debuffs, non-marked players should move to their partners and pass through their hitbox to take the debuff. This keeps players from accidentally passing the debuff to the wrong player.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Photon&#039;&#039;&#039; at this time. Due to the DoT from &#039;&#039;&#039;Nisi&#039;&#039;&#039;, healers need to cast their shields to prevent deaths. Players will pass their debuffs at this point, then the boss will fire a &#039;&#039;&#039;Spin Crusher&#039;&#039;&#039; at the same time as the debuffs from &#039;&#039;&#039;Link-Up&#039;&#039;&#039; resolve. Players with these debuffs should move to the designated areas to pass their debuffs. A recommended strategy is to pass the Lightning debuff to the tank holding &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, while the rest of the players move to stand near the Water-debuffed player without touching.&lt;br /&gt;
&lt;br /&gt;
Healers should bait the &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; and mines near the edge of the arena away from the boss, then have the tank targeted by the ice-aspected &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; drop it near the water tornado while the other tank handles the mines with cooldowns. The healers should then move to the DPS marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, then either the tanks or the two remaining DPS should move into the circles. Once all this resolves, players should pass their &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs with their partner. The next pass of the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs should happen, generally the first player to receive the Water stack should take the next Lightning stack, as they can&#039;t split the Water AoE. The tank holding &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; should pull the boss to an edge and face the boss towards the center of the stage for its next attack. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then cast &#039;&#039;&#039;Verdict&#039;&#039;&#039;, assigning debuffs to players.&lt;br /&gt;
&lt;br /&gt;
As this is happening, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, becoming invincible and summoning a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;, which can only be hit from the front. Burn the shield down quickly. While doing this, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will cast &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, which the tank holding this boss will need to direct towards the second spawned water tornado to destroy it. The tank should position themselves into the boss&#039;s hitbox to be the &#039;closest&#039; player to the boss. Immediately after &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, players should pass their debuffs. The players without &#039;&#039;&#039;Nisi&#039;&#039;&#039; will pickup the debuffs that match their &#039;&#039;&#039;Verdict&#039;&#039;&#039; requirement. The boss will follow this up with &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;, requiring players to mitigate and heal through. Healers should be sure to top off everyone&#039;s HP, as the next passing of &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs will happen right after this.&lt;br /&gt;
&lt;br /&gt;
After passing the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs, players should move to where the ice block is, while the &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; tank moves the boss to the intercardinal of the block. The boss will cast &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;, and the players need to break the Line of Sight of this attack. Players will also need to swap their debuffs to the correct players one final time before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. A common way to handle this mechanic is to line up behind the ice block based on their color. Generally, people line up in order of &#039;&#039;&#039;Blue, Purple, Orange, Green&#039;&#039;&#039;. Following &#039;&#039;&#039;Gavel&#039;&#039;&#039;, all debuffs will disappear.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Photon&#039;&#039;&#039; that hits only the tanks and needs to be mitigated and healed through, as following that, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;, which both tanks will need to mitigate. After this, the boss will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, leaping to the farthest player from it. This player should be a ranged DPS who should begin moving as &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039; comes out. After leaping, the boss will cast &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, which needs to be dodged, as it will kill whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Whirlwind&#039;&#039;&#039; twice, dealing heavy raid-wide damage, so mitigation is key. At this point the bosses both long-cast their enrages. The bosses both need to be defeated before the cast goes off, and roughly at the same time as each other.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Alexander Prime]]===&lt;br /&gt;
During this phase, the boss will be untargetable for sections of the fight while players handle mechanics made up of &#039;&#039;&#039;Formations&#039;&#039;&#039; from the bosses from the other phases. The boss will be attacking during these phases, so players will handle these mechanics while also dodging &#039;&#039;&#039;Alexanders&#039;&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;: Heavy-hitting tankbuster that debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;: Three magic-damage cleaves on the main tank. This always comes immediately after &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, so a tankswap or an invulnerability skill is required.&lt;br /&gt;
*&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;: Massive magic-based raid-wide damage that needs to be heavily mitigated and shielded to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation One: Temporal Stasis&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Players will receive debuffs based on their role:&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;. These players must be in close proximity to each other when the debuff resolves or they will both die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is too long (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;. These players must be far apart from each other when the debuff resolves or they will die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is not long enough (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;. These players cannot take any additional damage or they will both die. When the debuff resolves, it will inflict moderate damage (&#039;&#039;&#039;Plaint of Severity&#039;&#039;&#039;), {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;, making additional damage lethal until the debuffs expire.&lt;br /&gt;
**One DPS and one tank or healer will not have a debuff.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will fire a conal AoE at the three closest players to it. These players are debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: A large conal AoE directed at the two closest players to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Players hit are debuffed with a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
Based on the debuffs players have, players can stand in set positions to handle the mechanic. Each player will be frozen for several seconds with [[File:Temporal displacement icon1.png|link=]] &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; as the mechanic resolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Two: Inception&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Four players will be tethered to &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039;, large orbs. These orbs will slowly move towards their player, until they reach the tethered player and explode in an AoE, dealing damage (&#039;&#039;&#039;Burst&#039;&#039;&#039;) and dropping a puddle that inflicts &#039;&#039;&#039;Heavy&#039;&#039;&#039; if a player stands in it. If the orbs collide with a different player, they will deal less damage. If two puddles are dropped and overlap, they will explode (&#039;&#039;&#039;Electromagnetic Burst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Crystal&#039;&#039;&#039;: Random players will be marked and will drop &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039; where they are standing. These crystals will explode if they overlap with each other, are near &#039;&#039;&#039;Alexander&#039;&#039;&#039; or are touched by the &#039;&#039;&#039;True Heart&#039;&#039;&#039; summoned by an ad. When they explode, they deal proximity damage (&#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;) based on how close players are to them.&lt;br /&gt;
*&#039;&#039;&#039;True Heart&#039;&#039;&#039;: &#039;&#039;&#039;Shanoa&#039;&#039;&#039;, the cat add, will spawn across from &#039;&#039;&#039;Alexander&#039;&#039;&#039; and summons &#039;&#039;&#039;True Heart&#039;&#039;&#039;, an ad that will move towards &#039;&#039;&#039;Alexander&#039;&#039;&#039;. After touching all four &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;, the Heart will turn a golden color and move to &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; hitbox and buff players with [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039;, a buff required for the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Inception&#039;&#039;&#039;: &#039;&#039;&#039;Alexander&#039;&#039;&#039; will teleport around the arena and fire wide AoE &#039;&#039;&#039;Sacraments&#039;&#039;&#039; from its cardinals. Players can watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where it moves to know where the boss will spawn and move out of the way of its attacks. Players will also receive various debuffs:&lt;br /&gt;
** A DPS will be debuffed with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, which will need to be shared with another player, most likely a tank. The debuff will resolve as a small AoE (&#039;&#039;&#039;Plaint of Solidarity&#039;&#039;&#039;) that will inflict split damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** One DPS and one tank will be debuffed by [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** Two DPS will be debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
*Mechanics will appear from the previous bosses from the fight that will also need to be avoided: &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, and &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main tank should grab the boss and face it north, using an invulnerability skill to handle &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, then the rest of the party should stack in the center and prepare shields for when the boss casts &#039;&#039;&#039;Inception&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will spawn in either the north or the south of the arena, and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn to the west, then both will start running through mechanics. There is time to adjust to where &#039;&#039;&#039;Alexander&#039;&#039;&#039; spawns for these attacks.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena. The &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will spawn around the arena and begin tethering to players. The orbs will spawn in random groups, either two in the northwest and southeast, or two in the northeast and southwest. Players that get a tether should move to the north edge of the arena. The untethered players should move to the opposite side of the arena. Players will then be marked for the &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;. Once the puddles and crystals are dropped, all the players should move north except the tanks. Healers should make sure everyone is topped off, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. After &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; resolve, players should use the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to build DPS resources for the coming phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will then cast the various debuffs on players. Watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where &#039;&#039;&#039;Alexander&#039;&#039;&#039; will spawn and move out of the way of the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that is fired. Based on debuffs, players will need to split up across the arena, with the tanks and the player with &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; on the west side and the rest of the party to the east. Players with the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; debuff should run to the edges of the arena to guarantee the debuffs requirement is met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then spawn in the center of the arena and begin casting &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, hitting the players closest to it. This attack, as well as the debuffs, will inflict players with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Since tanks are in the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; debuff as well, they can not be the ones to handle &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;. Both healers and one of the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; DPS will have to bait these. Since they are baiting the &#039;&#039;&#039;Alpha Swords&#039;&#039;&#039;, tanks can handle &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Tanks can move away from &#039;&#039;&#039;Brute Force&#039;&#039;&#039; while the other players move in to &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and bait the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Three: Wormhole&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This phase re-introduces even more mechanics from previous phases that must be handled several at a time, such as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, Super Jump&#039;&#039;&#039; and &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Accurate player movement and baiting the correct attacks is essential here, and a mistake will most likely cause a wipe.&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: Two Chakrams will spawn at opposite sides of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;: A random player will be marked for a stack mechanic. This attack needs to be shielded and mitigated to handle.&lt;br /&gt;
*&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;: Two large puddles spawn and need to be soaked by one player each, dealing light damage (&#039;&#039;&#039;Repentance&#039;&#039;&#039;) and  debuffing with {{status effect|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These puddles must be soaked three times, shrinking in size with each soak, and will explode (&#039;&#039;&#039;Confession&#039;&#039;&#039;) and wipe the raid if not soaked in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will open this mini-phase with another &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and &#039;&#039;&#039;Divine Spear&#039;&#039;&#039;. This time however, the boss will delay the Spears, requiring a tank swap after the first ability. From here, several abilities will fire in rapid succession. Players should start in the center of the arena to bait Chakrams and set up shields and Regens. Once players are assigned their numbers, they should split to either side of the arena, evens to one side and odds to the opposite. Standing at the intercardinals to the north and south, and at the cardinal south will ensure players don&#039;t end up in Void puddles when they spawn. Once the Chakrams fire, players can adjust their position for &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Odds should face outwards from the arena, and evens should face their odd partner. Pop knockback skills to guarantee nobody gets knocked out of position. After the first hit of &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, players marked with 7 and 8 can move to the east and west, and 5 and 6 can soak the first stack of the Void puddles. This way when &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; fires, no one will get hit by it. This move cuts across the stage, so players need to be careful to avoid it. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then use &#039;&#039;&#039;Super Jump&#039;&#039;&#039; on either 3 or 4, depending on what player is furthest away. After the jump, the boss will turn around and fire &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; and the puddles will resolve their first soak. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then attack 5 and 6. These players should move slightly up along the edge of the arena to bait their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. 7 and 8 can move to where 5 and 6 previously were, and 1 and 2 can move into the puddles to soak the next hit, finally 5 and 6 should move out of range of the effects of the final &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Once all these resolve, players should group in the center and get ready to mitigate and heal through &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After this, the DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, they should separate slightly and players should stand in the circles in the correct amounts. Following this, &#039;&#039;&#039;Alexander&#039;&#039;&#039; will fire &#039;&#039;&#039;Mega Holy&#039;&#039;&#039; twice, dealing more hard-hitting damage. A lot of healing and mitigation is happening here, so tanks and healers need to be ready. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Four: Summon Alexander&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This formation requires heavy mitigation and healing, as well as a DPS check to beat the enrage. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will summon a massive &#039;&#039;&#039;Alexander&#039;&#039;&#039; and  will begin to cast &#039;&#039;&#039;Divine Judgment&#039;&#039;&#039;. If this cast finishes, the party will wipe. The bosses will begin using repeating attacks to wipe the party as well.&lt;br /&gt;
*&#039;&#039;&#039;J Storm&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; slams the arena, dealing heavy raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;J Wave&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; fires this every few seconds dealing increasingly heavy raid-wide damage and buffing itself with a stack of [[File:Damage up icon2.png|link=]] &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; each time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;s&#039;&#039;&#039; enrage skill. Players need to defeat it before this cast goes off, or the party will wipe. Healers need to focus on mitigation and healing for this phase, as the damage will begin increasing rapidly in both output and amount. Tanks should be using abilities that increase healing output and shields while mitigating boss damage output with moves like &#039;&#039;&#039;Reprisal&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The party should defeat &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; as its enrage will cast first, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; to stop the increasing damage from &#039;&#039;&#039;J Waves&#039;&#039;&#039;. Once both are defeated, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will no longer be invulnerable, so the party should finish it off before the enrage cast finishes.&lt;br /&gt;
&lt;br /&gt;
After the bosses are defeated, players will need to group up and use the &#039;&#039;&#039;level 3 tank Limit Break&#039;&#039;&#039; once the massive &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; countdown reaches 3 seconds. Players should use their shields and mitigations as well, as the Limit Break alone is not enough to survive the damage for casters. After that, a cutscene ensues in which all three bosses combine and upgrade themselves into the final boss: &#039;&#039;&#039;Perfect Alexander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Perfect Alexander]]===&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the phase opens, the boss will cast &#039;&#039;&#039;The Final Word&#039;&#039;&#039;, causing players will receive debuffs from the boss that will move players when they resolve:&lt;br /&gt;
*Three players will receive [[File:Final word contact prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Prohibition&#039;&#039;&#039;, which is denoted by a yellow icon with an arrow. Upon the timer expiring, this debuff will become [[File:Contact prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039;. Players with this debuff will move towards players with &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;. If these players end up colliding, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word contact regulation icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Regulation&#039;&#039;&#039;, denoted with an orange starburst icon. Upon the timer expiring, this debuff will become [[File:Contact regulation ordained icon1.png|link=]] &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Three players will receive [[File:Final word escape prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Prohibition&#039;&#039;&#039; and is denoted with a blue and white icon with an arrow. Upon the timer expiring, this debuff will become [[File:Escape prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039;. These players will move away from the player with &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;. If they touch that player or move too far away from them, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word escape detection icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Detection&#039;&#039;&#039;, denoted by a purple icon. Upon the timer expiring, this debuff will become [[File:Escape detection ordained icon1.png|link=]] &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Note that if anyone with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; or &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; dies, all of their &amp;quot;followers&amp;quot; (i.e. players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; or &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, respectively) will also die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion&#039;&#039;&#039;: Players must be constantly moving at the time of the cast, or they will die. This is denoted by a white sword marker.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039;: Players must be perfectly still at the time of the cast, including not auto-attacking. This is denoted by a black sword.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Players will either all be marked with &#039;&#039;&#039;Individual Reprobation&#039;&#039;&#039; and need to spread out to avoid AoEs, or &#039;&#039;&#039;Collective Reprobation&#039;&#039;&#039; and two random players will be marked with stack markers and should separate slightly to avoid overlapping. Note that taking the stack solo will cause the marked player to explode (&#039;&#039;&#039;Faithlessness&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039;: A heavy-hitting triple hit magic-based tankbuster that needs to be split with the off tank.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;: A heavy magic-based tankbuster that debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Since the boss&#039;s auto-attacks are physical, a tankswap is required. This attack always follows Capital Punishment.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039;: The boss shows the locations of AoEs briefly, which players need to remember and dodge. These AoEs will fire at the start of &#039;&#039;&#039;Irresistible Grace&#039;s&#039;&#039;&#039; cast bar.&lt;br /&gt;
*&#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;: A random player is marked for stacking. This should be mitigated, as it deals heavy magic-based damage.&lt;br /&gt;
*&#039;&#039;&#039;Fate Projection&#039;&#039;&#039;: Creates clones of all party members and shows what mechanics they will do when &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039; finishes casting. Players will be able to identify their clone by the arrow that points to them. Players will only be able to see their clone if they have the [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039; buff from Phase 3 and are alive at the start of this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;: A series of mechanics will be shown while the cast bar fills. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will be first, based on the sword that appears over the clone, followed by a mechanic based on role type:&lt;br /&gt;
** A gear will appear around three clones, denoting &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have stacking gears appear on it, denoting &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have a circle pulsing from it, denoting &#039;&#039;&#039;Defamation&#039;&#039;&#039;. This player will need to move to the opposite side of the arena from the rest of the party.&lt;br /&gt;
**Three clones will receive no debuffs.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will appear for the third mechanic, denoted again by the color of the sword over the clone’s head.&lt;br /&gt;
*The fourth mechanic will spawn three &#039;&#039;&#039;Alexander&#039;&#039;&#039; clones and each will fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039; with one not firing. This clone indicates a safe zone directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039;, this phase will show what mechanics will be coming after the cast bar fills:&lt;br /&gt;
*The debuffs &#039;&#039;&#039;[[File:Contact regulation ordained icon1.png|link=]] Contact Regulation Ordained / [[File:Contact prohibition ordained icon1.png|link=]] Contact Prohibition Ordained&#039;&#039;&#039; used in &#039;&#039;&#039;The Final Word&#039;&#039;&#039; will be applied to players. Their clones will receive a bright light over their heads. The clone receiving &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039; will move. Players marked with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player receives [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; (blue tether).&lt;br /&gt;
** One player receives [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039; (red and green tether).&lt;br /&gt;
** One player receives &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; (stack gear).&lt;br /&gt;
* Players with dark markers over their heads will receive &#039;&#039;&#039;[[File:Escape detection ordained icon1.png|link=]] Escape Detection Ordained / [[File:Escape prohibition ordained icon1.png|link=]] Escape Prohibition Ordained&#039;&#039;&#039;. The clone receiving &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039; will move. The players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player will be marked with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** One player will be marked with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;.&lt;br /&gt;
** One player will not receive any additional debuffs.&lt;br /&gt;
*The second mechanic is three &#039;&#039;&#039;J Jumps&#039;&#039;&#039;, which are large AoEs from three clones that inflict {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. These will be baited by the Purple marked player, the Blue debuffed player with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;, and the Blue debuffed player with no additional debuffs.&lt;br /&gt;
*The third mechanic is &#039;&#039;&#039;Optical Sight: Individual/Collective Reprobation&#039;&#039;&#039;. The north clone will fire either two large orbs (light party stacks, one targeting a dark player and the other targeting a light player) or eight small orbs (full party spread) to indicate which attack is coming out.&lt;br /&gt;
* The fourth mechanic is &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, a donut AoE. Players will need to move directly in front of the clone to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The main tank should grab enmity on the boss again. The boss will auto-attack a few times, then cast &#039;&#039;&#039;Final Word&#039;&#039;&#039;. To handle this mechanic, the player with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; should move to the opposite side of the arena away from the group, the players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; should stand in a row in front of players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, while the player with &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; should stand behind them. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will fire, and players will have to handle accordingly. The debuffs will take effect, and players should be move correctly without any deaths. Immediately after this, the opposite &#039;&#039;&#039;Ordained&#039;&#039;&#039; attack will come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optical Sight&#039;&#039;&#039; is next, and players should be ready to mitigate this damage and move according to whichever markers come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039; will begin casting, and players will need to watch their clones to know what mechanics are coming and how to handle them once the cast resolves and move to safe spots in front of and across from the &#039;&#039;&#039;Alexander Clone&#039;&#039;&#039; that didn&#039;t fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. The player marked with &#039;&#039;&#039;Defamation&#039;&#039;&#039; will stand in the safe zone in front of the clone. In the other safe zone, the &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; player will stand on one side of the safe zone, the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and non-debuffed player will stack on the other side of the safe zone.&lt;br /&gt;
&lt;br /&gt;
The boss will become untargetable, and players can begin following the mechanics presented previously. Be sure not to accidentally clip players with mechanics in your safe zone. Be sure not to move until the clones all fire their &#039;&#039;&#039;Sacrament&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following this sequence, the boss will begin using &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; and &#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;. Handle the first attack with an invincibility, then tankswap after all three hits of &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; have fired. Use cooldowns to mitigate the second attack.&lt;br /&gt;
&lt;br /&gt;
The boss will then begin the cast bar for &#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;. Players will need to watch to see which debuffs they will be assigned. Players should also be on the lookout for the safe zone for the &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; and where to move for &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;. At around 30% the debuffs for &#039;&#039;&#039;Final Word&#039;&#039;&#039; will show on the clones. Players will stand on the west edge or the north edge at the cardinals based on their debuffs and the tethers for the additional debuffs:&lt;br /&gt;
*The player with the purple debuff will stand behind every other player.&lt;br /&gt;
*The player with the orange debuff will stand at the north cardinal of the arena.&lt;br /&gt;
*Players with the yellow debuff will stand in front of the purple debuffed players, closer to the north to move in that direction at the debuffs resolution.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;House Arrest&#039;&#039;&#039;; will stack with the yellow players.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; will stand in front of the purple debuffed player, closer to the south to get moved to the north.&lt;br /&gt;
*The blue debuff player with no extra debuffs will stand directly in front of the purple player to end up moving straight to the east. Players will move into the safe zones and stay there until &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and &#039;&#039;&#039;Super Jump&#039;&#039;&#039; both resolve.&lt;br /&gt;
&lt;br /&gt;
Players will then handle &#039;&#039;&#039;Optical Sight&#039;&#039;&#039; stacking or spreading accordingly. After this, players will move to the safe zone for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;. The boss will follow up with another series of tankbusters, then move into &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pull the boss to the center of the arena. The boss cast &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and will show three sets of AoEs here that players need to memorize. Players will need to dodge each set of AoEs correctly, as getting hit by one will almost certainly cause a wipe. Following these AoEs, the boss will cast &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;. The party will have to stack and heavily mitigate the attack. &lt;br /&gt;
After this, the tank can turn the boss to the north and the party should move behind the boss. The boss will use another &#039;&#039;&#039;Capital Punishment&#039;&#039;&#039; set which need to be mitigated and tankswapped. Healers should fill the tanks health after this. Another set of &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039; to be handled the exact same way as before, then the boss will move to the center of the arena and begin to cast its enrage, &#039;&#039;&#039;Temporal Prison&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A space will light up and cages will begin dropping onto the platform to the northeast of the boss and continue doing so at the cardinals and intercardinals moving clockwise. Players should move to these positions with the healers taking the first two cages, the tanks taking the next two, and finally the DPS. Anyone with damage-over-time (DoT) abilities should refresh their DoTs on the boss before they are caged, as they will be incapacitated with &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; and unable to attack. A few seconds after all players are caged, the fight will reset to the beginning, so the party must defeat the boss before this happens. Missing a cage will cause the fight to instantly reset.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Colossus Totem}}&lt;br /&gt;
* [[Epic of Alexander Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Epic of Alexander (Ultimate). This restriction was removed in [[Patch 5.2]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Bertana]] in [[Idyllshire]] (X:5.8 Y:5.2) for [[Ultimate Alexander Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|When I Ruled the World}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The world first clear was from Thoughts per Second on November 19, 2019. However, it was revealed that they were using a third party tool to automatically replace [[waymarks]] during combat, in violation of the Terms of Service. This was addressed by producer/director YoshiP in the Producer Letter Live (PLL) following the release of TEA.&amp;lt;ref&amp;gt;[https://forum.square-enix.com/ffxiv/threads/414393-Letter-from-the-Producer-LIVE-Part-LVII-Digest-%2802-14-2020%29 Letter from the Producer LIVE Part LVII Digest (02/14/2020)]&amp;lt;/ref&amp;gt; Subsequently, the ability to replace waymarks in PvE combat was removed in [[patch 5.2]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Epic of Alexander (Ultimate)1.jpg&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 30, 2022, the encounter was cleared without the Enigma Codex buff.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VG2M2bozu2M&amp;lt;/ref&amp;gt; This clear relied on a forced movement bug that was resolved in [[patch 6.1]], so the methods used to clear without the buff are no longer functional.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/tea/ North America Party Finder Strategies]&#039;&#039;&#039; (commonly referred to as &amp;quot;oldbin&amp;quot;)&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=830419115443951&amp;amp;preview=1 Living Liquid]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=240411819443951&amp;amp;preview=1 Limit Cut]&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=340414049443951&amp;amp;preview=1 Brute Justice and Cruise Chaser]&lt;br /&gt;
*Phase 3: Alexander Prime&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=463281492325761&amp;amp;preview=1#5 Temporal Stasis and Inception Formation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=236244852760461&amp;amp;preview=1 Wormhole Formation]&lt;br /&gt;
*Phase 4: [https://ff14.toolboxgaming.space/?id=646241037470461&amp;amp;preview=1 Perfect Alexander]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1z7CHed25CNQYA03UHz9Ao6b0ooQGAYyTQPbzYqHwsaA/edit#gid=1311355980 Mitigation spreadsheet]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=814290069371961&amp;amp;preview=1 Role positions]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Tomestone_of_Aesthetics&amp;diff=777272</id>
		<title>Allagan Tomestone of Aesthetics</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Tomestone_of_Aesthetics&amp;diff=777272"/>
		<updated>2024-07-01T17:02:32Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:Has context=Currency}}&lt;br /&gt;
{{see also|Allagan Tomestones|Level 100 Gear Guide|Upgrade Items}}&lt;br /&gt;
{{tomestone|aesthetics}}[[Allagan Tomestone of Aesthetics]] is a type of [[Allagan Tomestone]] introduced in [[patch 7.0]]. They drop from level 100 [[dungeons]], [[trials]] or [[raid]]s. They cannot drop before the player&#039;s class is at level 100. You cannot spend them before completing {{questlink|main|Dawntrail (Quest)}}.&lt;br /&gt;
&lt;br /&gt;
* Players can carry a maximum of &#039;&#039;&#039;&amp;lt;big&amp;gt;2,000&amp;lt;/big&amp;gt;&#039;&#039;&#039; Allagan Tomestones of Aesthetics.&lt;br /&gt;
* Players can only receive Allagan Tomestones of Aesthetics after reaching level 100 with at least one class or job.&lt;br /&gt;
* These tomestones are exchanged for gear in [[Solution Nine]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
{{tomestone|Aesthetics}}[[Allagan Tomestone of Aesthetics]] are used to purchase &#039;&#039;&#039;ilvl &amp;lt;big&amp;gt;700&amp;lt;/big&amp;gt;&#039;&#039;&#039; gear in [[Solution Nine]]:&lt;br /&gt;
*&#039;&#039;&#039;[[Neo Kingdom Weapons]]&#039;&#039;&#039;&lt;br /&gt;
**Weapons - &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; {{tomestone|aesthetics}}&lt;br /&gt;
**Paladin Sword - &amp;lt;big&amp;gt;350&amp;lt;/big&amp;gt; {{tomestone|aesthetics}}&lt;br /&gt;
**Paladin Shield - &amp;lt;big&amp;gt;150&amp;lt;/big&amp;gt; {{tomestone|aesthetics}}&lt;br /&gt;
*&#039;&#039;&#039;[[Neo Kingdom Armor]]&#039;&#039;&#039;&lt;br /&gt;
:::{| {{STDT|sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Helm || 245 {{tomestone|aesthetics}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Chest || 410 {{tomestone|aesthetics}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Gloves || 245 {{tomestone|aesthetics}} &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
||Legs || 410 {{tomestone|aesthetics}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
||Feet || 245 {{tomestone|aesthetics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Neo Kingdom Accessories]]&#039;&#039;&#039;&lt;br /&gt;
** All Accessories - 180 {{tomestone|aesthetics}}&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;br /&gt;
{{Allagan Tomestones nav}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Weapon%27s_Refrain_(Ultimate)&amp;diff=737767</id>
		<title>The Weapon&#039;s Refrain (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Weapon%27s_Refrain_(Ultimate)&amp;diff=737767"/>
		<updated>2024-05-24T03:49:03Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Just as warriors temper their spirits in battle, so too does the wandering minstrel hone his craft through colorful retellings of heroic deeds. His rendition of your triumph over the Ultima Weapon takes the threads of history and weaves them into an epic tapestry. However, his ballad contains so many embellishments and fabrications that it bears little resemblance to your own tale, and you wonder if he was even listening to you. Nevertheless, you find yourself utterly captivated─whisked away to a battlefield that exists only in your mind&#039;s eye...&lt;br /&gt;
| image = The Weapon&#039;s Refrain (Ultimate)1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 375&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 375&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Ultimacy&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 4.31&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}} This duty is commonly referred to as &#039;&#039;&#039;UWU&#039;&#039;&#039; by players and is based on [[Main Scenario Quest]] trials from &#039;&#039;[[A Realm Reborn]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Sigmascape V4.0 (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 70 Disciple of War or Magic.&lt;br /&gt;
*Can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Sigmascape V4.0 (Savage)}}.&lt;br /&gt;
*This duty is &#039;&#039;&#039;not&#039;&#039;&#039; available on the [[Free Trial]].&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|PwEVH50b-rg|350|right|Visual guide by Tessan Twintails - Light PF Does Ultimate Strategies}}&lt;br /&gt;
This fight requires parties to have at least 1 &#039;&#039;&#039;Caster&#039;&#039;&#039; and &#039;&#039;&#039;Melee&#039;&#039;&#039; DPS each for mechanics later in the fight.&lt;br /&gt;
Throughout this fight, the arena will be surrounded by a wall that will cause instant death if touched. Players can be revived after a short while.&lt;br /&gt;
Finally, it is important to note that this fight has multiple strategies and different methods that can be employed. Therefore, it is recommended that parties learn what works best for their individual party and use this as a base line to start with.&lt;br /&gt;
&lt;br /&gt;
For each phase, the bosses will perform mechanics that can be handled with a specific method. When these mechanics are resolved this way, the boss will receive a stack of the &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039; buff. Once the boss reaches 4 stacks of this buff, they will begin to glow and receive the buff &#039;&#039;&#039;Awakened&#039;&#039;&#039;, which gives them new abilities and changes mechanics of existing abilities. If a boss is defeated in this state, a pillar of light will appear on the ground. If a player passes through this, they receive the buff &#039;&#039;&#039;Beyond Limits&#039;&#039;&#039; which will refill the Limit Gauge when the buffed player uses a level 3 Limit Break. This is required to progress through the fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Down Burst&#039;&#039;&#039;: Heavy-hitting frontal cleave tankbuster with no cast bar. If the boss is buffed with &#039;&#039;&#039;Awakened&#039;&#039;&#039;, the attack hits both tanks and can be split with the entire party.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;: Heavy-hitting raid wide damage. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Mistral Shriek&#039;&#039;&#039;: Raid-wide damage. Mitigate and shield through.&lt;br /&gt;
*&#039;&#039;&#039;Mistral Song&#039;&#039;&#039;: A healer receives a green marker over their head. The boss will turn towards the marked healer and fire a line AoE in their direction, dealing heavy damage. A tank must mitigate by breaking the Line of Sight of the attack. The first player hit by this attack will have a large wind AoE spawn underneath them.&lt;br /&gt;
*&#039;&#039;&#039;Slipstream&#039;&#039;&#039;: A large frontal cleave that deals heavy damage and debuffs anyone hit by it with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;. This attack is only telegraphed by its cast bar and can be avoided by not standing in front of the boss.&lt;br /&gt;
*&#039;&#039;&#039;Feather Rain&#039;&#039;&#039;: The boss will disappear and spawn several small AoEs under players. If players are hit by these, they take massive damage and receive a Damage over Time {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039; debuff, which also deals heavy damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;: The edge of the arena will be marked by a purple AoE and be covered by a cyclone. Touching this will result in immediate death. This effectively shrinks the arena down even smaller, so players need to be careful when maneuvering around.&lt;br /&gt;
*&#039;&#039;&#039;Friction&#039;&#039;&#039;: The boss will turn to a random player and mark them with an AoE that deals splash damage. Any player hit by this attack receives a stack of the debuff &#039;&#039;&#039;Thermal Low&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mesohigh&#039;&#039;&#039;: The ads tether to a random player, deals damage and dispels any stacks of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; they may have, damaging the party. If the player has no stacks of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039;, the attack will kill them.&lt;br /&gt;
*&#039;&#039;&#039;Wicked Wheel&#039;&#039;&#039;: Point-blank AoE that will instantly kill anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Wicked Tornado&#039;&#039;&#039;: When the boss becomes &#039;&#039;&#039;Awakened&#039;&#039;&#039;, the party is hit by an instant-kill raid-wide AoE that can only be avoided directly in the boss&#039;s hitbox or far opposite of it.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
before the boss is pulled, assign 3 DPS to receive 2 stacks of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; later in the fight.&lt;br /&gt;
The main tank should pull the boss close to the northern edge of the arena and faced away from the party. The boss will then cast &#039;&#039;&#039;Slipstream&#039;&#039;&#039;, and a healer will be marked for &#039;&#039;&#039;Mistral Song&#039;&#039;&#039; and should move away from the party and towards the main tank. The main tank should then move in between the healer and Garuda. After the attack, the boss will perform another &#039;&#039;&#039;Slipstream&#039;&#039;&#039;, then a &#039;&#039;&#039;Downburst&#039;&#039;&#039; on the main tank, and spawn 4 &#039;&#039;&#039;Satin Plumes&#039;&#039;&#039; and 1 &#039;&#039;&#039;Spiny Plume&#039;&#039;&#039;. The &#039;&#039;&#039;Satin Plumes&#039;&#039;&#039; will tether to 1 DPS each, and the &#039;&#039;&#039;Spiny Plume&#039;&#039;&#039; will tether to whoever attacks it first. If the plumes are left alone, they will inflict &#039;&#039;&#039;Sleep&#039;&#039;&#039; on all players, so they should be AoE burned down quickly. A tank should grab the &#039;&#039;&#039;Spiny Plume&#039;&#039;&#039;, as it hits with &#039;&#039;&#039;Cyclone&#039;&#039;&#039;, dealing heavy magic-based damage, and also debuffs with a stacking &#039;&#039;&#039;Thermal Low&#039;&#039;&#039;. The boss will also cast &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; here, which players will need to avoid., then follow up with a &#039;&#039;&#039;Mistral Shriek&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Low&#039;&#039;&#039; is a debuff that deals raid-wide damage when the debuff is removed. If a player receives three stacks, the party will be wiped when the debuff is removed. The debuff can be removed either by stepping into the bubble left behind by the &#039;&#039;&#039;Spiny Plume&#039;s&#039;&#039;&#039; attack &#039;&#039;&#039;Gigastorm&#039;&#039;&#039; when it is defeated, or by a tether from the boss called &#039;&#039;&#039;Mesohigh&#039;&#039;&#039;. This debuff persists through death.&lt;br /&gt;
The tank should be sure to take no more than 2 hits of &#039;&#039;&#039;Cyclone&#039;&#039;&#039;. When they debuff 2 stacks, the boss will receive a stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039;. &lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Friction&#039;&#039;&#039; twice in a row on two random players which will deal splash damage and inflict &#039;&#039;&#039;Thermal Low&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To handle this part of the phase correctly, it is recommended that the tank holding the &#039;&#039;&#039;Spiny Plume&#039;&#039;&#039; only take two stacks, then defeat the ad. After the boss casts &#039;&#039;&#039;Mistral Shriek&#039;&#039;&#039;, the healers should top everyone off, then the tank can cleanse their debuffs in the large bubble left behind by the ad. Garuda will receive 1 stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039;. Once the boss casts the first &#039;&#039;&#039;Friction&#039;&#039;&#039;, have all players stack inside the bubble, except for the three pre-assigned DPS, which will stand outside. This will give those DPS their first stack of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039;. For the second cast, all players should move outside the bubble, giving all players at least 1 stack, while the pre-assigned DPS will have 2. After this, two of the DPS with 2 stacks should cleanse their debuff in the bubble one at a time, giving healers the time to top everyone off between each cleanse. After this, the boss will have 3 stacks of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039;, 5 players will have 1 stack, and 1 player will have 2 stacks.&lt;br /&gt;
&lt;br /&gt;
After this, the boss will cast &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;, then summon &#039;&#039;&#039;Chirada&#039;&#039;&#039; and &#039;&#039;&#039;Suparna&#039;&#039;&#039;. These ads will have the same skills as the boss. Immediately after summoning the ads, they will cast another &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; and mark a DPS and healer with &#039;&#039;&#039;Mistral Song&#039;&#039;&#039; and jump to two of the four cardinals. While this is happening, the boss will cast &#039;&#039;&#039;Wicked Wheel&#039;&#039;&#039;. Pull the boss to the edge of the arena so players can simply avoid the attack. The tanks will then move in front of the ads at the edge of the arena and intercept the &#039;&#039;&#039;Mistral Songs&#039;&#039;&#039; while the rest of the players stack in the center. Tornadoes will appear under the tanks where the attacks hit.&lt;br /&gt;
Once the tornadoes drop, pull the boss back to the center of the room, as she will follow up with another &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;, and summon 4 more Satin Plumes. Pull them together and burn them down quickly. The ads outside the arena will move to the east and west and tether to players with &#039;&#039;&#039;Mesohigh&#039;&#039;&#039;. Have the player with 2 stacks of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; and one other player with a stack intercept the tethers. The main tank should turn the boss away, as it is about to cast &#039;&#039;&#039;Downburst&#039;&#039;&#039;. After &#039;&#039;&#039;Mesohigh&#039;&#039;&#039; resolves, the boss will receive its final stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039; and receive the buff &#039;&#039;&#039;Awakened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The ads will cast another &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;, and Garuda will cast &#039;&#039;&#039;Slipstream&#039;&#039;&#039;, then follow up with &#039;&#039;&#039;Wicked Wheel&#039;&#039;&#039; and &#039;&#039;&#039;Wicked Tornado&#039;&#039;&#039;. To handle this, players need to move out of melee range, then back into the boss&#039;s hitbox. The boss will use &#039;&#039;&#039;Downburst&#039;&#039;&#039; which now needs to be split between at least two tanks. Another &#039;&#039;&#039;Slipstream&#039;&#039;&#039; will come out, then the boss will enrage, and cast &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;, wiping the party.&lt;br /&gt;
If the boss is defeated before this, A pillar of light will appear. A melee, caster or healer need to pick this up and receive the buff &#039;&#039;&#039;Beyond Limits&#039;&#039;&#039;. The tanks and healers should also have a stack of &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; each.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039;: The boss will jump to the outside of the arena, charge up, then dash across the arena. Any player hit by this will die. If the boss has the &#039;&#039;&#039;Awakened&#039;&#039;&#039; buff, the boss will leave a lingering cross-shaped burn on the stage which will kill those who touch it.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire&#039;&#039;&#039;: deals massive raid-wide damage. Needs to be mitigated and healed through.&lt;br /&gt;
*&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;. Large AoEs will appear on the arena and explode into large fire pillars after 4 seconds. These can appear in different patterns. Players hit by these will die.&lt;br /&gt;
*&#039;&#039;&#039;Vulkan Burst&#039;&#039;&#039;: A large AoE under the boss that deals minimal damage but has a large knockback. If this attack is shielded, it will deal no damage and no knockback.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;: The boss will target a healer with &#039;&#039;&#039;Searing Wind&#039;&#039;&#039;, a debuff that will explode in a fire pillar periodically during its duration. Players who die with this debuff will still explode. When the boss receives the &#039;&#039;&#039;Awakened&#039;&#039;&#039; buff, &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; lasts for 30 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Incinerate&#039;&#039;&#039;: Heavy-hitting tankbuster that deals fire-based damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Fetters&#039;&#039;&#039;: A DPS and the 2nd player in the enmity list will be tethered together and debuffed with &#039;&#039;&#039;Infernal Fetters&#039;&#039;&#039;. This debuff reduces damage dealt by these players and deals damage to them. If these players move away from each other, they will receive more stacks, which will further debuff their damage output and deal more damage to them subsequently.&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039;: AoEs will appear under players and explode after 2.5 seconds, dealing fatal damage.&lt;br /&gt;
*&#039;&#039;&#039;Flaming Crush&#039;&#039;&#039;: A random DPS will be marked with a red arrow. The boss will then fire an attack at them that must be split with the party. If the boss is &#039;&#039;&#039;Awakened&#039;&#039;&#039;, the attack inflicts &#039;&#039;&#039;Accursed Flame&#039;&#039;&#039;, which debuffs anyone hit with a heavy DoT that deals massive damage. The more players that split this attack however, the less time the DoT lasts.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Once Garuda is defeated, &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will appear at a random cardinal and begin casting &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; and cover the arena in &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;. The only safe areas will be the cardinals adjacent to the boss. Players should move to these safe areas immediately when the boss spawns. After this resolves, the boss will return to the center of the arena and cast &#039;&#039;&#039;Hellfire&#039;&#039;&#039; and &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039;. Healers will need to shield this to make sure no one is knocked into the wall. From here, the boss will need to be picked up by the main tank, as it doesn&#039;t share enmity with the previous boss. &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will cast &#039;&#039;&#039;Incinerate&#039;&#039;&#039; three times. The main tank can either take all three with an invulnerability skill, or tanks can swap for each attack. The boss will then summon four &#039;&#039;&#039;Infernal Nails&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The nails will always spawn in a random location; however they will spawn in similar groupings: two nails will spawn close to each other, and two will spawn far away from one another. When the nails are destroyed, they deal raid-wide damage and debuff with {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. This debuff only lasts 1 second, but stacks. This prevents multiple nails being destroyed at the same time.&lt;br /&gt;
The boss will target a healer at this time with &#039;&#039;&#039;Infernal Howl&#039;&#039;&#039;. The targeted healer should move to the edge of the arena and drop this attack. The boss will then cast &#039;&#039;&#039;Infernal Tethers&#039;&#039;&#039;, chaining players together. Finally, the boss will begin casting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. Players need to make sure each nail is hit by &#039;&#039;&#039;Eruption&#039;&#039;&#039; twice, as this will cause the nails to receive {{buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buffs, but when they are destroyed, they will give the boss a stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039;, buffing the boss with &#039;&#039;&#039;Awakening&#039;&#039;&#039;. The order the nails are destroyed in will determine where the boss will fire &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; from.&lt;br /&gt;
After all the nails are defeated, the boss will move to the center of the arena and use another &#039;&#039;&#039;Hellfire&#039;&#039;&#039;, then &#039;&#039;&#039;Infernal Howl&#039;&#039;&#039; on a healer, followed by &#039;&#039;&#039;Eruption&#039;&#039;&#039;. Since the boss will have the &#039;&#039;&#039;Awakened&#039;&#039;&#039; buff, the &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; debuff will last 30 seconds.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Eruption&#039;&#039;&#039;, &#039;&#039;&#039;Ifrit Clones&#039;&#039;&#039; will spawn at the edges of the arena at the cardinals and use &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These mechanics will fire in rapid succession, so to handle this, the main tank should pull the boss to the southwest edge immediately after &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. Two players should move away along the wall on the northeast side of the arena to bait out &#039;&#039;&#039;Eruptions&#039;&#039;&#039;, then move towards the party. Finally, the healer with &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; should move to the opposite side of the arena to the party. This will ensure all players avoid the &#039;&#039;&#039;Crimson Cyclones&#039;&#039;&#039; and the &#039;&#039;&#039;Eruptions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once these mechanics have resolved, the boss will cast &#039;&#039;&#039;Infernal Howl&#039;&#039;&#039; again. Both healers will have &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; for a short time here, so players need to be careful moving around them. After this, &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will mark a DPS with &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039;. Everyone other than the healers need to stack with this DPS to mitigate damage and the amount of time the &#039;&#039;&#039;Accursed Flame&#039;&#039;&#039; debuff lasts.&lt;br /&gt;
&lt;br /&gt;
Ifrit will leap to the edge of the arena and summon three more clones, charging &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; again. The clones will drop in line with where the nails had spawned. From here, the clones will charge in the order which the nails were killed. Players other than the &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; debuffed healer should move to where the fourth nail was defeated, with the healer moving to the opposite side, and move around the arena to where each nail was defeated, dodging the &#039;&#039;&#039;Crimson Cyclones&#039;&#039;&#039;. when the boss charges across the arena, since it is awakened, it will leave behind a large cross of fire on the arena. If the boss starts at an intercardinal, it will charge and the cross will form at the cardinals, and vice versa. Players need to identify where the boss starts and end up in the safe zone based on this.&lt;br /&gt;
&lt;br /&gt;
The boss will return to the center of the room and cast &#039;&#039;&#039;Incinerate&#039;&#039;&#039; three more times. The boss will follow up with &#039;&#039;&#039;Eruption&#039;&#039;&#039; on the two furthest players, another &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039; which can be mitigated with all players, then the boss will enrage, casting &#039;&#039;&#039;Hellfire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the boss is defeated, it will drop another pillar of light, which needs to be grabbed by a caster, healer or melee DPS player. Players need to wait until &#039;&#039;&#039;Titan&#039;&#039;&#039; spawns to pick this up however, as the boss spawns and immediately performs a knockback attack, sending anyone not at the edge of the arena into the wall.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Titan]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Geocrush&#039;&#039;&#039;: The boss will face a cardinal direction and leap to the edge in that direction, dealing heavy proximity-based damage. This attack also shrinks the size of the arena, so players need to be careful.&lt;br /&gt;
*&#039;&#039;&#039;Rock Buster&#039;&#039;&#039;: A heavy-hitting frontal cleave tankbuster. This attack has no cast time. The boss performs this and follows up with &#039;&#039;&#039;Mountain Buster&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mountain Buster&#039;&#039;&#039;: A second frontal cleave tankbuster that deals heavy damage. This attack has no cast time.&lt;br /&gt;
*&#039;&#039;&#039;Upheaval&#039;&#039;&#039;: A knockback attack.&lt;br /&gt;
*&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;: Random players will be marked by AoEs underneath them which explode shortly afterwards. If the boss is buffed with &#039;&#039;&#039;Awakened&#039;&#039;&#039;, the AoEs will appear three times in a row.&lt;br /&gt;
*&#039;&#039;&#039;Landslide&#039;&#039;&#039;: The boss will fire five line AoEs from its hitbox. Getting hit by this attack will throw players into the wall and kill them. If the boss has the &#039;&#039;&#039;Awakened&#039;&#039;&#039; buff, the boss will fire another set of line AoEs in between the spaces of the first set.&lt;br /&gt;
*&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;: Rocks will drop from the ceiling. If they land on a player, they will die from &#039;&#039;&#039;Bury&#039;&#039;&#039;. Once the rocks land, they will begin casting &#039;&#039;&#039;Burst&#039;&#039;&#039; and explode in small AoEs around them.&lt;br /&gt;
*&#039;&#039;&#039;Granite Gaol&#039;&#039;&#039;: A random player is marked with a small marker underneath them. Afterwards, the player will be debuffed with &#039;&#039;&#039;Fetters&#039;&#039;&#039;, rendering them immobile, then they will be trapped inside a &#039;&#039;&#039;Granite Gaol&#039;&#039;&#039;. The Gaol will begin casting &#039;&#039;&#039;Granite Sepulchre&#039;&#039;&#039;, which will wipe the raid if it finishes casting. The Gaol must be destroyed before this cast goes off by either player DPS or via &#039;&#039;&#039;Burst&#039;&#039;&#039; from a rock. If destroyed this way, the Gaol will drop a puddle, killing anyone who steps into it. If &#039;&#039;&#039;Titan&#039;&#039;&#039; steps into one of these puddles, it will gain a stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tumult&#039;&#039;&#039;: Deals raid-wide damage. This is cast multiple times in a row.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Immediately after &#039;&#039;&#039;Ifrit&#039;&#039;&#039; is defeated, &#039;&#039;&#039;Titan&#039;&#039;&#039; will spawn in the center of the arena and immediately use &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, dealing most likely fatal damage to anyone who isn&#039;t close to the wall. After this attack resolves, a player can collect the light pillar. The boss will follow up with &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;, which needs to be mitigated and healed through. Have the main tank grab enmity from the boss and prepare for the &#039;&#039;&#039;Rock/Mountain Buster&#039;&#039;&#039; combo. The boss will follow this up with &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;, which players will need to dodge out of. &#039;&#039;&#039;Titan&#039;&#039;&#039; will then use &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, turning and facing a cardinal direction then leaping to it. Players need to identify which way the boss is jumping and move away to the other side.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Titan&#039;&#039;&#039; lands, it will begin to cast &#039;&#039;&#039;Upheaval&#039;&#039;&#039; and &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. The rocks will drop opposite the boss, and players need to get knocked back into the safe zone behind the rocks. If players get hit by the rocks or are knocked back too far, they will die. To handle this combo, players need to stand within the boss&#039;s hitbox and determine where the rocks will drop, then stand to either the left or right of the arrow on the front of the boss&#039;s hitbox. When it casts &#039;&#039;&#039;Upheaval&#039;&#039;&#039;, it will knock players into the safe zone behind the rocks. The rocks will also cast &#039;&#039;&#039;Burst&#039;&#039;&#039;, so players need to be careful and stay stacked. After this, another rock will drop in the previous safe zone, and the boss will mark players for &#039;&#039;&#039;Granite Gaols&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After players are marked with &#039;&#039;&#039;Granite Gaol&#039;&#039;&#039;, the boss will begin casting &#039;&#039;&#039;Landslide&#039;&#039;&#039;. It will use this attack twice. Players marked for Gaols will need to create a line between the last rock casting &#039;&#039;&#039;Burst&#039;&#039;&#039; and the boss. This way, when the rock explodes, it frees the player closest to it and drops a puddle, creating a chain reaction, freeing players and creating puddles across the arena that lead to the boss. This will give the boss its first stack of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039; and continue to do so while the boss stands in place casting &#039;&#039;&#039;Tumult&#039;&#039;&#039;. Players marked with Gaols will have to dodge the first &#039;&#039;&#039;Landslide&#039;&#039;&#039; but can position themselves and not worry about the second.&lt;br /&gt;
&lt;br /&gt;
After these resolve, &#039;&#039;&#039;Titan&#039;&#039;&#039; will cast &#039;&#039;&#039;Tumult&#039;&#039;&#039; eight times. Players should group up for AoE healing to make things easier. Following this, the boss will cast &#039;&#039;&#039;Weight of the land&#039;&#039;&#039;, so move out of the AoEs. By the time this resolves, the boss will have gained enough stacks of &#039;&#039;&#039;Aetherically Charged&#039;&#039;&#039; to receive the buff &#039;&#039;&#039;Awakened&#039;&#039;&#039;. The boss will cast &#039;&#039;&#039;Landslide&#039;&#039;&#039;, which will be the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version, so a second wave of &#039;&#039;&#039;Landslides&#039;&#039;&#039; will fire after the first set, in the areas that were previously a safe zone. Titan will then face a cardinal and use &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, so move to the opposite side it is facing. Once it lands it will cast &#039;&#039;&#039;Granite Gaol&#039;&#039;&#039; on one of the healers. This needs to be destroyed immediately, then players need to move out of another &#039;&#039;&#039;Landslide&#039;&#039;&#039; set. The boss will then go into casting &#039;&#039;&#039;Tumult&#039;&#039;&#039; 6 times in a row. Immediately after, the boss will use its &#039;&#039;&#039;Rock/Mountain Buster&#039;&#039;&#039; combo and drop more rocks in the center of the arena. These rocks will drop clockwise around the center one by one. &lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; three times and another &#039;&#039;&#039;Awakened Landslide&#039;&#039;&#039;. During this players will need to be careful as the rocks will still be dropping in the center.&lt;br /&gt;
&lt;br /&gt;
Finally, the boss will use another &#039;&#039;&#039;Rock/Mountain Buster&#039;&#039;&#039; combo and another set of &#039;&#039;&#039;Weight of the Lands&#039;&#039;&#039;. It will use &#039;&#039;&#039;Tumult&#039;&#039;&#039; 8 times in a row, then enrage and begin casting &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;, which will wipe the party.&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, it will drop the final pillar of light. By this point a melee DPS, a caster and a healer should each have the &#039;&#039;&#039;Beyond Limits&#039;&#039;&#039; buff, as several level 3 Limit Breaks are required for the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Lahabrea]]===&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss will begin with four large pillars dropping at the cardinals of the arena and dealing proximity damage. Players should stack in the center to shield and heal through this. The boss will summon 6 &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; around the arena. They will begin slow-casting &#039;&#039;&#039;Self Destruct&#039;&#039;&#039; which will wipe the party. These can only be defeated in time by using the level three caster Limit Break. This should only be used by the caster with the &#039;&#039;&#039;Beyond Limits&#039;&#039;&#039; buff. After using this, the Limit Gauge will refill.  Players should also be attacking the bits to ensure the Limit Break kills them all. After they are destroyed, &#039;&#039;&#039;Lahabrea&#039;&#039;&#039; will spawn and immediately cast &#039;&#039;&#039;Blight&#039;&#039;&#039;, which will reduce all players HP to 1, inflict &#039;&#039;&#039;Doom&#039;&#039;&#039; which lasts for 8 seconds, and {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;, which lasts for 4 seconds. The only way to survive this is by using the healer level 3 Limit Break. Again, make sure the healer with &#039;&#039;&#039;Beyond Limits&#039;&#039;&#039; uses the Limit Break. The boss will become targetable and begin casting &#039;&#039;&#039;Dark IV&#039;&#039;&#039;, which will hit for max damage. Use the level 3 melee Limit Break to defeat him while other players attack the boss to ensure it dies. After &#039;&#039;&#039;Lahabrea&#039;&#039;&#039; is defeated, &#039;&#039;&#039;The Ultima Weapon&#039;&#039;&#039; will spawn and cast &#039;&#039;&#039;Ultima&#039;&#039;&#039;, an attack that must be mitigated via shields, cooldowns, and a level 3 tank Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: [[The Ultima Weapon (Woken)|The Ultima Weapon]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
The boss is able to call on all &#039;&#039;&#039;Awakened&#039;&#039;&#039; versions of prior bosses’ abilities, and also has its own:&lt;br /&gt;
*&#039;&#039;&#039;Ultima&#039;&#039;&#039;: Lethal raid-wide attack that must be mitigated with a level 3 Limit Break from a tank and several cooldowns and shields.&lt;br /&gt;
*&#039;&#039;&#039;Ultima Aether&#039;&#039;&#039;: A gauge for the boss that will gradually increase. If this gauge reaches 100%, the boss will begin its enrage sequence. Each player death during this phase will also increase the gauge by 4%.&lt;br /&gt;
*&#039;&#039;&#039;Homing Lasers&#039;&#039;&#039;: Heavy-hitting tankbuster targeting the 2nd player in the enmity list, hitting with a small AoE underneath them. Needs to be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Boom&#039;&#039;&#039;: A knockback from the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Tank Purge&#039;&#039;&#039;: Hard-hitting raid-wide damage. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Ceruleum Vent&#039;&#039;&#039;: A large AoE that fires in front of the boss.&lt;br /&gt;
*&#039;&#039;&#039;Diffractive Laser&#039;&#039;&#039;: A frontal cleaving tankbuster with no cast time.&lt;br /&gt;
*&#039;&#039;&#039;Viscous Aetheroplasm&#039;&#039;&#039;: A frontal cleave that debuffs players with &#039;&#039;&#039;Viscous Aetheroplasm&#039;&#039;&#039;, which explodes and must be mitigated by the party.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Immediately after casting &#039;&#039;&#039;Ultima&#039;&#039;&#039;, the boss will consume the other Primals, then cast &#039;&#039;&#039;Tank Purge&#039;&#039;&#039; followed by &#039;&#039;&#039;Homing Lasers&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Ultimate Predation&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Garuda&#039;&#039;&#039; will appear randomly around the center of the arena, while &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will appear at one of the intercardinals. &#039;&#039;&#039;Titan&#039;&#039;&#039; will spawn at a cardinal. &#039;&#039;&#039;Garuda&#039;&#039;&#039; will start by casting &#039;&#039;&#039;Wicked Wheel&#039;&#039;&#039; and &#039;&#039;&#039;Wicked Tornado&#039;&#039;&#039;. &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will use the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039;, which will leave behind the cross-shaped puddle through the cardinals. &#039;&#039;&#039;Titan&#039;&#039;&#039; will use the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of &#039;&#039;&#039;Landslide&#039;&#039;&#039;, meaning players will have to dodge out of an attack, then back into where it was to avoid the second hit. &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will follow up with &#039;&#039;&#039;Ceruleum Vent&#039;&#039;&#039;, rendering the entire area unsafe in front of it. Finally, &#039;&#039;&#039;Garuda&#039;&#039;&#039; will use &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; to close out the mini-phase. There are several methods to dodging these mechanics, however players should be aware of where &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; is and where &#039;&#039;&#039;Ifrit&#039;s&#039;&#039;&#039; attack will drop the cross-shaped puddle. Players should avoid standing in front of &#039;&#039;&#039;Ultima&#039;&#039;&#039; and dodge carefully between the &#039;&#039;&#039;Titan Landslides&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After all these attacks resolve, the boss will appear in the center of the arena and summon all three Primals. Each one will prepare to fire their own unique mechanics:&lt;br /&gt;
*&#039;&#039;&#039;Ifrit&#039;&#039;&#039; will cast &#039;&#039;&#039;Eruption&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will cast &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; at the edges of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; will cast Rocks on the arena, which drop moving clockwise around the arena.&lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; and &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will both fire &#039;&#039;&#039;Landslide&#039;&#039;&#039;. &#039;&#039;&#039;Titan&#039;&#039;&#039; will use the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of this attack.&lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; will use &#039;&#039;&#039;Tumult&#039;&#039;&#039;, and &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will cast &#039;&#039;&#039;Viscous Aetheroplasm&#039;&#039;&#039; on its main target.&lt;br /&gt;
*&#039;&#039;&#039;Chirada&#039;&#039;&#039; and &#039;&#039;&#039;Suparna&#039;&#039;&#039; will spawn at the east and west and cast &#039;&#039;&#039;Wicked Wheel&#039;&#039;&#039;, so move away from them.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will spawn in the center and use &#039;&#039;&#039;Mistral Shriek&#039;&#039;&#039; wile the ads move and use &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will cast &#039;&#039;&#039;Homing Lasers&#039;&#039;&#039; on the player that is 2nd in the enmity list.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will finish the mini-phase by casting &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A common strategy to handle this phase is to simply move &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; to the south. This will cause &#039;&#039;&#039;Titan&#039;&#039;&#039; to move to the north, and many of the mechanics will resolve around the party with minimal dodging. Players should move out from the front of the boss to avoid &#039;&#039;&#039;Viscous Aetheroplasm&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After all attacks have resolved, the boss will enter its next mini-phase. The boss will move to the north of the arena, while &#039;&#039;&#039;Garuda&#039;&#039;&#039; spawns in the south, with &#039;&#039;&#039;Titan&#039;&#039;&#039; and &#039;&#039;&#039;Ifrit&#039;&#039;&#039; in the southeast and southwest. &lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; will cast &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; and &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will cast the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039; on a random player. that isn&#039;t one of the tanks, and &#039;&#039;&#039;Garuda&#039;&#039;&#039; will cast &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;, so players need to be careful near the edge of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; will fire again, and &#039;&#039;&#039;Garuda&#039;&#039;&#039; will tether a player with &#039;&#039;&#039;Mesohigh&#039;&#039;&#039;. A player with a &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; debuff will take the tether.&lt;br /&gt;
*A third &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; will fire, and an &#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039; orb will spawn.&lt;br /&gt;
*&#039;&#039;&#039; One of the healers will be debuffed with &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; and &#039;&#039;&#039;Garuda&#039;&#039;&#039; will use &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;. A second &#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039; orb will spawn.&lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; will use the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of &#039;&#039;&#039;Landslide&#039;&#039;&#039;, while &#039;&#039;&#039;Ifrit&#039;&#039;&#039; uses the &#039;&#039;&#039;Awakened&#039;&#039;&#039; version of &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039;.&lt;br /&gt;
*The second wave of &#039;&#039;&#039;Landslide&#039;&#039;&#039; will fire, and the cross puddle from &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will appear. The third &#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039; orb will spawn.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will use &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039; and tether another random player with &#039;&#039;&#039;Mesohigh&#039;&#039;&#039;. Another player with the &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; debuff will take the tether.&lt;br /&gt;
*&#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Tank Purge&#039;&#039;&#039; and spawn a fourth orb.&lt;br /&gt;
*&#039;&#039;&#039;Garuda will cast &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; and the boss will finish casting &#039;&#039;&#039;Tank Purge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This mini-phase, the boss will be targetable for the entire phase. While handling other mechanics, players will mainly need to handle the &#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039; orbs that spawn. These directly affect the orbs that spawn in a later mini-phase. When a player steps into the orb’s hitbox, they will take some damage and tether to the boss. It is recommended that three players each step into the first two orbs, then the tanks each take one of the two remaining orbs. This will give players ample time in a later phase to handle the orbs later on.&lt;br /&gt;
&lt;br /&gt;
For the rest of the mechanics in this fight, a common strategy is to keep players stacked close together to bait &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; and stay stacked for &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039; to mitigate the damage and length of the debuff. It also keeps players close to make grabbing the &#039;&#039;&#039;Mesohigh&#039;&#039;&#039; tether and avoiding &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; easier. Players will need to soak the orbs and stack to mitigate and AoE heal through &#039;&#039;&#039;Tank Purge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Tank Purge&#039;&#039;&#039;, &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will warp to the center of the arena. The healer with &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; should move to the south, away from the party to avoid overlapping and dealing unnecessary damage. The boss will cast &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039; and follow up with &#039;&#039;&#039;Homing Lasers&#039;&#039;&#039;, targeting the second player in the enmity list (usually the off tank). This player needs to separate slightly from the rest of the party to avoid the small AoE from the attack.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039; and follow that up with &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039; and &#039;&#039;&#039;Diffractive Laser&#039;&#039;&#039;. After this, healers should get ready to use shields to mitigate the &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; that follows. The boss will cast another &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039; and repeat the attacks with &#039;&#039;&#039;Homing Lasers&#039;&#039;&#039; and another &#039;&#039;&#039;Vulkan Burst/Eye of the Storm&#039;&#039;&#039; combo and another &#039;&#039;&#039;Diffractive Laser&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When the boss reaches 49.9% HP, it will cast &#039;&#039;&#039;Ultimate Suppression&#039;&#039;&#039;. Players should try to push the boss to this phase after the first &#039;&#039;&#039;Homing Lasers&#039;&#039;&#039; to deal damage before the boss becomes intangible.&lt;br /&gt;
&lt;br /&gt;
In this mini-phase, &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will spawn in the northeast, &#039;&#039;&#039;Titan&#039;&#039;&#039; in the southeast, &#039;&#039;&#039;Garuda&#039;&#039;&#039; in the northwest, and &#039;&#039;&#039;Ifrit&#039;&#039;&#039; in the southeast. &#039;&#039;&#039;Chirada&#039;&#039;&#039; and &#039;&#039;&#039;Suparna&#039;&#039;&#039; will spawn near the center of the arena at the northwest and southeast. &#039;&#039;&#039;Featherlances&#039;&#039;&#039; will begin rotating around the arena.&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; will cast three times on random players.&lt;br /&gt;
*The second &#039;&#039;&#039;Eruption&#039;&#039;&#039; will be joined by players getting marked for &#039;&#039;&#039;Mistral Song&#039;&#039;&#039;.&lt;br /&gt;
*The third &#039;&#039;&#039;Eruption&#039;&#039;&#039; will be joined by a player not targeted by the other attacks being marked for &#039;&#039;&#039;Granite Gaol&#039;&#039;&#039;.&lt;br /&gt;
*With the fourth &#039;&#039;&#039;Eruption&#039;&#039;&#039;, &#039;&#039;&#039;Mistral Songs&#039;&#039;&#039; will also resolve and the Gaol marked player will become trapped. &#039;&#039;&#039;Garuda&#039;&#039;&#039; will use an AoE on a random target.&lt;br /&gt;
*The ads will cast &#039;&#039;&#039;Feather Rain&#039;&#039;&#039; and the Gaol will begin casting &#039;&#039;&#039;Granite Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will cast another &#039;&#039;&#039;Feather Rain&#039; and a light pillar will appear and begin moving towards a random player who is untargeted by other attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will fire &#039;&#039;&#039;Aetherochemical Laser&#039;&#039;&#039; through the center of the arena and through the intercardinals of its hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will tether another player with &#039;&#039;&#039;Mesohigh&#039;&#039;&#039; and &#039;&#039;&#039;Titan&#039;&#039;&#039; will cast &#039;&#039;&#039;Landslide&#039;&#039;&#039; while &#039;&#039;&#039;Ifrit&#039;&#039;&#039; marks a DPS with &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039;.&lt;br /&gt;
*The second &#039;&#039;&#039;Landslide&#039;&#039;&#039; and &#039;&#039;&#039;Flaming Crush&#039;&#039;&#039; will fire and &#039;&#039;&#039;Mesohigh&#039;&#039;&#039; will resolve.&lt;br /&gt;
*&#039;&#039;&#039;Garuda will cast &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;, and &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will fire &#039;&#039;&#039;Tank Purge&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These mechanics will come out quite quickly, and there are several ways to handle them. However, a common strategy is to stack loosely near &#039;&#039;&#039;Garuda&#039;&#039;&#039; and separate from the &#039;&#039;&#039;Eruption&#039;&#039;&#039; target. Move towards the center to bait the second &#039;&#039;&#039;Eruption&#039;&#039;&#039;. Tanks should intercept the &#039;&#039;&#039;Mistral Songs&#039;&#039;&#039; while the rest of the party moves towards the south to bait the third &#039;&#039;&#039;Eruption&#039;&#039;&#039;. The Gaol-marked player will be able to stand in the fourth &#039;&#039;&#039;Eruption&#039;&#039;&#039; without worrying about taking damage. The light pillar will appear and begin following the player not targeted by any of these other attacks. From here it is simply about dodging attacks and releasing the Gaoled player as soon as possible.&lt;br /&gt;
&lt;br /&gt;
From here, move together as a group to bait &#039;&#039;&#039;Landslides&#039;&#039;&#039; while the tether for &#039;&#039;&#039;Mesohigh&#039;&#039;&#039; and the &#039;&#039;&#039;Flame Crush&#039;&#039;&#039; marker come out. The player with &#039;&#039;&#039;Thermal Low&#039;&#039;&#039; will take the tether as players dodge out of &#039;&#039;&#039;Landslides&#039;&#039;&#039; and avoid &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;. Finally, players should prepare for &#039;&#039;&#039;Tank Purge&#039;&#039;&#039; by mitigating and shielding. The boss will return to the middle and become targetable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will cast &#039;&#039;&#039;Ultima&#039;&#039;&#039;. This needs to be mitigated heavily and requires another tank Limit Break level 3. The boss will follow up with &#039;&#039;&#039;Aetheric Boom&#039;&#039;&#039;. This will knockback all players and spawn four sets of orbs. Players can prevent the knockback by popping their knockback immunity skills. The orbs will spawn and the tether between them is based on how the orbs from the previous phase were handled. Players need to run into the orbs and soak them, causing them to drop small AoE puddles underneath them. Having a tank take four of the orbs and the rest of the party handle the other sets of orbs is a common strategy, as long as the tank has enough cooldowns to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
Once the orbs have been handled, the Primals will spawn in a random order around the boss. &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will use &#039;&#039;&#039;Viscous Aetheroplasm&#039;&#039;&#039;, debuffing random players. The Primals will cycle through their attacks in a set order:&lt;br /&gt;
*&#039;&#039;&#039;Garuda&#039;&#039;&#039; will use &#039;&#039;&#039;Wicked Wheel/Tornado&#039;&#039;&#039;, then &#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;, and a &#039;&#039;&#039;Feather Rain&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Ifrit&#039;&#039;&#039; will cast an &#039;&#039;&#039;Eruption&#039;&#039;&#039; that will fire twice. It will then use &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; firing from the cardinals. &#039;&#039;&#039;Ifrit&#039;&#039;&#039; will then follow up with &#039;&#039;&#039;Hellfire&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Titan&#039;&#039;&#039; will fire three &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039; and follow that up with &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;. &lt;br /&gt;
*During each Primal set of attacks, one of the &#039;&#039;&#039;Viscous Aetheroplasms&#039;&#039;&#039; will explode. It is recommended to use damage dealing Limit Breaks during &#039;&#039;&#039;Ifrit&#039;&#039;&#039; or &#039;&#039;&#039;Garuda&#039;&#039;&#039;, as players will be moving too much to execute a Limit Break.&lt;br /&gt;
&lt;br /&gt;
Once the Primals finish their attacks, &#039;&#039;&#039;Ultima Weapon&#039;&#039;&#039; will move to the north of the arena and begin charging its gauge to 100%. Once it reaches 100%, the boss will begin the enrage sequence. Each player, ordered by increasing damage done to the boss, will become fettered and and lifted in the air, after which the boss will instantly kill them with &#039;&#039;&#039;Citadel Siege&#039;&#039;&#039;. Players who are killed are unable to be resurrected. The final player will be killed with a lengthy animation of &#039;&#039;&#039;Sabik&#039;&#039;&#039; after they are fettered. It is recommended to have players refresh DoT skills on the boss before they get stunned, as these can result in taking the final bit of HP the boss has.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Ultima Totem}}&lt;br /&gt;
* [[Weapon&#039;s Refrain Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Weapon&#039;s Refrain (Ultimate). This restriction was removed in [[Patch 4.4]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8) for [[Ultima Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Ultimatum (Achievement)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
*The world first clear was from Entropy on June 10, 2018.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1005798881521754113&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
The Weapon&#039;s Refrain (Ultimate)1.jpg&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;Aether/NA Party Finder Strategies&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=359535529826261&amp;amp;preview=1 Garuda]&lt;br /&gt;
**Please note that the caster goes east and the off-tank goes west to take Mesohigh tethers.&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=562530446784261&amp;amp;preview=1 Ifrit]&lt;br /&gt;
**Ifrit Dashes can be skipped with sufficiently high DPS.&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=463534803605261&amp;amp;preview=1 Titan]&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Titan Gaols mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=430631425646261&amp;amp;preview=1 Intermission]&lt;br /&gt;
*Phase 4: Ultima Weapon&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=530635345646261&amp;amp;preview=1 Ultimate Predation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=930637786646261&amp;amp;preview=1 Ultimate Annihilation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=830635036646261&amp;amp;preview=1 Ultimate Suppression and remainder of phase]&lt;br /&gt;
**[https://www.youtube.com/watch?v=PSrbDnFtIJ0&amp;amp;t=29s Ultimate Suppression video guide by Archon Ghoul]&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;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=687188</id>
		<title>The Epic of Alexander (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Epic_of_Alexander_(Ultimate)&amp;diff=687188"/>
		<updated>2023-11-12T08:00:19Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Phase 2: Brute Justice &amp;amp; Cruise Chaser */Fixed order of BPOG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.&lt;br /&gt;
| image = The_Epic_of_Alexander_(Ultimate).png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 475&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Liminal Space&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 5.11&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;TEA&#039;&#039;&#039; and is based on the [[Alexander]] raid series from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}, speak with the [[Wandering Minstrel]] in [[Kugane]] (X:11.6 Y:12.6) as a level 80 Disciple of War or Magic.&lt;br /&gt;
*The Epic of Alexander (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Eden&#039;s Gate: Sepulture (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===Phase 1: [[Living Liquid]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;: Hard-hitting tankbuster cleave that comes from the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039; or &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; and debuffs with {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]]&#039;&#039;&#039;, meaning tanks cannot take &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; without an invulnerability cooldown.&lt;br /&gt;
*&#039;&#039;&#039;Cascade&#039;&#039;&#039;: Hard-hitting raid-wide damage that will spawn three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornados will each spawn on a large puddle that will inflict {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039; to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.&lt;br /&gt;
*&#039;&#039;&#039;Liquid Hand&#039;&#039;&#039;: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;: This acts as a check that happens periodically. If the boss and the hand&#039;s HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.&lt;br /&gt;
*&#039;&#039;&#039;Protean Wave&#039;&#039;&#039;: Conal AoEs that fire from the boss and the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039;. The &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it&#039;s facing that isn&#039;t telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict {{status effect|water resistance down}} &#039;&#039;&#039;Water Resistance Down&#039;&#039;&#039;, which will make another Protean Wave hit lethal until the debuff expires.&lt;br /&gt;
*&#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039;: Four &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (&#039;&#039;&#039;Exhaust&#039;&#039;&#039;) occasionally, debuffing with a stacking &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;. Once their HP have been reduced to 25% or less, they must be brought within either the boss&#039;s or the Hand&#039;s hitbox, causing whoever the add is fed to to cast &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039; will wipe the raid. If players get 2 or more stacks of [[File:Luminous aetheroplasm icon1.png|link=]] &#039;&#039;&#039;Luminous Aetheroplasm&#039;&#039;&#039;, they will die.&lt;br /&gt;
*&#039;&#039;&#039;Pressurize/Embolus&#039;&#039;&#039;: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (&#039;&#039;&#039;Outburst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Sluice&#039;&#039;&#039;: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.&lt;br /&gt;
*&#039;&#039;&#039;Splash&#039;&#039;&#039;: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Drainage&#039;&#039;&#039;: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.&lt;br /&gt;
*&#039;&#039;&#039;Throttle&#039;&#039;&#039;: 6 random players will be debuffed with  [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, which needs to be dispelled with {{action icon|Esuna}} or {{action icon|The Warden&#039;s Paean}}, otherwise the players will die at the resolution of the debuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, pull the boss to the middle and face to the north. The boss will use &#039;&#039;&#039;Fluid Swing&#039;&#039;&#039; and follow with &#039;&#039;&#039;Cascade&#039;&#039;&#039;, spawning the three &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; Note where these spawn and mitigate the attacks with cooldowns. It is recommended that players top up HP here. The boss will then split its HP and summon the &#039;&#039;&#039;Liquid Hand&#039;&#039;&#039; here. Keeping the boss close to the Hand is a good idea so they can both be AoE&#039;d and damage can be managed easier on both. Keeping them close together will bait &#039;&#039;&#039;Hand of Parting&#039;&#039;&#039; later. &lt;br /&gt;
&lt;br /&gt;
Have the off tank pick up the Hand and separate them once the &#039;&#039;&#039;Hand of&#039;&#039;&#039; attack comes out. Players will need to then position for the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;. The ranged and healers should bait these so they fire out of the arena. Following this, the &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; will spawn. They will spawn in relation to where the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; are, so the DPS players who are picking up the Dolls should be sure which one they are picking up. The boss will use &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so be sure to have the boss and the Hand at roughly the same HP, with no more than a 4% variance. At this time, the Rages will spawn Embolus, which will start to move towards where the Hand and the boss were at the time of spawning. The tanks need to move the boss and the Hand away to make sure they don&#039;t touch the orbs. Just before that, the boss and the Hand will use &#039;&#039;&#039;Fluid Strike/Swing&#039;&#039;&#039;, which need to be mitigated. After this the tanks can move the boss and the Hand. &lt;br /&gt;
&lt;br /&gt;
Players can then feed their &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; to either the boss or the Hand once their HP is at 25% or lower. Generally, players should figure out an order to feed their Dolls so they don&#039;t feed too many at one time and wipe the raid with the resulting &#039;&#039;&#039;Reducible Complexity&#039;&#039;&#039;. It is recommended that the melee players feed their Dolls first so the healers can come in and top players off before the next group of Dolls are fed to the bosses.&lt;br /&gt;
Players should face the boss north. This sets players up for the next set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;, as well as the following &#039;&#039;&#039;Drainage&#039;&#039;&#039;. The first set of Waves will be visible and telegraphed, but the following sets will not be telegraphed. To begin, everyone can bait the first four Waves together, then the ranged players move out to the edge of the inner circle to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; while the melee players move in close to bait the next set of Waves. The ranged players will then move in to the boss&#039;s hitbox to be the closest players to the boss to bait the second set of Waves, while melee players will move to max range to maximize uptime on the boss. &lt;br /&gt;
While taking these waves, do not stand in front of the boss as it fires a &#039;&#039;&#039;Protean Wave&#039;&#039;&#039; in front of it that can&#039;t be baited. The boss will then use &#039;&#039;&#039;Splash&#039;&#039;&#039; and &#039;&#039;&#039;Drainage&#039;&#039;&#039;, so tanks should be ready to grab tethers while the rest of the party moves away from them to avoid the AoE from the attack. Tanks should be sure to mitigate this attack and healers should be ready to top everyone&#039;s HP off. The boss will follow up with another &#039;&#039;&#039;Cascade&#039;&#039;&#039;, dealing more heavy damage to the raid, so mitigate this as well.&lt;br /&gt;
&lt;br /&gt;
Keeping the boss faced to the north, The Liquid Rages will use [[File:Throttle icon1.png|link=]] &#039;&#039;&#039;Throttle&#039;&#039;&#039;, so healers need to be ready to &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; these away before the debuff finishes its duration. Then, another set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; to bait. This time coming from all Rages, the Hand, and the boss itself.&lt;br /&gt;
&lt;br /&gt;
To handle this mechanic, Players will first stack behind the boss while the main tank stays in front of the boss to bait the first waves. DPS players should then move to the edges of the Rages to bait &#039;&#039;&#039;Sluice&#039;&#039;&#039; , while the ranged players should bait the &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; from the &#039;&#039;&#039;Liquid Rages&#039;&#039;&#039; to fire off the edge of the arena, while the remaining players bait the Waves from the boss and the Hand to fire between the intercardinals. The DPS will then move in to the rear of the boss&#039;s hitbox to bait a third set of Waves while the tanks and a healer will bait the Rages &#039;&#039;&#039;Protean Waves&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then use &#039;&#039;&#039;Hand of Prayer/Parting&#039;&#039;&#039;. Following this strategy, the tanks will be separate from each other, so this will result in the Hand forming an open palm. The tanks will have to drag the boss and the Hand back together to resolve the mechanic. The Rages will also use &#039;&#039;&#039;Embolus&#039;&#039;&#039;, so this should help avoid this mechanic as well. Another &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039; here, so make sure the boss and the Hand are within 4% of HP to one another. Finally, the boss will use &#039;&#039;&#039;Splash&#039;&#039;&#039; again and prepare to use a final &#039;&#039;&#039;Cascade&#039;&#039;&#039; as its enrage, which will wipe the party if the boss is not defeated in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; In practice, most parties will skip the final set of Splashes. Everyone should focus on the boss during the last set of &#039;&#039;&#039;Protean Waves&#039;&#039;&#039; and kill it before it uses the final &#039;&#039;&#039;Hand of Pain&#039;&#039;&#039;, which serves as the &amp;quot;de facto&amp;quot; enrage.&lt;br /&gt;
&lt;br /&gt;
===Intermission: Limit Cut===&lt;br /&gt;
After defeating the &#039;&#039;&#039;Living Liquid&#039;&#039;&#039;, players will enter the &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; mini-phase. Players will handle the mechanic of the same name from A11S while also avoiding rotating explosions around the edge and center of the arena.&lt;br /&gt;
&lt;br /&gt;
Players should group in the middle of the arena. Every player will be marked with dots above their head from 1-8. This indicates what order players are attacked in. Blue dots indicate odd numbered players, while red dots indicate even numbered players. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will spawn behind a blue numbered player and fire a conal cleave (&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;), knocking the player in that direction. It will then dash (&#039;&#039;&#039;Super Blassty Charge&#039;&#039;&#039;) in the direction of the even numbered player that is next in sequence. If the player who gets dashed is facing away from the boss, they will receive a huge knockback. This will repeat with each set of numbers (1/2, 3/4, 5/6, 7/8). These hits also debuff with both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning players can&#039;t take more than one hit. &lt;br /&gt;
&lt;br /&gt;
While this is happening, &#039;&#039;&#039;Hawk Blasters&#039;&#039;&#039; will drop large, untelegraphed circular AoEs on the arena. These will drop four sets of two opposite explosions that rotate clockwise around the arena, followed by one in the center. They will then resume rotating around the edge of the arena, followed by a final explosion in the center, for a total of ten explosion sets. Any player hit by these will die.&lt;br /&gt;
&lt;br /&gt;
The most common method to handle this is to have two groups, 1/2, 5/6 and 3/4, 7/8 on opposite sides of the arena running around the arena following the explosions. Players who will handle the mechanics first will stand on the inner ring with lights, while the other set of numbers in that group will stand on the outside ring. The odd numbered players will be in the lead facing forward with the even numbered players standing behind them, facing towards the odd numbered player. Once they have handled their set of mechanics, the groups will switch, moving to the outer ring next to the edge of the arena while the next players move to the inner circle and repeat. Players can use their knockback skills if they want to help minimize risk if they miss an attack.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Brute Justice]] &amp;amp; [[Cruise Chaser]]===&lt;br /&gt;
This phase requires players to handle both bosses mechanics at the same time, moving correctly and handing debuffs off to the correct players to ensure no one is accidentally killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J Kick&#039;&#039;&#039;: Massive raid-wide damage immediately following &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039;: Moderate raid-wide damage cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. This inflicts four &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuffs, ([[File:Final decree nisi α icon1.png|link=]] &#039;&#039;&#039;α&#039;&#039;&#039;, [[File:Final decree nisi β icon1.png|link=]] &#039;&#039;&#039;β&#039;&#039;&#039;, [[File:Final decree nisi γ icon1.png|link=]] &#039;&#039;&#039;γ&#039;&#039;&#039;, and [[File:Final decree nisi δ icon1.png|link=]] &#039;&#039;&#039;δ&#039;&#039;&#039;) on either the tanks and healers or the four DPS. These debuffs will inflict minor damage-over-time and will fall off when the timer expires. Contacting another player will cause them to acquire the same color debuff. Players need to pass these debuffs back and forth and satisfy the &#039;&#039;&#039;Verdict&#039;&#039;&#039; condition once the boss finishes its cast of &#039;&#039;&#039;Gavel&#039;&#039;&#039;. If two players with different &#039;&#039;&#039;Nisi&#039;&#039;&#039; colors touch, both players will instantly die (&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: A healer is debuffed with [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039;, and a DPS is debuffed with [[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039;. These debuffs last 30 seconds and explode at their resolution.&lt;br /&gt;
**The mechanics of these debuffs are similar to how they worked in the original Alexander fight. [[File:Compressed water icon1.png|link=]] &#039;&#039;&#039;Compressed Water&#039;&#039;&#039; should be split among at least three players when it resolves and explodes in a large AoE (&#039;&#039;&#039;Crashing Wave&#039;&#039;&#039;) that deals split damage. This debuff will then pass to a random player. The originally debuffed player will receive a {{status effect|water resistance down}} &#039;&#039;&#039;[[Water Resistance Down]] II&#039;&#039;&#039; debuff, meaning they cannot be in the next stack, or they will die. Additionally, when the debuff passes, it will drop a &#039;&#039;&#039;Liquid Rage&#039;&#039;&#039; tornado that will knock back any player too close to it and hit them with &#039;&#039;&#039;Drainage&#039;&#039;&#039;, dealing massive damage. The tornado can be frozen to hide behind to avoid &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039; and destroyed by &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. If a tornado is up for too long, it will explode (&#039;&#039;&#039;Severe Contamination&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
**[[File:Compressed lightning icon1.png|link=]] &#039;&#039;&#039;Compressed Lightning&#039;&#039;&#039; is a stack mechanic between two players. If more than two players are stacked, the debuff will inflict full damage to everyone in the stack, likely resulting in deaths. The damage is split in an AoE (&#039;&#039;&#039;Crashing Thunder&#039;&#039;&#039;) when the debuff resolves. Like before, the debuff will pass to the other player and the originally debuffed player will not be able to take the debuff again as they will have {{status effect|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down]] II&#039;&#039;&#039;.&lt;br /&gt;
**If a player with one of the debuffs dies or holds both &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs at the same time, they will explode and wipe the raid (&#039;&#039;&#039;Punishing Thunder&#039;&#039;&#039;/&#039;&#039;&#039;Punishing Wave&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Steam Chakrams&#039;&#039;&#039; will also spawn randomly around the arena on opposite sides. The Chakrams will target a random player and fire across the arena at them in an untelegraphed line AoE (&#039;&#039;&#039;Eye of the Chakram&#039;&#039;&#039;), knocking back and killing anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039;: An invisible circular AoE (&#039;&#039;&#039;Hawk Blaster&#039;&#039;&#039;) will spawn at each player&#039;s location, then resolve shortly after, killing anyone hit. Players need to bait these and wait until just after the cast resolves to move.&lt;br /&gt;
*&#039;&#039;&#039;Photon&#039;&#039;&#039;: Reduces the HP of all players to 1. Any cast of this afterwards will only affect tanks.&lt;br /&gt;
*&#039;&#039;&#039;Spin Crusher&#039;&#039;&#039;: Frontal conal cleave cast by &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; that will knock back and kill anyone hit. Has no AoE indicator.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; (telegraphed AoE) is dropped on the two furthest players, dropping a puddle under the targets. The boss will then cast &#039;&#039;&#039;Hidden Minefield&#039;&#039;&#039; on the furthest two players as well, which are telegraphed dark green circular AoEs that must be avoided and will leave behind two invisible &#039;&#039;&#039;Hidden Mines&#039;&#039;&#039;. These will need to be disarmed (run over) by a tank with cooldowns, or they will explode (&#039;&#039;&#039;Hidden Mine Shrapnel&#039;&#039;&#039;) and wipe the party. Mines that are being disarmed will explode in a large AoE, so other players should not get too close. The boss will fire an ice &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; on one of the tanks, and cast &#039;&#039;&#039;Enumeration&#039;&#039;&#039; on two random DPS.&lt;br /&gt;
**&#039;&#039;&#039;Enumeration&#039;&#039;&#039; will always require three players to stand in the circle to resolve. If three players aren&#039;t in the circle when it resolves, it kills the players that are inside it. Players cannot be inside both circles, or they will die.&lt;br /&gt;
**The second &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; that fires will drop an expanding ice puddle. This needs to be used to freeze the tornado to survive &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;. Anyone who steps in the puddle will be inflicted with {{status effect|Frostbite}} &#039;&#039;&#039;Frostbite&#039;&#039;&#039; and die.&lt;br /&gt;
*&#039;&#039;&#039;Verdict&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Will inflict all players with [[File:Final judgment penalty iii icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Penalty III&#039;&#039;&#039; and one of [[File:Final judgment decree nisi α icon1.png|link=]][[File:Final judgment decree nisi β icon1.png|link=]][[File:Final judgment decree nisi γ icon1.png|link=]][[File:Final judgment decree nisi δ icon1.png|link=]] &#039;&#039;&#039;Final Judgment: Decree Nisi α / β / γ / δ&#039;&#039;&#039;. Each type of &#039;&#039;&#039;Final Judgment: Decree Nisi&#039;&#039;&#039; will be assigned to one random DPS and one random support. This debuff will indicate which &#039;&#039;&#039;Final Decree Nisi&#039;&#039;&#039; debuff they have to be inflicted with by the time &#039;&#039;&#039;Gavel&#039;&#039;&#039; finishes casting or the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Limit Cut&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; becomes invincible and summons a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;. The shield can only be damaged from the front. Players need to destroy this before it disappears or the boss will receive a {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff and wipe the raid with its next attack. &lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; casts an untelegraphed wide conal AoE towards the player closest to it. This can destroy the water tornados.&lt;br /&gt;
*&#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; damages and inflicts [[File:Confused icon1.png|link=]] &#039;&#039;&#039;Confused&#039;&#039;&#039; on  players unless they break the Line-of-Sight with a frozen water tornado.&lt;br /&gt;
*&#039;&#039;&#039;Gavel&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Checks if all players have the correct &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs. All &#039;&#039;&#039;Nisi&#039;&#039;&#039; and &#039;&#039;&#039;Compressed Water/Lightning&#039;&#039;&#039; debuffs will be removed if the check succeeds. Otherwise, the party will instantly wipe.&lt;br /&gt;
*&#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; uses a heavy-hitting tankbuster that needs to be split between both tanks.&lt;br /&gt;
*&#039;&#039;&#039;Super Jump&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; jumps on the player that is the furthest away, knocking back and inflicting {{status effect|Stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; on anyone else hit, then face the new furthest player and use &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, a massive conal AoE. This will kill any player it hits.&lt;br /&gt;
*&#039;&#039;&#039;Final Sentence&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; hard enrage. The party will wipe if this cast finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Immediately after &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, the bosses will spawn and use &#039;&#039;&#039;J Kick&#039;&#039;&#039;. This needs to be heavily mitigated and healed through, as the attack deals heavy damage. Once the bosses spawn, pull them together in the center of the arena and stack up to bait the Chakrams that spawn on the edges of the arena. Spread out to avoid the attack, wait to bait &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;, then back in once the AoEs appear. Players can not be overlapped with other players as the boss will then cast &#039;&#039;&#039;Judgment Nisi&#039;&#039;&#039;, and this will cause debuffs to pass incorrectly, wiping the raid. The boss will cast &#039;&#039;&#039;Link-Up&#039;&#039;&#039; soon after this.&lt;br /&gt;
&lt;br /&gt;
At this point, the tanks should split the bosses, one pulling &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and the other taking &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. It is recommended the bosses are kept closer to each other in order to manage their HP and damage, since they need to be defeated at roughly the same time. If one is defeated too quickly and the other can&#039;t be downed in time, the surviving boss will enrage and wipe the raid. &lt;br /&gt;
&lt;br /&gt;
There should be four passes of &#039;&#039;&#039;Nisi&#039;&#039;&#039; during this phase before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. Tanks and healers should have designated partners to pass their debuff to until &#039;&#039;&#039;Verdict&#039;&#039;&#039; is cast and players need specific debuffs. To minimize errors in passing debuffs, non-marked players should move to their partners and pass through their hitbox to take the debuff. This keeps players from accidentally passing the debuff to the wrong player.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Photon&#039;&#039;&#039; at this time. Due to the DoT from &#039;&#039;&#039;Nisi&#039;&#039;&#039;, healers need to cast their shields to prevent deaths. Players will pass their debuffs at this point, then the boss will fire a &#039;&#039;&#039;Spin Crusher&#039;&#039;&#039; at the same time as the debuffs from &#039;&#039;&#039;Link-Up&#039;&#039;&#039; resolve. Players with these debuffs should move to the designated areas to pass their debuffs. A recommended strategy is to pass the Lightning debuff to the tank holding &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;, while the rest of the players move to stand near the Water-debuffed player without touching.&lt;br /&gt;
&lt;br /&gt;
Healers should bait the &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; and mines near the edge of the arena away from the boss, then have the tank targeted by the ice-aspected &#039;&#039;&#039;Earth Missile&#039;&#039;&#039; drop it near the water tornado while the other tank handles the mines with cooldowns. The healers should then move to the DPS marked with &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, then either the tanks or the two remaining DPS should move into the circles. Once all this resolves, players should pass their &#039;&#039;&#039;Nisi&#039;&#039;&#039; debuffs with their partner. The next pass of the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs should happen, generally the first player to receive the Water stack should take the next Lightning stack, as they can&#039;t split the Water AoE. The tank holding &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; should pull the boss to an edge and face the boss towards the center of the stage for its next attack. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then cast &#039;&#039;&#039;Verdict&#039;&#039;&#039;, assigning debuffs to players.&lt;br /&gt;
&lt;br /&gt;
As this is happening, &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, becoming invincible and summoning a &#039;&#039;&#039;Plasma Shield&#039;&#039;&#039;, which can only be hit from the front. Burn the shield down quickly. While doing this, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will cast &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, which the tank holding this boss will need to direct towards the second spawned water tornado to destroy it. The tank should position themselves into the boss&#039;s hitbox to be the &#039;closest&#039; player to the boss. Immediately after &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, players should pass their debuffs. The players without &#039;&#039;&#039;Nisi&#039;&#039;&#039; will pickup the debuffs that match their &#039;&#039;&#039;Verdict&#039;&#039;&#039; requirement. The boss will follow this up with &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;, requiring players to mitigate and heal through. Healers should be sure to top off everyone&#039;s HP, as the next passing of &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs will happen right after this.&lt;br /&gt;
&lt;br /&gt;
After passing the &#039;&#039;&#039;Compressed&#039;&#039;&#039; debuffs, players should move to where the ice block is, while the &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; tank moves the boss to the intercardinal of the block. The boss will cast &#039;&#039;&#039;Propeller Wind&#039;&#039;&#039;, and the players need to break the Line of Sight of this attack. Players will also need to swap their debuffs to the correct players one final time before &#039;&#039;&#039;Gavel&#039;&#039;&#039;. A common way to handle this mechanic is to line up behind the ice block based on their color. Generally, people line up in order of &#039;&#039;&#039;Blue, Purple, Orange, Green&#039;&#039;&#039;. Following &#039;&#039;&#039;Gavel&#039;&#039;&#039;, all debuffs will disappear.&lt;br /&gt;
&lt;br /&gt;
The boss will follow up with another &#039;&#039;&#039;Photon&#039;&#039;&#039; that hits only the tanks and needs to be mitigated and healed through, as following that, &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039;, which both tanks will need to mitigate. After this, the boss will use &#039;&#039;&#039;Super Jump&#039;&#039;&#039;, leaping to the farthest player from it. This player should be a ranged DPS who should begin moving as &#039;&#039;&#039;Double Rocket Punch&#039;&#039;&#039; comes out. After leaping, the boss will cast &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;, which needs to be dodged, as it will kill whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will cast &#039;&#039;&#039;Whirlwind&#039;&#039;&#039; twice, dealing heavy raid-wide damage, so mitigation is key. At this point the bosses both long-cast their enrages. The bosses both need to be defeated before the cast goes off, and roughly at the same time as each other.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Alexander Prime]]===&lt;br /&gt;
During this phase, the boss will be untargetable for sections of the fight while players handle mechanics made up of &#039;&#039;&#039;Formations&#039;&#039;&#039; from the bosses from the other phases. The boss will be attacking during these phases, so players will handle these mechanics while also dodging &#039;&#039;&#039;Alexanders&#039;&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;: Heavy-hitting tankbuster that debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Divine Spear&#039;&#039;&#039;: Three magic-damage cleaves on the main tank. This always comes immediately after &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, so a tankswap or an invulnerability skill is required.&lt;br /&gt;
*&#039;&#039;&#039;Mega Holy&#039;&#039;&#039;: Massive magic-based raid-wide damage that needs to be heavily mitigated and shielded to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation One: Temporal Stasis&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Players will receive debuffs based on their role:&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;. These players must be in close proximity to each other when the debuff resolves or they will both die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is too long (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are tethered and debuffed with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;. These players must be far apart from each other when the debuff resolves or they will die. When the debuff resolves, it will inflict 1 damage or lethal damage if the tether is not long enough (&#039;&#039;&#039;Plaint of Surety&#039;&#039;&#039;).&lt;br /&gt;
**One DPS and one tank or healer are debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;. These players cannot take any additional damage or they will both die. When the debuff resolves, it will inflict moderate damage (&#039;&#039;&#039;Plaint of Severity&#039;&#039;&#039;), {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;, making additional damage lethal until the debuffs expire.&lt;br /&gt;
**One DPS and one tank or healer will not have a debuff.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will fire a conal AoE at the three closest players to it. These players are debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flarethrower&#039;&#039;&#039;: A large conal AoE directed at the two closest players to &#039;&#039;&#039;Brute Justice&#039;&#039;&#039;. Players hit are debuffed with a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
Based on the debuffs players have, players can stand in set positions and handle mechanics without much movement. Each player will be frozen for several seconds with [[File:Temporal displacement icon1.png|link=]] &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; when the mechanic resolves. Players can stand near the bosses within their hitbox to bait the attacks, then move out of them so the next group can step in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Two: Inception&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Four players will be tethered to &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039;, large orbs. These orbs will slowly move towards their player, until they reach the tethered player and explode in an AoE, dealing damage (&#039;&#039;&#039;Burst&#039;&#039;&#039;) and dropping a puddle that inflicts &#039;&#039;&#039;Heavy&#039;&#039;&#039; if a player stands in it. If the orbs collide with a different player, they will deal less damage. If two puddles are dropped and overlap, they will explode (&#039;&#039;&#039;Electromagnetic Burst&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Judgment Crystal&#039;&#039;&#039;: Random players will be marked and will drop &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039; where they are standing. These crystals will explode if they overlap with each other, are near &#039;&#039;&#039;Alexander&#039;&#039;&#039; or are touched by the &#039;&#039;&#039;True Heart&#039;&#039;&#039; summoned by an ad. When they explode, they deal proximity damage (&#039;&#039;&#039;Tetrashatter&#039;&#039;&#039;) based on how close players are to them.&lt;br /&gt;
*&#039;&#039;&#039;True Heart&#039;&#039;&#039;: &#039;&#039;&#039;Shanoa&#039;&#039;&#039;, the cat add, will spawn across from &#039;&#039;&#039;Alexander&#039;&#039;&#039; and summons &#039;&#039;&#039;True Heart&#039;&#039;&#039;, an ad that will move towards &#039;&#039;&#039;Alexander&#039;&#039;&#039;. After touching all four &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;, the Heart will turn a golden color and move to &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; hitbox and buff players with [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039;, a buff required for the final phase.&lt;br /&gt;
*&#039;&#039;&#039;Inception&#039;&#039;&#039;: &#039;&#039;&#039;Alexander&#039;&#039;&#039; will teleport around the arena and fire wide AoE &#039;&#039;&#039;Sacraments&#039;&#039;&#039; from its cardinals. Players can watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where it moves to know where the boss will spawn and move out of the way of its attacks. Players will also receive various debuffs:&lt;br /&gt;
** A DPS will be debuffed with [[File:Shared sentence icon1.png|link=]] &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;, which will need to be shared with another player, most likely a tank. The debuff will resolve as a small AoE (&#039;&#039;&#039;Plaint of Solidarity&#039;&#039;&#039;) that will inflict split damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** One DPS and one tank will be debuffed by [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** Two DPS will be debuffed with [[File:Aggravated assault icon1.png|link=]] &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
*Mechanics will appear from the previous bosses from the fight that will also need to be avoided: &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;, &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, and &#039;&#039;&#039;Super Jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main tank should grab the boss and face it north, using an invulnerability skill to handle &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039;, then the rest of the party should stack in the center and prepare shields for when the boss casts &#039;&#039;&#039;Inception&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will spawn in either the north or the south of the arena, and &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will spawn to the west, then both will start running through mechanics. There is time to adjust to where &#039;&#039;&#039;Alexander&#039;&#039;&#039; spawns for these attacks.&lt;br /&gt;
&lt;br /&gt;
Players should stand in the center of the arena. The &#039;&#039;&#039;Plasmaspheres&#039;&#039;&#039; will spawn around the arena and begin tethering to players. The orbs will spawn in random groups, either two in the northwest and southeast, or two in the northeast and southwest. Players that get a tether should move to the north edge of the arena. The untethered players should move to the opposite side of the arena. Players will then be marked for the &#039;&#039;&#039;Judgment Crystals&#039;&#039;&#039;. Once the puddles and crystals are dropped, all the players should move north except the tanks. Healers should make sure everyone is topped off, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will use &#039;&#039;&#039;Flarethrower&#039;&#039;&#039;. After &#039;&#039;&#039;Flarethrowers&#039;&#039;&#039; resolve, players should use the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to build DPS resources for the coming phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will then cast the various debuffs on players. Watch the &#039;&#039;&#039;True Heart&#039;&#039;&#039; to see where &#039;&#039;&#039;Alexander&#039;&#039;&#039; will spawn and move out of the way of the &#039;&#039;&#039;Sacrament&#039;&#039;&#039; that is fired. Based on debuffs, players will need to split up across the arena, with the tanks and the player with &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; on the west side and the rest of the party to the east. Players with the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; debuff should run to the edges of the arena to guarantee the debuffs requirement is met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then spawn in the center of the arena and begin casting &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;, hitting the players closest to it. This attack, as well as the debuffs, will inflict players with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Since tanks are in the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; debuff as well, they can not be the ones to handle &#039;&#039;&#039;Alpha Sword&#039;&#039;&#039;. Both healers and one of the &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; DPS will have to bait these. Since they are baiting the &#039;&#039;&#039;Alpha Swords&#039;&#039;&#039;, tanks can handle &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Tanks can move away from &#039;&#039;&#039;Brute Force&#039;&#039;&#039; while the other players move in to &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; and bait the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Three: Wormhole&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This phase re-introduces even more mechanics from previous phases that must be handled several at a time, such as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, Super Jump&#039;&#039;&#039; and &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039;. Accurate player movement and baiting the correct attacks is essential here, and a mistake will most likely cause a wipe.&lt;br /&gt;
*&#039;&#039;&#039;Link-Up&#039;&#039;&#039;: Two Chakrams will spawn at opposite sides of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Two random DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;: A random player will be marked for a stack mechanic. This attack needs to be shielded and mitigated to handle.&lt;br /&gt;
*&#039;&#039;&#039;Void of Repentance&#039;&#039;&#039;: Two large puddles spawn and need to be soaked by one player each, dealing light damage (&#039;&#039;&#039;Repentance&#039;&#039;&#039;) and  debuffing with {{status effect|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;. These puddles must be soaked three times, shrinking in size with each soak, and will explode (&#039;&#039;&#039;Confession&#039;&#039;&#039;) and wipe the raid if not soaked in time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alexander&#039;&#039;&#039; will open this mini-phase with another &#039;&#039;&#039;Chastening Heat&#039;&#039;&#039; and &#039;&#039;&#039;Divine Spear&#039;&#039;&#039;. This time however, the boss will delay the Spears, requiring a tank swap after the first ability. From here, several abilities will fire in rapid succession. Players should start in the center of the arena to bait Chakrams and set up shields and Regens. Once players are assigned their numbers, they should split to either side of the arena, evens to one side and odds to the opposite. Standing at the intercardinals to the north and south, and at the cardinal south will ensure players don&#039;t end up in Void puddles when they spawn. Once the Chakrams fire, players can adjust their position for &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Odds should face outwards from the arena, and evens should face their odd partner. Pop knockback skills to guarantee nobody gets knocked out of position. After the first hit of &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;, players marked with 7 and 8 can move to the east and west, and 5 and 6 can soak the first stack of the Void puddles. This way when &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; fires, no one will get hit by it. This move cuts across the stage, so players need to be careful to avoid it. &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; will then use &#039;&#039;&#039;Super Jump&#039;&#039;&#039; on either 3 or 4, depending on what player is furthest away. After the jump, the boss will turn around and fire &#039;&#039;&#039;Apocalyptic Ray&#039;&#039;&#039; and the puddles will resolve their first soak. &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; will then attack 5 and 6. These players should move slightly up along the edge of the arena to bait their &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. 7 and 8 can move to where 5 and 6 previously were, and 1 and 2 can move into the puddles to soak the next hit, finally 5 and 6 should move out of range of the effects of the final &#039;&#039;&#039;Limit Cut&#039;&#039;&#039;. Once all these resolve, players should group in the center and get ready to mitigate and heal through &#039;&#039;&#039;Incinerating Heat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After this, the DPS will be marked for &#039;&#039;&#039;Enumeration&#039;&#039;&#039;, they should separate slightly and players should stand in the circles in the correct amounts. Following this, &#039;&#039;&#039;Alexander&#039;&#039;&#039; will fire &#039;&#039;&#039;Mega Holy&#039;&#039;&#039; twice, dealing more hard-hitting damage. A lot of healing and mitigation is happening here, so tanks and healers need to be ready. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formation Four: Summon Alexander&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This formation requires heavy mitigation and healing, as well as a DPS check to beat the enrage. &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will summon a massive &#039;&#039;&#039;Alexander&#039;&#039;&#039; and  will begin to cast &#039;&#039;&#039;Divine Judgment&#039;&#039;&#039;. If this cast finishes, the party will wipe. The bosses will begin using repeating attacks to wipe the party as well.&lt;br /&gt;
*&#039;&#039;&#039;J Storm&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; slams the arena, dealing heavy raid-wide damage.&lt;br /&gt;
*&#039;&#039;&#039;J Wave&#039;&#039;&#039;: &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; fires this every few seconds dealing increasingly heavy raid-wide damage and buffing itself with a stack of [[File:Damage up icon2.png|link=]] &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; each time it is cast.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Darkness&#039;&#039;&#039;: &#039;&#039;&#039;Cruise Chaser&#039;s&#039;&#039;&#039; enrage skill. Players need to defeat it before this cast goes off, or the party will wipe. Healers need to focus on mitigation and healing for this phase, as the damage will begin increasing rapidly in both output and amount. Tanks should be using abilities that increase healing output and shields while mitigating boss damage output with moves like &#039;&#039;&#039;Reprisal&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The party should defeat &#039;&#039;&#039;Cruise Chaser&#039;&#039;&#039; as its enrage will cast first, then &#039;&#039;&#039;Brute Justice&#039;&#039;&#039; to stop the increasing damage from &#039;&#039;&#039;J Waves&#039;&#039;&#039;. Once both are defeated, &#039;&#039;&#039;Alexander Prime&#039;&#039;&#039; will no longer be invulnerable, so the party should finish it off before the enrage cast finishes.&lt;br /&gt;
&lt;br /&gt;
After the bosses are defeated, players will need to group up and use the &#039;&#039;&#039;level 3 tank Limit Break&#039;&#039;&#039; once the massive &#039;&#039;&#039;Alexander&#039;s&#039;&#039;&#039; countdown reaches 3 seconds. Players should use their shields and mitigations as well, as the Limit Break alone is not enough to survive the damage for casters. After that, a cutscene ensues in which all three bosses combine and upgrade themselves into the final boss: &#039;&#039;&#039;Perfect Alexander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Perfect Alexander]]===&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the phase opens, the boss will cast &#039;&#039;&#039;The Final Word&#039;&#039;&#039;, causing players will receive debuffs from the boss that will move players when they resolve:&lt;br /&gt;
*Three players will receive [[File:Final word contact prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Prohibition&#039;&#039;&#039;, which is denoted by a yellow icon with an arrow. Upon the timer expiring, this debuff will become [[File:Contact prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039;. Players with this debuff will move towards players with &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;. If these players end up colliding, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word contact regulation icon1.png|link=]] &#039;&#039;&#039;Final Word: Contact Regulation&#039;&#039;&#039;, denoted with an orange starburst icon. Upon the timer expiring, this debuff will become [[File:Contact regulation ordained icon1.png|link=]] &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Three players will receive [[File:Final word escape prohibition icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Prohibition&#039;&#039;&#039; and is denoted with a blue and white icon with an arrow. Upon the timer expiring, this debuff will become [[File:Escape prohibition ordained icon1.png|link=]] &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039;. These players will move away from the player with &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;. If they touch that player or move too far away from them, they will die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*One player will receive [[File:Final word escape detection icon1.png|link=]] &#039;&#039;&#039;Final Word: Escape Detection&#039;&#039;&#039;, denoted by a purple icon. Upon the timer expiring, this debuff will become [[File:Escape detection ordained icon1.png|link=]] &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039;.&lt;br /&gt;
*Note that if anyone with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; or &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; dies, all of their &amp;quot;followers&amp;quot; (i.e. players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; or &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, respectively) will also die (&#039;&#039;&#039;Divine Retribution&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion&#039;&#039;&#039;: Players must be constantly moving at the time of the cast, or they will die. This is denoted by a white sword marker.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Stillness&#039;&#039;&#039;: Players must be perfectly still at the time of the cast, including not auto-attacking. This is denoted by a black sword.&lt;br /&gt;
*&#039;&#039;&#039;Optical Sight&#039;&#039;&#039;: Players will either all be marked with &#039;&#039;&#039;Individual Reprobation&#039;&#039;&#039; and need to spread out to avoid AoEs, or &#039;&#039;&#039;Collective Reprobation&#039;&#039;&#039; and two random players will be marked with stack markers and should separate slightly to avoid overlapping. Note that taking the stack solo will cause the marked player to explode (&#039;&#039;&#039;Faithlessness&#039;&#039;&#039;) and wipe the raid.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039;: A heavy-hitting triple hit magic-based tankbuster that needs to be split with the off tank.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;: A heavy magic-based tankbuster that debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Since the boss&#039;s auto-attacks are physical, a tankswap is required. This attack always follows Capital Punishment.&lt;br /&gt;
*&#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039;: The boss shows the locations of AoEs briefly, which players need to remember and dodge. These AoEs will fire at the start of &#039;&#039;&#039;Irresistible Grace&#039;s&#039;&#039;&#039; cast bar.&lt;br /&gt;
*&#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;: A random player is marked for stacking. This should be mitigated, as it deals heavy magic-based damage.&lt;br /&gt;
*&#039;&#039;&#039;Fate Projection&#039;&#039;&#039;: Creates clones of all party members and shows what mechanics they will do when &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039; finishes casting. Players will be able to identify their clone by the arrow that points to them. Players will only be able to see their clone if they have the [[File:Enigma codex icon1.png|link=]] &#039;&#039;&#039;Enigma Codex&#039;&#039;&#039; buff from Phase 3 and are alive at the start of this mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;: A series of mechanics will be shown while the cast bar fills. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will be first, based on the sword that appears over the clone, followed by a mechanic based on role type:&lt;br /&gt;
** A gear will appear around three clones, denoting &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have stacking gears appear on it, denoting &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039;.&lt;br /&gt;
** One clone will have a circle pulsing from it, denoting &#039;&#039;&#039;Defamation&#039;&#039;&#039;. This player will need to move to the opposite side of the arena from the rest of the party.&lt;br /&gt;
**One clone will receive no debuffs.&lt;br /&gt;
*&#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will appear for the third mechanic, denoted again by the color of the sword over the clone’s head.&lt;br /&gt;
*The fourth mechanic will spawn three &#039;&#039;&#039;Alexander&#039;&#039;&#039; clones and each will fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039; with one not firing. This clone indicates a safe zone directly in front of it.&lt;br /&gt;
*&#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;: Similar to the previous &#039;&#039;&#039;Fate Calibration&#039;&#039;&#039;, this phase will show what mechanics will be coming after the cast bar fills:&lt;br /&gt;
*The debuffs &#039;&#039;&#039;[[File:Contact regulation ordained icon1.png|link=]] Contact Regulation Ordained / [[File:Contact prohibition ordained icon1.png|link=]] Contact Prohibition Ordained&#039;&#039;&#039; used in &#039;&#039;&#039;The Final Word&#039;&#039;&#039; will be applied to players. Their clones will receive a bright light over their heads. The clone receiving &#039;&#039;&#039;Contact Regulation Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Contact Prohibition Ordained&#039;&#039;&#039; will move. Players marked with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player receives [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; (blue tether).&lt;br /&gt;
** One player receives [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039; (red and green tether).&lt;br /&gt;
** One player receives &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; (stack gear).&lt;br /&gt;
* Players with dark markers over their heads will receive &#039;&#039;&#039;[[File:Escape detection ordained icon1.png|link=]] Escape Detection Ordained / [[File:Escape prohibition ordained icon1.png|link=]] Escape Prohibition Ordained&#039;&#039;&#039;. The clone receiving &#039;&#039;&#039;Escape Detection Ordained&#039;&#039;&#039; will not move after the light appears, while those receiving &#039;&#039;&#039;Escape Prohibition Ordained&#039;&#039;&#039; will move. The players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039; will also receive additional debuffs that will be visually indicated on the clone:&lt;br /&gt;
** One player will be marked with [[File:Restraining order icon1.png|link=]] &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;.&lt;br /&gt;
** One player will be marked with [[File:House arrest icon1.png|link=]] &#039;&#039;&#039;House Arrest&#039;&#039;&#039;.&lt;br /&gt;
** One player will not receive any additional debuffs.&lt;br /&gt;
*The second mechanic is three &#039;&#039;&#039;J Jumps&#039;&#039;&#039;, which are large AoEs from three clones that inflict {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;. These will be baited by the Purple marked player, the Blue debuffed player with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039;, and the Blue debuffed player with no additional debuffs.&lt;br /&gt;
*The third mechanic is &#039;&#039;&#039;Optical Sight: Individual/Collective Reprobation&#039;&#039;&#039;. The north clone will fire either two large orbs (light party stacks, one targeting a dark player and the other targeting a light player) or eight small orbs (full party spread) to indicate which attack is coming out.&lt;br /&gt;
* The fourth mechanic is &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;, a donut AoE. Players will need to move directly in front of the clone to avoid this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The main tank should grab enmity on the boss again. The boss will auto-attack a few times, then cast &#039;&#039;&#039;Final Word&#039;&#039;&#039;. To handle this mechanic, the player with &#039;&#039;&#039;Contact Regulation&#039;&#039;&#039; should move to the opposite side of the arena away from the group, the players with &#039;&#039;&#039;Contact Prohibition&#039;&#039;&#039; should stand in a row in front of players with &#039;&#039;&#039;Escape Prohibition&#039;&#039;&#039;, while the player with &#039;&#039;&#039;Escape Detection&#039;&#039;&#039; should stand behind them. &#039;&#039;&#039;Ordained Motion/Stillness&#039;&#039;&#039; will fire, and players will have to handle accordingly. The debuffs will take effect, and players should be move correctly without any deaths. Immediately after this, the opposite &#039;&#039;&#039;Ordained&#039;&#039;&#039; attack will come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optical Sight&#039;&#039;&#039; is next, and players should be ready to mitigate this damage and move according to whichever markers come out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Calibration α&#039;&#039;&#039;will begin casting, and players will need to watch their clones to know what mechanics are coming and how to handle them once the cast resolves and move to safe spots in front of and across from the &#039;&#039;&#039;Alexander Clone&#039;&#039;&#039; that didn&#039;t fire a &#039;&#039;&#039;Sacrament&#039;&#039;&#039;. The player marked with &#039;&#039;&#039;Defamation&#039;&#039;&#039; will stand in the safe zone in front of the clone. In the other safe zone, the &#039;&#039;&#039;Aggravated Assault&#039;&#039;&#039; player will stand on one side of the safe zone, the &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and non-debuffed player will stack on the other side of the safe zone.&lt;br /&gt;
&lt;br /&gt;
The boss will become untargetable, and players can begin following the mechanics presented previously. Be sure not to accidentally clip players with mechanics in your safe zone. Be sure not to move until the clones all fire their &#039;&#039;&#039;Sacrament&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following this sequence, the boss will begin using &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; and &#039;&#039;&#039;Ordained Punishment&#039;&#039;&#039;. Handle the first attack with an invincibility, then tankswap after all three hits of &#039;&#039;&#039;Ordained Capital Punishment&#039;&#039;&#039; have fired. Use cooldowns to mitigate the second attack.&lt;br /&gt;
&lt;br /&gt;
The boss will then begin the cast bar for &#039;&#039;&#039;Fate Calibration β&#039;&#039;&#039;. Players will need to watch to see which debuffs they will be assigned. Players should also be on the lookout for the safe zone for the &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039; and where to move for &#039;&#039;&#039;Optical Sight&#039;&#039;&#039;. At around 30% the debuffs for &#039;&#039;&#039;Final Word&#039;&#039;&#039; will show on the clones. Players will stand on the west edge or the north edge at the cardinals based on their debuffs and the tethers for the additional debuffs:&lt;br /&gt;
*The player with the purple debuff will stand behind every other player.&lt;br /&gt;
*The player with the orange debuff will stand at the north cardinal of the arena.&lt;br /&gt;
*Players with the yellow debuff will stand in front of the purple debuffed players, closer to the north to move in that direction at the debuffs resolution.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;House Arrest&#039;&#039;&#039;; will stack with the yellow players.&lt;br /&gt;
*The blue debuff players with &#039;&#039;&#039;Restraining Order&#039;&#039;&#039; will stand in front of the purple debuffed player, closer to the south to get moved to the north.&lt;br /&gt;
*The blue debuff player with no extra debuffs will stand directly in front of the purple player to end up moving straight to the east. Players will move into the safe zones and stay there until &#039;&#039;&#039;Shared Sentence&#039;&#039;&#039; and &#039;&#039;&#039;Super Jump&#039;&#039;&#039; both resolve.&lt;br /&gt;
&lt;br /&gt;
Players will then handle &#039;&#039;&#039;Optical Sight&#039;&#039;&#039; stacking or spreading accordingly. After this, players will move to the safe zone for &#039;&#039;&#039;Radiant Sacrament&#039;&#039;&#039;. The boss will follow up with another series of tankbusters, then move into &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pull the boss to the center of the arena. The boss cast &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and will show three sets of AoEs here that players need to memorize. Players will need to dodge each set of AoEs correctly, as getting hit by one will almost certainly cause a wipe. Following these AoEs, the boss will cast &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039;. The party will have to stack and heavily mitigate the attack. &lt;br /&gt;
After this, the tank can turn the boss to the north and the party should move behind the boss. The boss will use another &#039;&#039;&#039;Capital Punishment&#039;&#039;&#039; set which need to be mitigated and tankswapped. Healers should fill the tanks health after this. Another set of &#039;&#039;&#039;Almighty Judgment&#039;&#039;&#039; and &#039;&#039;&#039;Irresistible Grace&#039;&#039;&#039; to be handled the exact same way as before, then the boss will move to the center of the arena and begin to cast its enrage, &#039;&#039;&#039;Temporal Prison&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A space will light up and cages will begin dropping onto the platform to the northeast of the boss and continue doing so at the cardinals and intercardinals moving clockwise. Players should move to these positions with the healers taking the first two cages, the tanks taking the next two, and finally the DPS. Anyone with damage-over-time (DoT) abilities should refresh their DoTs on the boss before they are caged, as they will be incapacitated with &#039;&#039;&#039;Temporal Displacement&#039;&#039;&#039; and unable to attack. A few seconds after all players are caged, the fight will reset to the beginning, so the party must defeat the boss before this happens. Missing a cage will cause the fight to instantly reset.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{Item icon|Colossus Totem}}&lt;br /&gt;
* [[Epic of Alexander Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing duties in The Epic of Alexander (Ultimate). This restriction was removed in [[Patch 5.2]]&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Bertana]] in [[Idyllshire]] (X:5.8 Y:5.2) for [[Ultimate Alexander Weapons]].&lt;br /&gt;
&lt;br /&gt;
Completion of this duty will unlock a new [[Adventurer Plate]] design.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
The following [[achievements]] are associated with this duty:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|When I Ruled the World}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Epic of Alexander (Ultimate)1.jpg&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
The illicit use of third party tools by high-end raiders, in violation of the Terms of Service, was addressed by producer/director YoshiP in the Producer Letter Live (PLL) following the release of TEA.&amp;lt;ref&amp;gt;[https://forum.square-enix.com/ffxiv/threads/414393-Letter-from-the-Producer-LIVE-Part-LVII-Digest-%2802-14-2020%29 Letter from the Producer LIVE Part LVII Digest (02/14/2020)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;Aether/NA Party Finder Strategies&#039;&#039;&#039; (commonly referred to as &amp;quot;oldbin&amp;quot;)&lt;br /&gt;
*Phase 1: [https://ff14.toolboxgaming.space/?id=830419115443951&amp;amp;preview=1 Living Liquid]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=240411819443951&amp;amp;preview=1 Limit Cut]&lt;br /&gt;
*Phase 2: [https://ff14.toolboxgaming.space/?id=340414049443951&amp;amp;preview=1 Brute Justice and Cruise Chaser]&lt;br /&gt;
*Phase 3: Alexander Prime&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=463281492325761&amp;amp;preview=1#5 Temporal Stasis and Inception Formation]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=236244852760461&amp;amp;preview=1 Wormhole Formation]&lt;br /&gt;
*Phase 4: [https://ff14.toolboxgaming.space/?id=646241037470461&amp;amp;preview=1 Perfect Alexander]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1z7CHed25CNQYA03UHz9Ao6b0ooQGAYyTQPbzYqHwsaA/edit#gid=1311355980 Mitigation spreadsheet]&lt;br /&gt;
*[https://ff14.toolboxgaming.space/?id=814290069371961&amp;amp;preview=1 Role positions]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660581</id>
		<title>Complete Anima Weapons/Quest</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660581"/>
		<updated>2023-09-16T07:48:18Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Farming aetheric density */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relic Weapons Heading}} __NOTOC__&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #000000; width:720px; background-color:#FFFFF0&amp;quot; &lt;br /&gt;
|- padding:1em;padding-top:0.5em;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Sharpened Anima Weapons/Quest|Sharpened Anima &amp;lt;br&amp;gt; &amp;lt;&amp;lt;&amp;lt; &amp;lt;br&amp;gt; iLvl 260]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot; width:100%&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;&amp;lt;big&amp;gt;[[Complete Anima Weapons]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Item Level&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 270&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 3.5&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Ardashir]] - [[Alpha Quadrant]], [[Azys Lla]] (x7.4,y11.5)&amp;lt;br&amp;gt;[[Processing Node]] - [[Helix]], [[Azys Lla]] (x7.0,y11.4)&amp;lt;br&amp;gt;[[Automaton]] - [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Quests&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| {{questlink|repfeature|Born Again Anima}}&amp;lt;br&amp;gt;{{questlink|repfeature|Some Assembly Required}}&amp;lt;br&amp;gt;{{questlink|feature|Body and Soul}}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Lux Anima Weapons/Quest|Lux Anima &amp;lt;br&amp;gt; &amp;gt;&amp;gt;&amp;gt; &amp;lt;br&amp;gt; iLvl 275]]&#039;&#039;&#039;&lt;br /&gt;
|} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Requisite==&lt;br /&gt;
Before begin to create your [[Complete Anima Weapon]], you must:&lt;br /&gt;
* Complete your [[Sharpened Anima Weapon]] from the quest {{questlink|type=repfeature|name=Future Proof}}.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Born Again Anima|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Ardashir]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.4,y11.5) &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Ardashir]] sends you off to 3 dungeons, in hopes to understand how to further your anima relic. Unlike most dungeon steps, the Sharpened Anima may be equipped, but does not have to be, as long as it is in the armoury chest or inventory, &#039;&#039;&#039;but you must complete the dungeons as the same job of the Anima Weapon you are currently working for to complete the requirements.&#039;&#039;&#039;&lt;br /&gt;
* [[Sohm Al (Hard)]]&lt;br /&gt;
* [[The Great Gubal Library (Hard)]]&lt;br /&gt;
* [[The Lost City of Amdapor (Hard)]]&lt;br /&gt;
Once complete, [[Ardashir]] comes up with his strategy to improve the weapon, but it requires you transfer the soulstone of your current relic. This requires two tasks &amp;lt;b&amp;gt;which are not sequential, and can be started/completed simultaneously/separately&amp;lt;/b&amp;gt;:&lt;br /&gt;
* Speak to the [[Processing Node]] and complete {{questlink|type=repfeature|name=Some Assembly Required}}&lt;br /&gt;
* Speak to the [[Verification Node]] and gather aetheric density for your anima.&lt;br /&gt;
&lt;br /&gt;
==Density Collection==&lt;br /&gt;
Collecting Aetheric Density is very similar to [[Nexus_Zodiac_Weapons/Quest#Upgrading Novus to Nexus|Novus/Zeta light farming]], however density is rewarded from all LV50 [[A Realm Reborn]] dungeons, and density is rewarded from [[Heavensward]] duties (all types of duties). Density is tracked through an item received called the [[Enhanced Anima Glass]], which shows the anima sprite surrounded by 10 glyphs. The 10 glyphs lightly glow at the start, as soon as enough density is collected the glyph will glow brighter and Aetheric Density is collected for the next following glyph. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aetheric Density Chart===&lt;br /&gt;
{{section-stub|reason=Chart values need additional verification, see [[Talk:Complete Anima Weapons/Quest|Talk page]].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equipped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various activities award a certain amount of Aetheric Density points, as indicated in the chart below.&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density progress chat message.png|thumb|Receiving aetheric density points.]]&lt;br /&gt;
&lt;br /&gt;
Each time you complete an activity that grants aetheric density, you will receive a message in your chat log containing one of the words from the chart below to indicate the amount of growth, i.e. &amp;quot;The anima housed in the (weapon) grows &#039;&#039;&#039;robust&#039;&#039;&#039; from aetheric condensation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In addition, each time you complete an activity, there is a small chance that the activity will grant points a tier higher than normal, i.e. a Heavensward alliance raid can sometimes grant Hardened (96) instead of Sturdy (64). This is different from the time-based bonus windows of Anima light farming.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Growth Category !! Activities&lt;br /&gt;
|-&lt;br /&gt;
| Vague (4) || Heavensward FATEs&lt;br /&gt;
|-&lt;br /&gt;
| Meager (8) || [[The Limitless Blue (Hard)]] and [[The Limitless Blue (Extreme)|(Extreme)]], [[Thok ast Thok (Hard)]] and [[Thok ast Thok (Extreme)|(Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Vigorous (16) || [[Containment Bay S1T7 (Extreme)]], [[The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]], [[Alexander]] Raids (#1-#12)&lt;br /&gt;
|-&lt;br /&gt;
| Robust (32) || Heavensward Dungeons, ARR lvl50 Dungeons (Excluding [[Castrum Meridianum]] and [[The Praetorium]]), Alexander Raids (Savage) 1-4, [[Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy (64) || Heavensward [[Alliance Raids]]&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (96) || Alexander Raids (Savage) 9-12&lt;br /&gt;
|-&lt;br /&gt;
| Stalwart (128) || Possible bonus from Alexander Raids (Savage) 9-12 &lt;br /&gt;
|-&lt;br /&gt;
| Nigh Unyielding (2000) || On completion of the grind&lt;br /&gt;
|}&amp;lt;ref&amp;gt;https://www.reddit.com/r/ffxiv/comments/5ohni1/relic_informations/?sort=new&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.reddit.com/live/yaa1fmwibvkl&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Farming aetheric density ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equiped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most efficient way to farm aetheric density is run Alexander: {{questlink|raid|Alexander - The Eyes of the Creator (Savage)}}, also known as A9S, [[Unrestricted Party|unsynced]] (this method takes 21 clears). As of [[patch 6.3]], this can be easily and relatively quickly done solo at level 90 with around item level 610 gear.&lt;br /&gt;
&lt;br /&gt;
=== Tracking progress with Enhanced Anima Glass ===&lt;br /&gt;
&lt;br /&gt;
The quest will give you an {{item icon|Enhanced Anima Glass}}. It can be found in the &amp;quot;Key Items&amp;quot; tab of your inventory (different than with the {{item icon|Zodiac Glass}}). Each rune in the Enhanced Anima Glass represents 200 points. You need to farm around 2000 Aetheric Density points to complete the grind.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Enhanced Anma Glass progress.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
On the above image 3 last runes have to be filled and one prior is partially filled. You don&#039;t have to manually track your progress as when it&#039;s finished you will be notified on screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density completion message.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Some Assembly Required|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Processing Node]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.0,y11.4)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| Collect 15 {{item icon|Pneumite}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Method to obtain&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Hismena]] - [[Idyllshire]] (x5.8,y5.3)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Auriana]] - [[Revenant&#039;s Toll]], [[Mor Dhona]] (x22.7,y6.7)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{Storm seal|4000}} [[Storm Seals]]&amp;lt;br&amp;gt;{{Flame seal|4000}} [[Flame Seals]]&amp;lt;br&amp;gt;{{Serpent seal|4000}} [[Serpent Seals]]|| [[Storm Quartermaster]] - [[Limsa Lominsa Upper Decks]] (x12.7,y12.6)&amp;lt;br&amp;gt;[[Flame Quartermaster]] - [[Ul&#039;dah - Steps of Nald]] (x8.4,y9.1)&amp;lt;br&amp;gt;[[Serpent Quartermaster]] - [[New Gridania]] (x9.8,y11.0)&lt;br /&gt;
|-&lt;br /&gt;
|Random Drop from Chest|| {{item icon|Timeworn Archaeoskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Dragonskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Wyvernskin Map}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:newborn soulstone icon1.png|link=Newborn Soulstone|Newborn Soulstone]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=feature|name=Body and Soul|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Automaton]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reallocate Stats==&lt;br /&gt;
Stats may be reallocated the same way as [[Reconditioned Anima Weapons/Quest]]&lt;br /&gt;
&lt;br /&gt;
{{End Game Progression}}&lt;br /&gt;
{{Anima Weapons Quests}}&lt;br /&gt;
[[Category:Anima Weapons]]&lt;br /&gt;
[[Category:Complete Anima Weapons]]&lt;br /&gt;
[[Category:Sidequests]]&lt;br /&gt;
[[Category:Relic Weapons Quests]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660580</id>
		<title>Complete Anima Weapons/Quest</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660580"/>
		<updated>2023-09-16T07:47:54Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Farming aetheric density */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relic Weapons Heading}} __NOTOC__&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #000000; width:720px; background-color:#FFFFF0&amp;quot; &lt;br /&gt;
|- padding:1em;padding-top:0.5em;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Sharpened Anima Weapons/Quest|Sharpened Anima &amp;lt;br&amp;gt; &amp;lt;&amp;lt;&amp;lt; &amp;lt;br&amp;gt; iLvl 260]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot; width:100%&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;&amp;lt;big&amp;gt;[[Complete Anima Weapons]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Item Level&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 270&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 3.5&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Ardashir]] - [[Alpha Quadrant]], [[Azys Lla]] (x7.4,y11.5)&amp;lt;br&amp;gt;[[Processing Node]] - [[Helix]], [[Azys Lla]] (x7.0,y11.4)&amp;lt;br&amp;gt;[[Automaton]] - [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Quests&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| {{questlink|repfeature|Born Again Anima}}&amp;lt;br&amp;gt;{{questlink|repfeature|Some Assembly Required}}&amp;lt;br&amp;gt;{{questlink|feature|Body and Soul}}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Lux Anima Weapons/Quest|Lux Anima &amp;lt;br&amp;gt; &amp;gt;&amp;gt;&amp;gt; &amp;lt;br&amp;gt; iLvl 275]]&#039;&#039;&#039;&lt;br /&gt;
|} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Requisite==&lt;br /&gt;
Before begin to create your [[Complete Anima Weapon]], you must:&lt;br /&gt;
* Complete your [[Sharpened Anima Weapon]] from the quest {{questlink|type=repfeature|name=Future Proof}}.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Born Again Anima|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Ardashir]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.4,y11.5) &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Ardashir]] sends you off to 3 dungeons, in hopes to understand how to further your anima relic. Unlike most dungeon steps, the Sharpened Anima may be equipped, but does not have to be, as long as it is in the armoury chest or inventory, &#039;&#039;&#039;but you must complete the dungeons as the same job of the Anima Weapon you are currently working for to complete the requirements.&#039;&#039;&#039;&lt;br /&gt;
* [[Sohm Al (Hard)]]&lt;br /&gt;
* [[The Great Gubal Library (Hard)]]&lt;br /&gt;
* [[The Lost City of Amdapor (Hard)]]&lt;br /&gt;
Once complete, [[Ardashir]] comes up with his strategy to improve the weapon, but it requires you transfer the soulstone of your current relic. This requires two tasks &amp;lt;b&amp;gt;which are not sequential, and can be started/completed simultaneously/separately&amp;lt;/b&amp;gt;:&lt;br /&gt;
* Speak to the [[Processing Node]] and complete {{questlink|type=repfeature|name=Some Assembly Required}}&lt;br /&gt;
* Speak to the [[Verification Node]] and gather aetheric density for your anima.&lt;br /&gt;
&lt;br /&gt;
==Density Collection==&lt;br /&gt;
Collecting Aetheric Density is very similar to [[Nexus_Zodiac_Weapons/Quest#Upgrading Novus to Nexus|Novus/Zeta light farming]], however density is rewarded from all LV50 [[A Realm Reborn]] dungeons, and density is rewarded from [[Heavensward]] duties (all types of duties). Density is tracked through an item received called the [[Enhanced Anima Glass]], which shows the anima sprite surrounded by 10 glyphs. The 10 glyphs lightly glow at the start, as soon as enough density is collected the glyph will glow brighter and Aetheric Density is collected for the next following glyph. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aetheric Density Chart===&lt;br /&gt;
{{section-stub|reason=Chart values need additional verification, see [[Talk:Complete Anima Weapons/Quest|Talk page]].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equipped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various activities award a certain amount of Aetheric Density points, as indicated in the chart below.&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density progress chat message.png|thumb|Receiving aetheric density points.]]&lt;br /&gt;
&lt;br /&gt;
Each time you complete an activity that grants aetheric density, you will receive a message in your chat log containing one of the words from the chart below to indicate the amount of growth, i.e. &amp;quot;The anima housed in the (weapon) grows &#039;&#039;&#039;robust&#039;&#039;&#039; from aetheric condensation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In addition, each time you complete an activity, there is a small chance that the activity will grant points a tier higher than normal, i.e. a Heavensward alliance raid can sometimes grant Hardened (96) instead of Sturdy (64). This is different from the time-based bonus windows of Anima light farming.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Growth Category !! Activities&lt;br /&gt;
|-&lt;br /&gt;
| Vague (4) || Heavensward FATEs&lt;br /&gt;
|-&lt;br /&gt;
| Meager (8) || [[The Limitless Blue (Hard)]] and [[The Limitless Blue (Extreme)|(Extreme)]], [[Thok ast Thok (Hard)]] and [[Thok ast Thok (Extreme)|(Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Vigorous (16) || [[Containment Bay S1T7 (Extreme)]], [[The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]], [[Alexander]] Raids (#1-#12)&lt;br /&gt;
|-&lt;br /&gt;
| Robust (32) || Heavensward Dungeons, ARR lvl50 Dungeons (Excluding [[Castrum Meridianum]] and [[The Praetorium]]), Alexander Raids (Savage) 1-4, [[Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy (64) || Heavensward [[Alliance Raids]]&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (96) || Alexander Raids (Savage) 9-12&lt;br /&gt;
|-&lt;br /&gt;
| Stalwart (128) || Possible bonus from Alexander Raids (Savage) 9-12 &lt;br /&gt;
|-&lt;br /&gt;
| Nigh Unyielding (2000) || On completion of the grind&lt;br /&gt;
|}&amp;lt;ref&amp;gt;https://www.reddit.com/r/ffxiv/comments/5ohni1/relic_informations/?sort=new&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.reddit.com/live/yaa1fmwibvkl&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Farming aetheric density ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equiped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most efficient way to farm aetheric density is run Alexander: {{questlink|raid|Alexander - The Eyes of the Creator (Savage)}}, also known as A9S, [[Unrestricted Party|unsynced]] (this method takes 20 clears). As of [[patch 6.3]], this can be easily and relatively quickly done solo at level 90 with around item level 610 gear.&lt;br /&gt;
&lt;br /&gt;
=== Tracking progress with Enhanced Anima Glass ===&lt;br /&gt;
&lt;br /&gt;
The quest will give you an {{item icon|Enhanced Anima Glass}}. It can be found in the &amp;quot;Key Items&amp;quot; tab of your inventory (different than with the {{item icon|Zodiac Glass}}). Each rune in the Enhanced Anima Glass represents 200 points. You need to farm around 2000 Aetheric Density points to complete the grind.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Enhanced Anma Glass progress.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
On the above image 3 last runes have to be filled and one prior is partially filled. You don&#039;t have to manually track your progress as when it&#039;s finished you will be notified on screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density completion message.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Some Assembly Required|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Processing Node]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.0,y11.4)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| Collect 15 {{item icon|Pneumite}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Method to obtain&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Hismena]] - [[Idyllshire]] (x5.8,y5.3)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Auriana]] - [[Revenant&#039;s Toll]], [[Mor Dhona]] (x22.7,y6.7)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{Storm seal|4000}} [[Storm Seals]]&amp;lt;br&amp;gt;{{Flame seal|4000}} [[Flame Seals]]&amp;lt;br&amp;gt;{{Serpent seal|4000}} [[Serpent Seals]]|| [[Storm Quartermaster]] - [[Limsa Lominsa Upper Decks]] (x12.7,y12.6)&amp;lt;br&amp;gt;[[Flame Quartermaster]] - [[Ul&#039;dah - Steps of Nald]] (x8.4,y9.1)&amp;lt;br&amp;gt;[[Serpent Quartermaster]] - [[New Gridania]] (x9.8,y11.0)&lt;br /&gt;
|-&lt;br /&gt;
|Random Drop from Chest|| {{item icon|Timeworn Archaeoskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Dragonskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Wyvernskin Map}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:newborn soulstone icon1.png|link=Newborn Soulstone|Newborn Soulstone]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=feature|name=Body and Soul|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Automaton]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reallocate Stats==&lt;br /&gt;
Stats may be reallocated the same way as [[Reconditioned Anima Weapons/Quest]]&lt;br /&gt;
&lt;br /&gt;
{{End Game Progression}}&lt;br /&gt;
{{Anima Weapons Quests}}&lt;br /&gt;
[[Category:Anima Weapons]]&lt;br /&gt;
[[Category:Complete Anima Weapons]]&lt;br /&gt;
[[Category:Sidequests]]&lt;br /&gt;
[[Category:Relic Weapons Quests]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660579</id>
		<title>Complete Anima Weapons/Quest</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Complete_Anima_Weapons/Quest&amp;diff=660579"/>
		<updated>2023-09-16T07:47:25Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Farming aetheric density */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relic Weapons Heading}} __NOTOC__&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #000000; width:720px; background-color:#FFFFF0&amp;quot; &lt;br /&gt;
|- padding:1em;padding-top:0.5em;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Sharpened Anima Weapons/Quest|Sharpened Anima &amp;lt;br&amp;gt; &amp;lt;&amp;lt;&amp;lt; &amp;lt;br&amp;gt; iLvl 260]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot; width:100%&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;&amp;lt;big&amp;gt;[[Complete Anima Weapons]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Item Level&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 270&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; bgcolor=&amp;quot;#f5ffff&amp;quot;| 3.5&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Ardashir]] - [[Alpha Quadrant]], [[Azys Lla]] (x7.4,y11.5)&amp;lt;br&amp;gt;[[Processing Node]] - [[Helix]], [[Azys Lla]] (x7.0,y11.4)&amp;lt;br&amp;gt;[[Automaton]] - [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Quests&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| {{questlink|repfeature|Born Again Anima}}&amp;lt;br&amp;gt;{{questlink|repfeature|Some Assembly Required}}&amp;lt;br&amp;gt;{{questlink|feature|Body and Soul}}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;| &#039;&#039;&#039;[[Lux Anima Weapons/Quest|Lux Anima &amp;lt;br&amp;gt; &amp;gt;&amp;gt;&amp;gt; &amp;lt;br&amp;gt; iLvl 275]]&#039;&#039;&#039;&lt;br /&gt;
|} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Requisite==&lt;br /&gt;
Before begin to create your [[Complete Anima Weapon]], you must:&lt;br /&gt;
* Complete your [[Sharpened Anima Weapon]] from the quest {{questlink|type=repfeature|name=Future Proof}}.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Born Again Anima|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Ardashir]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.4,y11.5) &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Ardashir]] sends you off to 3 dungeons, in hopes to understand how to further your anima relic. Unlike most dungeon steps, the Sharpened Anima may be equipped, but does not have to be, as long as it is in the armoury chest or inventory, &#039;&#039;&#039;but you must complete the dungeons as the same job of the Anima Weapon you are currently working for to complete the requirements.&#039;&#039;&#039;&lt;br /&gt;
* [[Sohm Al (Hard)]]&lt;br /&gt;
* [[The Great Gubal Library (Hard)]]&lt;br /&gt;
* [[The Lost City of Amdapor (Hard)]]&lt;br /&gt;
Once complete, [[Ardashir]] comes up with his strategy to improve the weapon, but it requires you transfer the soulstone of your current relic. This requires two tasks &amp;lt;b&amp;gt;which are not sequential, and can be started/completed simultaneously/separately&amp;lt;/b&amp;gt;:&lt;br /&gt;
* Speak to the [[Processing Node]] and complete {{questlink|type=repfeature|name=Some Assembly Required}}&lt;br /&gt;
* Speak to the [[Verification Node]] and gather aetheric density for your anima.&lt;br /&gt;
&lt;br /&gt;
==Density Collection==&lt;br /&gt;
Collecting Aetheric Density is very similar to [[Nexus_Zodiac_Weapons/Quest#Upgrading Novus to Nexus|Novus/Zeta light farming]], however density is rewarded from all LV50 [[A Realm Reborn]] dungeons, and density is rewarded from [[Heavensward]] duties (all types of duties). Density is tracked through an item received called the [[Enhanced Anima Glass]], which shows the anima sprite surrounded by 10 glyphs. The 10 glyphs lightly glow at the start, as soon as enough density is collected the glyph will glow brighter and Aetheric Density is collected for the next following glyph. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Aettir icon1.png|link=Aettir|Aettir]]  [[File:Priwen icon1.png|link=Priwen|Priwen]] [[File:Nyepel icon1.png|link=Nyepel|Nyepel]]  [[File:Minos icon1.png|link=Minos|Minos]]  [[File:Areadbhar icon1.png|link=Areadbhar|Areadbhar]]  [[File:Terpander icon1.png|link=Terpander|Terpander]] [[File:Kaladanda icon1.png|link=Kaladanda|Kaladanda]] [[File:Mimesis icon1.png|link=Mimesis|Mimesis]] [[File:Anabasis icon1.png|link=Anabasis|Anabasis]] [[File:Sindri icon1.png|link=Sindri|Sindri]] [[File:Sandung icon1.png|link=Sandung|Sandung]] [[File:Cronus icon1.png|link=Cronus|Cronus]] [[File:Canopus icon1.png|link=Canopus|Canopus]] [[File:Deathlocke icon1.png|link=Deathlocke|Deathlocke]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aetheric Density Chart===&lt;br /&gt;
{{section-stub|reason=Chart values need additional verification, see [[Talk:Complete Anima Weapons/Quest|Talk page]].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equipped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various activities award a certain amount of Aetheric Density points, as indicated in the chart below.&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density progress chat message.png|thumb|Receiving aetheric density points.]]&lt;br /&gt;
&lt;br /&gt;
Each time you complete an activity that grants aetheric density, you will receive a message in your chat log containing one of the words from the chart below to indicate the amount of growth, i.e. &amp;quot;The anima housed in the (weapon) grows &#039;&#039;&#039;robust&#039;&#039;&#039; from aetheric condensation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In addition, each time you complete an activity, there is a small chance that the activity will grant points a tier higher than normal, i.e. a Heavensward alliance raid can sometimes grant Hardened (96) instead of Sturdy (64). This is different from the time-based bonus windows of Anima light farming.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Growth Category !! Activities&lt;br /&gt;
|-&lt;br /&gt;
| Vague (4) || Heavensward FATEs&lt;br /&gt;
|-&lt;br /&gt;
| Meager (8) || [[The Limitless Blue (Hard)]] and [[The Limitless Blue (Extreme)|(Extreme)]], [[Thok ast Thok (Hard)]] and [[Thok ast Thok (Extreme)|(Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Vigorous (16) || [[Containment Bay S1T7 (Extreme)]], [[The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage]], [[Alexander]] Raids (#1-#12)&lt;br /&gt;
|-&lt;br /&gt;
| Robust (32) || Heavensward Dungeons, ARR lvl50 Dungeons (Excluding [[Castrum Meridianum]] and [[The Praetorium]]), Alexander Raids (Savage) 1-4, [[Containment Bay Z1T9 (Extreme)]]&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy (64) || Heavensward [[Alliance Raids]]&lt;br /&gt;
|-&lt;br /&gt;
| Hardened (96) || Alexander Raids (Savage) 9-12&lt;br /&gt;
|-&lt;br /&gt;
| Stalwart (128) || Possible bonus from Alexander Raids (Savage) 9-12 &lt;br /&gt;
|-&lt;br /&gt;
| Nigh Unyielding (2000) || On completion of the grind&lt;br /&gt;
|}&amp;lt;ref&amp;gt;https://www.reddit.com/r/ffxiv/comments/5ohni1/relic_informations/?sort=new&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.reddit.com/live/yaa1fmwibvkl&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Farming aetheric density ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: You need to have your [[Sharpened Anima Weapon]] equiped for the final boss of the duty in order to collect aetheric density.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most efficient way to farm aetheric density is run Alexander: {{questlink|raid|Alexander - The Eyes of the Creator (Savage)}}, also known as A9S, [[Unrestricted Party|unsynced]] (this method takes 21 clears). As of [[patch 6.3]], this can be easily and relatively quickly done solo at level 90 with around item level 610 gear.&lt;br /&gt;
&lt;br /&gt;
=== Tracking progress with Enhanced Anima Glass ===&lt;br /&gt;
&lt;br /&gt;
The quest will give you an {{item icon|Enhanced Anima Glass}}. It can be found in the &amp;quot;Key Items&amp;quot; tab of your inventory (different than with the {{item icon|Zodiac Glass}}). Each rune in the Enhanced Anima Glass represents 200 points. You need to farm around 2000 Aetheric Density points to complete the grind.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Enhanced Anma Glass progress.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
On the above image 3 last runes have to be filled and one prior is partially filled. You don&#039;t have to manually track your progress as when it&#039;s finished you will be notified on screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Aetheric density completion message.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=repfeature|name=Some Assembly Required|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Processing Node]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Helix]], [[Azys Lla]] (x7.0,y11.4)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| Collect 15 {{item icon|Pneumite}}.&amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| sortable align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Method to obtain&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Hismena]] - [[Idyllshire]] (x5.8,y5.3)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{tomestone|Poetics|100}} [[Allagan Tomestone of Poetics]] || [[Auriana]] - [[Revenant&#039;s Toll]], [[Mor Dhona]] (x22.7,y6.7)&lt;br /&gt;
|-&lt;br /&gt;
|Purchase with {{Storm seal|4000}} [[Storm Seals]]&amp;lt;br&amp;gt;{{Flame seal|4000}} [[Flame Seals]]&amp;lt;br&amp;gt;{{Serpent seal|4000}} [[Serpent Seals]]|| [[Storm Quartermaster]] - [[Limsa Lominsa Upper Decks]] (x12.7,y12.6)&amp;lt;br&amp;gt;[[Flame Quartermaster]] - [[Ul&#039;dah - Steps of Nald]] (x8.4,y9.1)&amp;lt;br&amp;gt;[[Serpent Quartermaster]] - [[New Gridania]] (x9.8,y11.0)&lt;br /&gt;
|-&lt;br /&gt;
|Random Drop from Chest|| {{item icon|Timeworn Archaeoskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Dragonskin Map}}&amp;lt;br&amp;gt;{{item icon|Timeworn Wyvernskin Map}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; bgcolor=&amp;quot;#D8BFD8&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#f5ffff&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:newborn soulstone icon1.png|link=Newborn Soulstone|Newborn Soulstone]]&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{questlink|type=feature|name=Body and Soul|large=true}}==&lt;br /&gt;
{| style=&amp;quot;text-align:left; border: 1px solid #4B0082; width:100%; background-color:#FFFFF0; cellpadding:1em; padding-top:0.5em; padding-right:0.5em; padding-left:0.5em; padding-bottom:0.5em;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;| Starting NPC: &lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Automaton]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D8BFD8&amp;quot; width=&amp;quot;120px&amp;quot;|Starting Location:&lt;br /&gt;
| bgcolor=&amp;quot;#f5ffff&amp;quot;| [[Azys Lla]] (x7,y12)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reallocate Stats==&lt;br /&gt;
Stats may be reallocated the same way as [[Reconditioned Anima Weapons/Quest]]&lt;br /&gt;
&lt;br /&gt;
{{End Game Progression}}&lt;br /&gt;
{{Anima Weapons Quests}}&lt;br /&gt;
[[Category:Anima Weapons]]&lt;br /&gt;
[[Category:Complete Anima Weapons]]&lt;br /&gt;
[[Category:Sidequests]]&lt;br /&gt;
[[Category:Relic Weapons Quests]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pand%C3%A6monium:_Anabaseios&amp;diff=594591</id>
		<title>Pandæmonium: Anabaseios</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pand%C3%A6monium:_Anabaseios&amp;diff=594591"/>
		<updated>2023-05-21T23:12:39Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Gear Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Future content|releasedate=May 23, 2023}}&lt;br /&gt;
{{see also|Pandæmonium: Anabaseios (Savage)|Pandæmonium}}&lt;br /&gt;
==General Information==&lt;br /&gt;
[[File:Pandaemonium Anabaseios1.jpg|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Pandæmonium: Anabaseios&#039;&#039;&#039; is the third and final section of [[Pandæmonium]], the main 8-player raid in [[Endwalker]]. To be released in [[patch 6.4]] (late May 2023), Anabaseios requires players with item level of ??? or higher to enter. Once unlocked, the raid can be queued from the [[Duty Finder]]. The savage-difficulty version of the raid, {{questlink|raid|Pandæmonium: Anabaseios (Savage)}}, will be released one week later.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players first must complete [[Chronicles of a New Era]] quest {{questlink|feature|Truth Imperfect}}.&lt;br /&gt;
&lt;br /&gt;
To unlock each floor after the first, continue the quest line and complete the consecutive floor. Each floor is listed separately.&lt;br /&gt;
&lt;br /&gt;
==Floors (4)==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Ninth Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Tenth Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Eleventh Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Twelfth Circle]]&#039;&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Treasure coffers that appear upon completing Anabaseios will not yield gear, but instead yield tokens that can be traded for gear of your choosing.&lt;br /&gt;
&lt;br /&gt;
You can only receive one token per individual Anabaseios raid each week. In the event you are awarded a token from the loot list, you relinquish your right to vie for all remaining tokens regardless of whether you selected Need or Greed. &lt;br /&gt;
&lt;br /&gt;
Also note that there is no weekly restriction on entering Abyssos.&lt;br /&gt;
&lt;br /&gt;
:Reward eligibility will be reset every Tuesday at 1:00 a.m. (PDT).&lt;br /&gt;
&lt;br /&gt;
===Item Exchange===&lt;br /&gt;
The items obtained from treasure coffers can be exchanged for gear by speaking with [[Mylenie]] in [[Labyrinthos]] (X:8.3 Y:27.6) or [[Djole]] in [[Radz-at-Han]] (X:10.3 Y:9.6).&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
! Item Type&lt;br /&gt;
! Required Token / Number of Tokens&lt;br /&gt;
! [[Abyssos: The Fifth Circle|Fifth Circle]]&lt;br /&gt;
! [[Abyssos: The Sixth Circle|Sixth Circle]]&lt;br /&gt;
! [[Abyssos: The Seventh Circle|Seventh Circle]]&lt;br /&gt;
! [[Abyssos: The Eighth Circle|Eighth Circle]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Item icon|Ultralight Tomestone}} || {{Item icon|Unsung Blade of Abyssos}} x 4 || 0 || 0 || 0 || &amp;lt;u title=&amp;quot;All loot-eligible players will receive one automatically&amp;quot;&amp;gt;All*&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Head || {{Item icon|Unsung Helm of Abyssos}} x 2 || 2 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Body || {{Item icon|Unsung Armor of Abyssos}} x 4 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Hands || {{Item icon|Unsung Gauntlets of Abyssos}} x 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Legs || {{Item icon|Unsung Chausses of Abyssos}} x 4 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Feet || {{Item icon|Unsung Greaves of Abyssos}} x 2 || 1 || 2 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Accessories || {{Item icon|Unsung Ring of Abyssos}} x 1 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Completion Reward===&lt;br /&gt;
Upon completing ???, players can also earn an ??? once per week. This reward can be exchanged with [[Mylenie]] in [[Labyrinthos]] (X:8.3 Y:27.6) or [[Djole]] in [[Radz-at-Han]] (X:10.3 Y:9.6) for ???, which can in turn be exchanged for weapons.&lt;br /&gt;
* Reward eligibility will be reset every Tuesday at 1:00 a.m. (PDT) / 8:00 (GMT) / 18:00 (AEST).&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Armor===&lt;br /&gt;
{{main|Purgatory Armor}}&lt;br /&gt;
&lt;br /&gt;
===Accessories===&lt;br /&gt;
{{main|Purgatory Accessories}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&amp;lt;gallery heights=281px mode=packed&amp;gt;&lt;br /&gt;
Anabaseios Gear.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pandaemonium Anabaseios.jpg&lt;br /&gt;
Pandaemonium Anabaseios1.jpg&lt;br /&gt;
Pandaemonium Anabaseios2.jpg&lt;br /&gt;
Pandaemonium Anabaseios3.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Raids]] [[Category:Pandaemonium]] [[Category:Endwalker]] [[Category:Patch 6.4 Features‎]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pand%C3%A6monium:_Anabaseios&amp;diff=594590</id>
		<title>Pandæmonium: Anabaseios</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Pand%C3%A6monium:_Anabaseios&amp;diff=594590"/>
		<updated>2023-05-21T23:11:33Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Other Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Future content|releasedate=May 23, 2023}}&lt;br /&gt;
{{see also|Pandæmonium: Anabaseios (Savage)|Pandæmonium}}&lt;br /&gt;
==General Information==&lt;br /&gt;
[[File:Pandaemonium Anabaseios1.jpg|350px|right]]&lt;br /&gt;
&#039;&#039;&#039;Pandæmonium: Anabaseios&#039;&#039;&#039; is the third and final section of [[Pandæmonium]], the main 8-player raid in [[Endwalker]]. To be released in [[patch 6.4]] (late May 2023), Anabaseios requires players with item level of ??? or higher to enter. Once unlocked, the raid can be queued from the [[Duty Finder]]. The savage-difficulty version of the raid, {{questlink|raid|Pandæmonium: Anabaseios (Savage)}}, will be released one week later.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
Players first must complete [[Chronicles of a New Era]] quest {{questlink|feature|Truth Imperfect}}.&lt;br /&gt;
&lt;br /&gt;
To unlock each floor after the first, continue the quest line and complete the consecutive floor. Each floor is listed separately.&lt;br /&gt;
&lt;br /&gt;
==Floors (4)==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Ninth Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Tenth Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Eleventh Circle]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anabaseios: The Twelfth Circle]]&#039;&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Treasure coffers that appear upon completing Anabaseios will not yield gear, but instead yield tokens that can be traded for gear of your choosing.&lt;br /&gt;
&lt;br /&gt;
You can only receive one token per individual Anabaseios raid each week. In the event you are awarded a token from the loot list, you relinquish your right to vie for all remaining tokens regardless of whether you selected Need or Greed. &lt;br /&gt;
&lt;br /&gt;
Also note that there is no weekly restriction on entering Abyssos.&lt;br /&gt;
&lt;br /&gt;
:Reward eligibility will be reset every Tuesday at 1:00 a.m. (PDT).&lt;br /&gt;
&lt;br /&gt;
===Item Exchange===&lt;br /&gt;
The items obtained from treasure coffers can be exchanged for gear by speaking with [[Mylenie]] in [[Labyrinthos]] (X:8.3 Y:27.6) or [[Djole]] in [[Radz-at-Han]] (X:10.3 Y:9.6).&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
|-&lt;br /&gt;
! Item Type&lt;br /&gt;
! Required Token / Number of Tokens&lt;br /&gt;
! [[Abyssos: The Fifth Circle|Fifth Circle]]&lt;br /&gt;
! [[Abyssos: The Sixth Circle|Sixth Circle]]&lt;br /&gt;
! [[Abyssos: The Seventh Circle|Seventh Circle]]&lt;br /&gt;
! [[Abyssos: The Eighth Circle|Eighth Circle]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Item icon|Ultralight Tomestone}} || {{Item icon|Unsung Blade of Abyssos}} x 4 || 0 || 0 || 0 || &amp;lt;u title=&amp;quot;All loot-eligible players will receive one automatically&amp;quot;&amp;gt;All*&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Head || {{Item icon|Unsung Helm of Abyssos}} x 2 || 2 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Body || {{Item icon|Unsung Armor of Abyssos}} x 4 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Hands || {{Item icon|Unsung Gauntlets of Abyssos}} x 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Legs || {{Item icon|Unsung Chausses of Abyssos}} x 4 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Feet || {{Item icon|Unsung Greaves of Abyssos}} x 2 || 1 || 2 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Accessories || {{Item icon|Unsung Ring of Abyssos}} x 1 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Completion Reward===&lt;br /&gt;
Upon completing ???, players can also earn an ??? once per week. This reward can be exchanged with [[Mylenie]] in [[Labyrinthos]] (X:8.3 Y:27.6) or [[Djole]] in [[Radz-at-Han]] (X:10.3 Y:9.6) for ???, which can in turn be exchanged for weapons.&lt;br /&gt;
* Reward eligibility will be reset every Tuesday at 1:00 a.m. (PDT) / 8:00 (GMT) / 18:00 (AEST).&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Armor===&lt;br /&gt;
{{main|Purgatory Armor}}&lt;br /&gt;
&lt;br /&gt;
===Accessories===&lt;br /&gt;
{{main|Purgatory Accessories}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&amp;lt;gallery heights=281px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pandaemonium Anabaseios.jpg&lt;br /&gt;
Pandaemonium Anabaseios1.jpg&lt;br /&gt;
Pandaemonium Anabaseios2.jpg&lt;br /&gt;
Pandaemonium Anabaseios3.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Raids]] [[Category:Pandaemonium]] [[Category:Endwalker]] [[Category:Patch 6.4 Features‎]]&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Anabaseios_Gear.jpeg&amp;diff=594589</id>
		<title>File:Anabaseios Gear.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Anabaseios_Gear.jpeg&amp;diff=594589"/>
		<updated>2023-05-21T23:07:29Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: The fourth image shown in the 6.4 special site under the subheading &amp;#039;Pandæmonium: Anabaseios&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The fourth image shown in the 6.4 special site under the subheading &#039;Pandæmonium: Anabaseios&#039;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|screenshot}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Pandaemonium_Anabaseios3.jpeg&amp;diff=594588</id>
		<title>File:Pandaemonium Anabaseios3.jpeg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Pandaemonium_Anabaseios3.jpeg&amp;diff=594588"/>
		<updated>2023-05-21T23:05:04Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: The third image shown in the 6.4 special site under the subheading &amp;#039;Pandæmonium: Anabaseios&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The third image shown in the 6.4 special site under the subheading &#039;Pandæmonium: Anabaseios&#039;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Square Enix image|screenshot}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=593254</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=593254"/>
		<updated>2023-05-10T01:49:58Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|NUSmXzCi6SU|350|right|Phase 2 Guide by Joonbob}}&lt;br /&gt;
{{#ev:youtube|bKhYJHz_fPw|350|right|Raid Guide by MTQcapture, PT.1}}&lt;br /&gt;
{{#ev:youtube|iO6ale6ZcWs|350|right|Raid Guide by MTQcapture, PT.2}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics. This will be represented by the [[File:Conceptual mastery icon1.png|link=]] &#039;&#039;&#039;Conceptual Mastery&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
**These attacks will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to anyone hit, making overlapping AoEs lethal.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Any players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039; or {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict {{status effect|Sustained Damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. Gorgons may spawn 90 or 180 degrees from each other. If they move clockwise, they will end up on cardinal positions, and if they move counterclockwise, they will end up on intercardinal positions. The second set of &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will always end up in the unused cardinal or intercardinal positions from the first set. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will circle around underground before popping up and will use &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay. Any player facing these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. The adds will always spawn 90 degrees from each other and will end up on all cardinals or all intercardinals, based on if they move clockwise or counterclockwise. They will circle around underground before popping up and will &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss uses a stack AoE directed at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should {{action icon|Provoke}}, then after the second hit, the {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle that deals split damage to everyone hit, and [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the adds appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo with an invulnerability cooldown that should also cover a preceding split tankbuster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and {{status effect|bleed}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a [[File:Natural alignment icon1.png|link=]] debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated and must be healed through. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**[[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Supersplice icon1.png|link=]] &#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
**[[File:Imperfection alpha icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**[[File:Imperfection beta icon1.png|link=]] &#039;&#039;&#039;Imperfection: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**[[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***[[File:Perfection alpha icon1.png|link=]] &#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***[[File:Perfection beta icon1.png|link=]] &#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***[[File:Perfection gamma icon1.png|link=]] &#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an [[File:Inconceivable icon1.png|link=]] &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***[[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Toxic conception icon1.png|link=]] &#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Gorgon): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***[[File:Growing conception icon1.png|link=]] &#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Treant): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Winged conception icon1.png|link=]] &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Zu): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***[[File:Aquatic conception icon1.png|link=]] &#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Vepar): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Shocking conception icon1.png|link=]] &#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Ixion): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff dies, a player with a &#039;&#039;&#039;Splice&#039;&#039;&#039; debuff does not correctly resolve it, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfection&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers (&#039;&#039;&#039;purple lightning, green wind, blue water&#039;&#039;&#039;) in two sets. The first set of two towers will appear north and south. The second set of four towers will also appear on the north-south axis. While the element is random for each set, all towers in a set will have the same element. These towers will have a countdown timer, and and require one person with an appropriate &#039;&#039;&#039;Conception&#039;&#039;&#039; buff matching the tower element to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players who stand in a tower without the correct buff will receive a debuff ({{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039;, {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039;, {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone, most likely resulting in a wipe&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second [[File:Inverse magicks icon1.png|link=]] debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer (8s).&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer (28s). In addition, one of these three players will receive [[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive [[File:Solosplice icon1.png|link=]] &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers in two sets. The first set of two towers will appear north and south. The second set of four towers  will always occupy the middle four tiles. In the second set, two towers will always be wind (green), while the others may be both water or both lightning. The towers function similarly as they did before.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will {{status effect|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*[[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff on players, and a {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a [[File:Natural alignment icon1.png|link=]] debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a [[File:Multisplice icon1.png|link=]] two person stack and a [[File:Supersplice icon1.png|link=]] three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a [[File:Winged conception icon1.png|link=]][[File:Aquatic conception icon1.png|link=]][[File:Shocking conception icon1.png|link=]] &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element [[File:Fiery conception icon1.png|link=]][[File:Toxic conception icon1.png|link=]][[File:Growing conception icon1.png|link=]]&amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse [[File:Inverse magicks icon1.png|link=]] debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person [[File:Solosplice icon1.png|link=]] debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the [[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Zu&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the [[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards and receive the [[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039; buff, which doubles damage dealt. (Anyone who did not have &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will die to &#039;&#039;&#039;Ego Death&#039;&#039;&#039; and not be revived or receive this buff). Note that this buff is lost on death, so players should be careful not to die for the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, and giving the boss a stack of {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Abyssos Weapons}}&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
One random &#039;&#039;&#039;[[Abyssos Weapons|Abyssos Weapon]]&#039;&#039;&#039; and the Chest Gear Coffer are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
All drops are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8S.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
P8S Phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[Patch 6.21]], the HP of Hephaistos was reduced by approximately 3% in Phase 1 and 1% in Phase 2, making this the first Savage encounter to be &amp;quot;nerfed&amp;quot; when it was current, since {{questlink|raid|Alexander - The Cuff of the Son (Savage)}} in [[Patch 3.26]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p8s Common party finder strategies for P8S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592687</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592687"/>
		<updated>2023-05-01T07:47:32Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|NUSmXzCi6SU|350|right|Phase 2 Guide by Joonbob}}&lt;br /&gt;
{{#ev:youtube|bKhYJHz_fPw|350|right|Raid Guide by MTQcapture, PT.1}}&lt;br /&gt;
{{#ev:youtube|iO6ale6ZcWs|350|right|Raid Guide by MTQcapture, PT.2}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics. This will be represented by the [[File:Conceptual mastery icon1.png|link=]] &#039;&#039;&#039;Conceptual Mastery&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
**These attacks will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to anyone hit, making overlapping AoEs lethal.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Any players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039; or {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict {{status effect|Sustained Damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. Gorgons may spawn 90 or 180 degrees from each other. If they move clockwise, they will end up on cardinal positions, and if they move counterclockwise, they will end up on intercardinal positions. The second set of &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will always end up in the unused cardinal or intercardinal positions from the first set. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will circle around underground before popping up and will use &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay. Any player facing these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. The adds will always spawn 90 degrees from each other and will end up on all cardinals or all intercardinals, based on if they move clockwise or counterclockwise. They will circle around underground before popping up and will &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss uses a stack AoE directed at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should {{action icon|Provoke}}, then after the second hit, the {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle that deals split damage to everyone hit, and [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the adds appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo with an invulnerability cooldown that should also cover a preceding split tankbuster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and {{status effect|bleed}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a [[File:Natural alignment icon1.png|link=]] debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated and must be healed through. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**[[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Supersplice icon1.png|link=]] &#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
**[[File:Imperfection alpha icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**[[File:Imperfection beta icon1.png|link=]] &#039;&#039;&#039;Imperfection: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**[[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***[[File:Perfection alpha icon1.png|link=]] &#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***[[File:Perfection beta icon1.png|link=]] &#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***[[File:Perfection gamma icon1.png|link=]] &#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an [[File:Inconceivable icon1.png|link=]] &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***[[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Toxic conception icon1.png|link=]] &#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Gorgon): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***[[File:Growing conception icon1.png|link=]] &#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Treant): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Winged conception icon1.png|link=]] &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Zu): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***[[File:Aquatic conception icon1.png|link=]] &#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Vepar): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Shocking conception icon1.png|link=]] &#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Ixion): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff dies, a player with a &#039;&#039;&#039;Splice&#039;&#039;&#039; debuff does not correctly resolve it, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfection&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers (&#039;&#039;&#039;purple lightning, green wind, blue water&#039;&#039;&#039;) in two sets. The first set of two towers will appear north and south. The second set of four towers will also appear on the north-south axis. While the element is random for each set, all towers in a set will have the same element. These towers will have a countdown timer, and and require one person with an appropriate &#039;&#039;&#039;Conception&#039;&#039;&#039; buff matching the tower element to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players who stand in a tower without the correct buff will receive a debuff ({{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039;, {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039;, {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone, most likely resulting in a wipe&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second [[File:Inverse magicks icon1.png|link=]] debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer (8s).&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer (28s). In addition, one of these three players will receive [[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive [[File:Solosplice icon1.png|link=]] &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers in two sets. The first set of two towers will appear north and south. The second set of four towers  will always occupy the middle four tiles. In the second set, two towers will always be wind (green), while the others may be both water or both lightning. The towers function similarly as they did before.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will {{status effect|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*[[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff on players, and a {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a [[File:Natural alignment icon1.png|link=]] debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a [[File:Multisplice icon1.png|link=]] two person stack and a [[File:Supersplice icon1.png|link=]] three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a [[File:Winged conception icon1.png|link=]][[File:Aquatic conception icon1.png|link=]][[File:Shocking conception icon1.png|link=]] &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element [[File:Fiery conception icon1.png|link=]][[File:Toxic conception icon1.png|link=]][[File:Growing conception icon1.png|link=]]&amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse [[File:Inverse magicks icon1.png|link=]] debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person [[File:Solosplice icon1.png|link=]] debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the [[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Bird&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the [[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards and receive the [[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039; buff, which doubles damage dealt. (Anyone who did not have &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will die to &#039;&#039;&#039;Ego Death&#039;&#039;&#039; and not be revived or receive this buff). Note that this buff is lost on death, so players should be careful not to die for the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, and giving the boss a stack of {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Abyssos Weapons}}&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
One random &#039;&#039;&#039;[[Abyssos Weapons|Abyssos Weapon]]&#039;&#039;&#039; and the Chest Gear Coffer are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
All drops are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8S.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
P8S Phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[Patch 6.21]], the HP of Hephaistos was reduced by approximately 3% in Phase 1 and 1% in Phase 2, making this the first Savage encounter to be &amp;quot;nerfed&amp;quot; when it was current, since {{questlink|raid|Alexander - The Cuff of the Son (Savage)}} in [[Patch 3.26]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p8s Common party finder strategies for P8S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592663</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592663"/>
		<updated>2023-04-29T05:19:57Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|NUSmXzCi6SU|350|right|Phase 2 Guide by Joonbob}}&lt;br /&gt;
{{#ev:youtube|bKhYJHz_fPw|350|right|Raid Guide by MTQcapture, PT.1}}&lt;br /&gt;
{{#ev:youtube|iO6ale6ZcWs|350|right|Raid Guide by MTQcapture, PT.2}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics. This will be represented by the [[File:Conceptual mastery icon1.png|link=]] &#039;&#039;&#039;Conceptual Mastery&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
**These attacks will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to anyone hit, making overlapping AoEs lethal.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Any players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039; or {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict {{status effect|Sustained Damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. Gorgons may spawn 90 or 180 degrees from each other. If they move clockwise, they will end up on cardinal positions, and if they move counterclockwise, they will end up on intercardinal positions. The second set of &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will always end up in the unused cardinal or intercardinal positions from the first set. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will circle around underground before popping up and will use &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay. Any player facing these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. The adds will always spawn 90 degrees from each other and will end up on all cardinals or all intercardinals, based on if they move clockwise or counterclockwise. They will circle around underground before popping up and will &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss uses a stack AoE directed at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should {{action icon|Provoke}}, then after the second hit, the {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle that deals split damage to everyone hit, and [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the adds appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo with an invulnerability cooldown that should also cover a preceding split tankbuster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and {{status effect|bleed}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a [[File:Natural alignment icon1.png|link=]] debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated and must be healed through. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**[[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Supersplice icon1.png|link=]] &#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
**[[File:Imperfection alpha icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**[[File:Imperfection beta icon1.png|link=]] &#039;&#039;&#039;Imperfection: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**[[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***[[File:Perfection alpha icon1.png|link=]] &#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***[[File:Perfection beta icon1.png|link=]] &#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***[[File:Perfection gamma icon1.png|link=]] &#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an [[File:Inconceivable icon1.png|link=]] &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***[[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Toxic conception icon1.png|link=]] &#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Gorgon): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***[[File:Growing conception icon1.png|link=]] &#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Treant): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Winged conception icon1.png|link=]] &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Bird): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***[[File:Aquatic conception icon1.png|link=]] &#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Vepar): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Shocking conception icon1.png|link=]] &#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Ixion): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff dies, a player with a &#039;&#039;&#039;Splice&#039;&#039;&#039; debuff does not correctly resolve it, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfection&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers (&#039;&#039;&#039;purple lightning, green wind, blue water&#039;&#039;&#039;) in two sets. The first set of two towers will appear north and south. The second set of four towers will also appear on the north-south axis. While the element is random for each set, all towers in a set will have the same element. These towers will have a countdown timer, and and require one person with an appropriate &#039;&#039;&#039;Conception&#039;&#039;&#039; buff matching the tower element to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players who stand in a tower without the correct buff will receive a debuff ({{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039;, {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039;, {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone, most likely resulting in a wipe&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second [[File:Inverse magicks icon1.png|link=]] debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer (8s).&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer (28s). In addition, one of these three players will receive [[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive [[File:Solosplice icon1.png|link=]] &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers in two sets. The first set of two towers will appear north and south. The second set of four towers  will always occupy the middle four tiles. In the second set, two towers will always be wind (green), while the others may be both water or both lightning. The towers function similarly as they did before.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will {{status effect|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*[[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff on players, and a {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a [[File:Natural alignment icon1.png|link=]] debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a [[File:Multisplice icon1.png|link=]] two person stack and a [[File:Supersplice icon1.png|link=]] three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a [[File:Winged conception icon1.png|link=]][[File:Aquatic conception icon1.png|link=]][[File:Shocking conception icon1.png|link=]] &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element [[File:Fiery conception icon1.png|link=]][[File:Toxic conception icon1.png|link=]][[File:Growing conception icon1.png|link=]]&amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse [[File:Inverse magicks icon1.png|link=]] debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person [[File:Solosplice icon1.png|link=]] debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the [[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Bird&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the [[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards and receive the [[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039; buff, which doubles damage dealt. (Anyone who did not have &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will die to &#039;&#039;&#039;Ego Death&#039;&#039;&#039; and not be revived or receive this buff). Note that this buff is lost on death, so players should be careful not to die for the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, and giving the boss a stack of {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Abyssos Weapons}}&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
One random &#039;&#039;&#039;[[Abyssos Weapons|Abyssos Weapon]]&#039;&#039;&#039; and the Chest Gear Coffer are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
All drops are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8S.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
P8S Phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[Patch 6.21]], the HP of Hephaistos was reduced by approximately 3% in Phase 1 and 1% in Phase 2, making this the first Savage encounter to be &amp;quot;nerfed&amp;quot; when it was current, since {{questlink|raid|Alexander - The Cuff of the Son (Savage)}} in [[Patch 3.26]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p8s Common party finder strategies for P8S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592662</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=592662"/>
		<updated>2023-04-29T05:12:33Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|NUSmXzCi6SU|350|right|Phase 2 Guide by Joonbob}}&lt;br /&gt;
{{#ev:youtube|bKhYJHz_fPw|350|right|Raid Guide by MTQcapture, PT.1}}&lt;br /&gt;
{{#ev:youtube|iO6ale6ZcWs|350|right|Raid Guide by MTQcapture, PT.2}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics. This will be represented by the [[File:Conceptual mastery icon1.png|link=]] &#039;&#039;&#039;Conceptual Mastery&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
**These attacks will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to anyone hit, making overlapping AoEs lethal.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Any players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039; or {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict {{status effect|Sustained Damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. Gorgons may spawn 90 or 180 degrees from each other. If they move clockwise, they will end up on cardinal positions, and if they move counterclockwise, they will end up on intercardinal positions. The second set of &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will always end up in the unused cardinal or intercardinal positions from the first set. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will circle around underground before popping up and will use &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay. Any player facing these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. The adds will always spawn 90 degrees from each other and will end up on all cardinals or all intercardinals, based on if they move clockwise or counterclockwise. They will circle around underground before popping up and will &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss uses a stack AoE directed at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should {{action icon|Provoke}}, then after the second hit, the {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle that deals split damage to everyone hit, and [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the adds appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo with an invulnerability cooldown that should also cover a preceding split tankbuster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and {{status effect|bleed}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a [[File:Natural alignment icon1.png|link=]] debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated and must be healed through. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**[[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Supersplice icon1.png|link=]] &#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
**[[File:Imperfection alpha icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**[[File:Imperfection beta icon1.png|link=]] &#039;&#039;&#039;Imperfection: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**[[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***[[File:Perfection alpha icon1.png|link=]] &#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***[[File:Perfection beta icon1.png|link=]] &#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***[[File:Perfection gamma icon1.png|link=]] &#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an [[File:Inconceivable icon1.png|link=]] &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***[[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Toxic conception icon1.png|link=]] &#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Snake): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***[[File:Growing conception icon1.png|link=]] &#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Treant): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Winged conception icon1.png|link=]] &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Bird): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***[[File:Aquatic conception icon1.png|link=]] &#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Vepar): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Shocking conception icon1.png|link=]] &#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Ixion): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff dies, a player with a &#039;&#039;&#039;Splice&#039;&#039;&#039; debuff does not correctly resolve it, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfection&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers (&#039;&#039;&#039;purple lightning, green wind, blue water&#039;&#039;&#039;) in two sets. The first set of two towers will appear north and south. The second set of four towers will also appear on the north-south axis. While the element is random for each set, all towers in a set will have the same element. These towers will have a countdown timer, and and require one person with an appropriate &#039;&#039;&#039;Conception&#039;&#039;&#039; buff matching the tower element to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players who stand in a tower without the correct buff will receive a debuff ({{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039;, {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039;, {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone, most likely resulting in a wipe&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second [[File:Inverse magicks icon1.png|link=]] debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer (8s).&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer (28s). In addition, one of these three players will receive [[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive [[File:Solosplice icon1.png|link=]] &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers in two sets. The first set of two towers will appear north and south. The second set of four towers  will always occupy the middle four tiles. In the second set, two towers will always be wind (green), while the others may be both water or both lightning. The towers function similarly as they did before.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will {{status effect|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*[[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff on players, and a {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a [[File:Natural alignment icon1.png|link=]] debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a [[File:Multisplice icon1.png|link=]] two person stack and a [[File:Supersplice icon1.png|link=]] three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a [[File:Winged conception icon1.png|link=]][[File:Aquatic conception icon1.png|link=]][[File:Shocking conception icon1.png|link=]] &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element [[File:Fiery conception icon1.png|link=]][[File:Toxic conception icon1.png|link=]][[File:Growing conception icon1.png|link=]]&amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse [[File:Inverse magicks icon1.png|link=]] debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person [[File:Solosplice icon1.png|link=]] debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the [[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Bird&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the [[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards and receive the [[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039; buff, which doubles damage dealt. (Anyone who did not have &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will die to &#039;&#039;&#039;Ego Death&#039;&#039;&#039; and not be revived or receive this buff). Note that this buff is lost on death, so players should be careful not to die for the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, and giving the boss a stack of {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Abyssos Weapons}}&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
One random &#039;&#039;&#039;[[Abyssos Weapons|Abyssos Weapon]]&#039;&#039;&#039; and the Chest Gear Coffer are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
All drops are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8S.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
P8S Phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[Patch 6.21]], the HP of Hephaistos was reduced by approximately 3% in Phase 1 and 1% in Phase 2, making this the first Savage encounter to be &amp;quot;nerfed&amp;quot; when it was current, since {{questlink|raid|Alexander - The Cuff of the Son (Savage)}} in [[Patch 3.26]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p8s Common party finder strategies for P8S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle&amp;diff=591803</id>
		<title>Abyssos: The Eighth Circle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle&amp;diff=591803"/>
		<updated>2023-04-20T23:37:34Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos|Abyssos: The Eighth Circle (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle&lt;br /&gt;
| description = At last Hephaistos&#039;s wicked plan is laid bare─he aims to use Erichthonios as a tool to resurrect Athena, former chief keyward of Pandæmonium. Although his exact motivations remain shrouded in mystery, there is no time for doubt, for every idle moment allows Hephaistos to draw one step closer to completing his grand experiment. You hurry to the hidden experimental compound, that this chain of twisted ambition might be broken at last.&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 585&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 20 Astronomy + 10 Causality&lt;br /&gt;
| duty-finder = Normal Raids (Endwalker)&lt;br /&gt;
| roulette = normal raids&lt;br /&gt;
| entrance = The Gates of Pandaemonium&lt;br /&gt;
| entrance-coordinates = 21.4, 22.0&lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = One Final Wish&lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = Pandæmonium: Abyssos&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8N&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
{{#ev:youtube|YXp9LKSKV10|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
Please note the arena will be surrounded by a ring of fire when the boss is pulled. While this will not outright kill a player, it will deal high damage-over-time. Players can not be knocked off the arena, as there is a border. Failing any mechanic or getting hit by avoidable attacks will debuff a player with a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE.&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: Summons either a serpent or phoenix familiar. If a serpent is summoned, the boss faces the north of the room and fires an attack through the center, extending to both ends of the arena. If a phoenix is summoned, the left and right sides of the arena are covered in fire, with the center acting as a safe zone.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage tankbuster. The attack has a small line AoE, so anyone in front of, behind or next to the main tank will take high damage.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will shed his chains on a part of his body, signaling a series of attacks. If it&#039;s his arm, the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;. If the boss&#039; legs are freed, he will cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039; and &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Into the Shadows&#039;&#039;&#039;:The boss calls upon two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. They will circle around underground before popping up and casting &#039;&#039;&#039;Petrification&#039;&#039;&#039;. Any player facing the direction of these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;, and be unable to move or execute actions. Players will also take higher damage in this state. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal high raidwide damage if allowed to finish casting. Later, this will also summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; along the edges of the arena, leaving only the center safe.&lt;br /&gt;
**&#039;&#039;&#039;Gorgospit&#039;&#039;&#039;: The boss faces a random player&#039;s direction and fires a telegraphed line AoE.&lt;br /&gt;
**&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will move to an edge of the arena, and telegraph several large knockback markers. He will then leap to them one by one. Knockback mitigation does not prevent the knockback here.&lt;br /&gt;
**&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: Unavoidable roomwide AoE.&lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Flames&#039;&#039;&#039;: the boss drops a proximity marker in each corner of the room, which players must avoid by moving to the center of the arena. These markers will turn into puddles that the boss will tether to.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: The boss will tether to two puddles, and large fire serpents will leap out of them and into another puddle, causing an eruption that takes up roughly a quarter of the arena each.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons three blue flames that move along the marked lines of the floor. These flames will trace out a path covering three quarters of the arena, closing off the lines and turning that part of the floor into an AoE that deals high damage. Later, this will only summon two flames.&lt;br /&gt;
*&#039;&#039;&#039;Hemitheos&#039;s Flare&#039;&#039;&#039;: Each player is marked with an AoE that will shortly explode, dealing moderate damage.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
The boss will start off with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, hitting the entire raid for medium damage. He will then move to the center and cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039; three times in a random order. He will then cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, dealing high damage to the tank and inflicting a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff. If anyone is between the boss and the main tank, or behind the tank, they will take high damage as well. Following this, the boss will return to center and cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;, summoning a &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to his arm. He will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039;, sending two &#039;&#039;&#039;Gorgons&#039;&#039;&#039; around the arena underground with gaze markers above their heads. When they pop out they will instantly debuff anyone looking at them with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;, immobilizing them and preventing the use of actions. They will then become targetable and begin slow casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will wipe the raid if it finishes casting. Both tanks should take a &#039;&#039;&#039;Gorgon&#039;&#039;&#039;. Meanwhile, the boss will be targeting random players, turning toward them and casting &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, an instant-kill move if any are hit by the wide line AoE. When both &#039;&#039;&#039;Gorgons&#039;&#039;&#039; are dead, the boss will cast &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, a high damage raidwide AoE. Healers should be ready for this. The boss will banish his &#039;&#039;&#039;Gorgon&#039;&#039;&#039; arm and cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the proximity markers resolve, they will leave behind lava puddles. The boss will tether to two of them and cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, erupting two of them in a massive AoE. Two fire serpents will jump out and into another random puddle, repeating the attack. Simply pay attention to where the serpents move to avoid damage. The boss will cast another &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, calling on one of the familiars at random. Players need to pay attention and move to the proper safe zone. This will be followed by another &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, and another &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;, this time releasing the chains on his legs.&lt;br /&gt;
&lt;br /&gt;
The boss will leap to one of the edges of the arena and cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, telegraphing a knockback line in the center of the arena, and then two other telegraphed knockback markers around the arena. Using knockback mitigation won&#039;t work here, so players must position themselves close to the markers with their backs lined up to where they would like to move. If players aren&#039;t close enough, they will be knocked back into the edge of the arena, where they will be debuffed with a high-damage {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; until they move out of the flames. Each touchdown will deal damage, as will the knockback. The boss will follow this up with &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, an unavoidable roomwide AoE, then return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will move to the center of the arena and cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;. This will summon three blue flames that will draw a line along the marked paths of the arena floor. If the segment of the floor is surrounded on all sides by a blue line, it will erupt once the flames reach the beginning of their line again. Only one segment of the floor will be safe, so players should watch which direction the fire turns and move to the edge of the arena in the opposite direction. Getting hit by this attack will kill a player. The boss will cast this twice, casting &#039;&#039;&#039;Hemitheos&#039;s Flare&#039;&#039;&#039; at the same time. This will require players to locate the safe segment of the floor, then spread out. &lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; and a &#039;&#039;&#039;Flameviper&#039;&#039;&#039;. From here he will use &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again and summon the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; arm. The only difference is now the boss will also summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; along the edges of the arena, leaving ony the center safe. He will also cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, but there will only be two flames this time. These will disappear after the cast however, then the section repeats as it did before. The boss will cast &#039;&#039;&#039;Ektothermos&#039;&#039;&#039; to end the transformation, and he will cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039; and &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;. Only this time the serpents will jump three times, and the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; again. After another two &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, the boss will use &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and use &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039; and &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;. The only difference is there will be three knockback markers this time. Then he will revert back and the fight will loop from here until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Unsung Blade of Abyssos}} (Guaranteed)&lt;br /&gt;
*1 {{Item icon|Hephaistos Card}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Greaves of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Abyssos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Unsung Armor of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Gauntlets of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Chausses of Abyssos}}&lt;br /&gt;
{{Drops table row|Unsung Ring of Abyssos}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 3===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Wind-up Erichthonios}}&lt;br /&gt;
{{Drops table row|Embers Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8N.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=575860</id>
		<title>Abyssos: The Eighth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Eighth_Circle_(Savage)&amp;diff=575860"/>
		<updated>2023-03-28T02:05:46Z</updated>

		<summary type="html">&lt;p&gt;Tax Man: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Eighth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Eighth Circle (Savage)&lt;br /&gt;
| description = As your journey into the depths of Pandæmonium concludes, you are left with nearly more questions than answers. Professor Claudien has disappeared, and Pandæmonium has drifted into the modern age upon the currents of the aetherial sea. Even so, the glint in Nemjiji&#039;s eyes shines brighter than ever, and she seems more than eager to provide her own answers as she hears your story. Whether those will give rise to ever more questions, however, remains to be seen...&lt;br /&gt;
| image = Abyssos_The_Eighth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 610&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Stygian Insenescence Cells&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P8S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|3uVG6KOqDX4|350|right|Phase 1 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|Pr4AbFgZTA8|350|right|Phase 2 Guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|NUSmXzCi6SU|350|right|Phase 2 Guide by Joonbob}}&lt;br /&gt;
{{#ev:youtube|bKhYJHz_fPw|350|right|Raid Guide by MTQcapture, PT.1}}&lt;br /&gt;
{{#ev:youtube|iO6ale6ZcWs|350|right|Raid Guide by MTQcapture, PT.2}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Perfect Imperfection: [[Hephaistos]]===&lt;br /&gt;
Players should note that the arena is surrounded by a border of fire, and touching it will instantly kill them. Before the fight, players should establish spread positions, partners (tanks and healers with a DPS each), as well as spread positions in corners for each partner, light parties consisting of a tank, healer and a DPS, and assign them directions to move for mechanics (light party one move to the north/west and group two moves to the south/east). This direction will also apply when light parties handle the &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that spawn during the fight.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;(Conceptual) Flare&#039;&#039;&#039;: Depending on the name of the ability, the boss will store an attack that will later resolve in combination with other mechanics. This will be represented by the [[File:Conceptual mastery icon1.png|link=]] &#039;&#039;&#039;Conceptual Mastery&#039;&#039;&#039; buff.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;: Both healers will later be hit with an untelegraphed split damage AoE that should be shared between four players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;: Either all DPS or all tanks and healers will later be hit with an untelegraphed split damage AoE that should be shared between two players each.&lt;br /&gt;
**&#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039;: All players will later be hit with an untelegraphed AoE that requires the party to be fully spread out.&lt;br /&gt;
**Attacks without &#039;&#039;&#039;Conceptual&#039;&#039;&#039; will resolve immediately when the castbar finishes (only applicable to &#039;&#039;&#039;Tetraflare&#039;&#039;&#039; and &#039;&#039;&#039;Octaflare&#039;&#039;&#039;).&lt;br /&gt;
**These attacks will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; to anyone hit, making overlapping AoEs lethal.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;: The boss summons multiple blue flames on each of the four walls that move along the marked lines of the floor. These flames will trace out a path, each covering off one quarter of the arena, closing off the lines and turning that part of the floor into an AoE that deals massive damage, killing any player caught in it (&#039;&#039;&#039;Torch Flame&#039;&#039;&#039;). Later, the attack will be used without a cast bar, in combination with other mechanics..&lt;br /&gt;
*&#039;&#039;&#039;Sunforge&#039;&#039;&#039;: The boss summons either a serpent familiar, creating a line AoE through the center third of the arena, or a phoenix familiar, creating line AoEs on the outer two thirds of the arena. The dark lines on the arena floor indicate the range of the attack.&lt;br /&gt;
*&#039;&#039;&#039;Flameviper&#039;&#039;&#039;: High damage line AoE tankbuster. The highest enmity player will be inflicted with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]ing&#039;&#039;&#039;. The attack will repeat, requiring a tank swap. This attack can not be mitigated with an invulnerability skill, as the stacking debuffs from both hits will kill a tank instantly when the invulnerability wears off.&lt;br /&gt;
*&#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039;: The boss will either transform into a centaur or grow snakes from its arms. The initial transformation comes with an avoidable attack.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Centaur&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Footprint (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed knockback from the center that deals light damage and can be prevented with knockback immune abilities.&lt;br /&gt;
*&#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;: The boss uses four successive roomwide AoEs, each dealing moderate damage and targeting two random players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, a medium-sized circular AoE that inflicts moderate damage and {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;: The boss jumps to the furthest player from its current location, dealing heavy damage in a medium-sized AoE that must be split between two players and inflicting {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Any players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]]&#039;&#039;&#039; or {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; that are hit by this attack will instantly die. Failing to soak the attack with a partner and surviving will inflict {{status effect|Sustained Damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;, dealing heavy damage over time.  This attack will be used four times in succession.&lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, dealing light damage and a heavy knockback from its new location, requiring players to go towards it. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;: The boss will turn to a random cardinal and jump in that direction, causing a massive circular AoE to resolve in its new location.&lt;br /&gt;
*&#039;&#039;&#039;Trailblaze (no castbar)&#039;&#039;&#039;: The boss will charge through the middle of the arena, instantly killing anyone in his path. The width of the lethal charge is indicated by the dark lines on the floor. Players to the sides will be knocked back a moderate distance. The knockback cannot be prevented with knockback immune abilities. &lt;br /&gt;
*&#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;: The boss will telegraph four successive attacks, in the order of &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, or &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Trailblaze&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volcanic Torches (no castbar)&#039;&#039;&#039;: The blue flames will trace out a path that will leave only one edge of the room safe.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Snake&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Snaking Kick (no castbar)&#039;&#039;&#039;: Upon transforming, the boss will use an untelegraphed circular AoE that strikes the entirety of his hitbox dealing lethal damage, making the outside safe.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (first usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All DPS or all tanks and healers will receive [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, while the other role group will receive [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating the timer of their second debuff. Within each role group, two players will receive [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and the other two players will receive [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, which will each resolve when the timer expires. &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will cause the affected player to shoot a small conal AoE in front of them, inflicting {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to any players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039; hit and preventing them from moving or executing actions. &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; will cause the afflicted player to be hit with a medium-sized circle AoE, inflcting high damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and instantly killing any petrified players or &#039;&#039;&#039;Gorgons&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (first usage)&#039;&#039;&#039;: The boss calls upon two groups of two &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. Gorgons may spawn 90 or 180 degrees from each other. If they move clockwise, they will end up on cardinal positions, and if they move counterclockwise, they will end up on intercardinal positions. The second set of &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will always end up in the unused cardinal or intercardinal positions from the first set. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will circle around underground before popping up and will use &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay. Any player facing these &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will be debuffed with {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Players who are petrified and take damage will instantly die. The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which will deal massive damage, killing anyone with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. &lt;br /&gt;
*&#039;&#039;&#039;Ektothermos&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Gorgomanteia (second usage)&#039;&#039;&#039;: Will assign various debuffs to each player. All players will receive both [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; and [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, with different timers depending on role groups. In addition, two random DPS or supports will receive [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, while two random players in the other role group will receive [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;. &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039; is an omnidirectional petrifying attack from the afflicted player that requires other players to hide behind a petrified &#039;&#039;&#039;Gorgon&#039;&#039;&#039; to avoid the attack. &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039; is a high-damage split damage AoE that should be shared between four players and will instantly kill any petrified &#039;&#039;&#039;Gorgons&#039;&#039;&#039; or players.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (second usage)&#039;&#039;&#039;: The boss calls upon four &#039;&#039;&#039;Gorgons&#039;&#039;&#039;, who will move about underground with a gaze indicator over their heads. The adds will always spawn 90 degrees from each other and will end up on all cardinals or all intercardinals, based on if they move clockwise or counterclockwise. They will circle around underground before popping up and will &#039;&#039;&#039;Petrification&#039;&#039;&#039; after a short delay.  The &#039;&#039;&#039;Gorgons&#039;&#039;&#039; will then be targetable and begin casting &#039;&#039;&#039;Gorgoneion&#039;&#039;&#039;, which has the same effect as before. The boss also summons four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each corner of the arena, who will cast &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, a line AoE inflicting lethal damage, along the edges of the arena, leaving only the center four tiles safe.&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon one &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at a random wall, which will use &#039;&#039;&#039;Gorgospit&#039;&#039;&#039;, instantly killing any &#039;&#039;&#039;Gorgons&#039;&#039;&#039; in its path.&lt;br /&gt;
----&lt;br /&gt;
*&#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;: The boss will summon four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; at each wall of the arena.&lt;br /&gt;
*&#039;&#039;&#039;Creation on Command&#039;&#039;&#039;: Two of the &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, with one summoning a serpent and the other summoning a phoenix, leaving either the north and south squares or the east and west squares of of the room safe. Later, two of the adds will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039; again, with both adds either summoning a serpent or phoenix, leaving the four corner squares or the middle square safe, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;: Will target either all DPS or all tanks and healers with a medium-sized, untelegraphed AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. The boss targets either the tanks and healers or the DPS, and hit each with a flare attack. The boss will then a second untelegraphed attack at the closest four players with a line AoE (&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;) that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, instantly killing anyone already affected with this debuff.&lt;br /&gt;
*&#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;: The boss targets all players with a line AoE that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tetraflare&#039;&#039;&#039;: The boss uses a stack AoE directed at all tanks and healers or all DPS.&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;: The boss drops a proximity marker (&#039;&#039;&#039;Abyssal Fires&#039;&#039;&#039;) in each corner of the room, which players must mitigate by moving to the center of the arena. The combined damage is still heavy and requires mitigation. These markers will turn into puddles.&lt;br /&gt;
*&#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;: Two puddles will begin bubbling, telegraphing a massive circular AoE centered on them that takes up roughly a quarter of the arena each. Upon the AoEs resolving, large fire serpents will leap out of them and move to two other random puddles that will erupt. This sequence will repeat one more time for a total of three sets of eruptions.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
The boss starts with a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039; cast, so tanks and healers should mitigate to ease damage taken. The boss will then cast either &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; and stockpile the attack for later. If the boss casts &#039;&#039;&#039;Octaflare&#039;&#039;&#039;, all players will receive an AoE underneath them, requiring them to spread out. If the boss casts &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, the boss will target four players, either all the tanks and healers, or all the DPS, and their partner must stack with them to mitigate the damage. After this the boss will cast &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, summoning blue flares that will draw lines across the arena. When the lines close, those sections of the floor will kill a player. Players should move to their spread corners and look to see where the flames draw lines. If the outer walls have a line drawn on them, players will need to move inward to avoid the attack, and vice versa. The boss will then cast &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning either a serpent or phoenix familiar. The serpent will fire a line AoE through the center of the arena, while the phoenix will fire two line AoEs through the outer thirds of the arena. This and the flares the boss cast earlier will resolve at the same time, so players need to determine the safe zone from &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, then either stack up or spread out within it.&lt;br /&gt;
&lt;br /&gt;
Immediately following this, the boss will cast &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, a tankbuster. The tanks will need to pass enmity back and forth for each hit, as the {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; will kill a tank, and the auto-attacks from the boss will kill as well. The main tank will take the first hit, then the off tank should {{action icon|Provoke}}, then after the second hit, the {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should fade, and the main tank can &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; to get enmity once again. The boss will then cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; and take on one of two forms at random; Snake or Centaur.&lt;br /&gt;
&lt;br /&gt;
If the boss becomes a &#039;&#039;&#039;Centaur&#039;&#039;&#039;, it will land on the arena and deal high damage and a knockback, which players will need to avoid with a knockback mitigation skill in order to not be sent into the wall, or stack under the boss. The boss will then use &#039;&#039;&#039;Rearing Rampage&#039;&#039;&#039;, stomping the ground dealing damage to all players, and hitting two players with &#039;&#039;&#039;Uplift&#039;&#039;&#039;, giving them an {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff. To handle this first mechanic, players should enter their clock positions to avoid overlapping. They should also remember the order in which they were given their debuff for the next attack. After each player has been hit, the boss will use &#039;&#039;&#039;Stomp Dead&#039;&#039;&#039;, an attack that is baited by a player that is the furthest away and must be mitigated by two players. If a player with the {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff is hit by this, they will die. To handle this, the first players to be debuffed in the previous attack should move away from the boss, while the second hit should move under the boss, with the other players moving near to the boss, in line with the first group that was hit. It is recommended to use waymarkers for this, so players have a precise location to move to. The boss will leap to the players hit by the first debuff, attacking in a small AoE, then leap to the second hit players, who are now the furthest away. Meanwhile, the players who were hit third will swap places with the first group, and when the boss leaps to them, the fourth hit will swap places with the second group. Following this, the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, the boss will fire an AoE that fills its hitbox, so players need to move to at least max melee range to avoid. Players should then move into the center of the arena to prepare to take &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;, which will inflict several debuffs. All players will be inflicted with either [[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, indicating that the effect of their second debuff will fire first, or [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, indicating that their second debuff will fire second, as well as either [[File:Eye of the gorgon icon1.png|link=]] &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039;, indicated by the orange cone debuff, or [[File:Blood of the gorgon icon1.png|link=]] &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039;, indicated by the green snake debuff. Players with the &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff will fire a conal AoE that petrifies anything it touches, including players, while those with the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff will fire a point blank AoE that drops a poison puddle underneath them. Players will need to look at thier debuffs to determine if their light parties have both a &#039;&#039;&#039;First in Line&#039;&#039;&#039; for the &#039;&#039;&#039;Eye&#039;&#039;&#039; and &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffs, and a &#039;&#039;&#039;Second in Line&#039;&#039;&#039; for both debuffs. If two players in a light party both have the same debuff that will fire on the same timer, the groups will need to swap players to ensure that each group is covered so both players have an &#039;&#039;&#039;Eye&#039;&#039;&#039; debuff firing first, and a &#039;&#039;&#039;Blood&#039;&#039;&#039; debuff firing second. Once parties have been sorted and any swaps have ocurred, players will look to their designated points to identify where their ads will spawn.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; and summon two sets of two &#039;&#039;&#039;Gorgon&#039;&#039;&#039; ads that will tunnel underground for a bit before popping up and immediately firing &#039;&#039;&#039;Petrification&#039;&#039;&#039; at any player looking in their direction. If the ads tunnel around the arena in a clockwise direction, they will always pop out at the intercardinals of the arena, so players should look to the cardinals to avoid their attack. If they tunnel in a counter clockwise direction, they will pop out at the cardinals, and players will need to look to the intercardinals to avoid the attack. Once the ads appear, the &#039;&#039;&#039;First in Line&#039;&#039;&#039; players with &#039;&#039;&#039;Eye of the Gorgon&#039;&#039;&#039; will gaze their respective ads, then the &#039;&#039;&#039;Blood of the Gorgon&#039;&#039;&#039; players will step onto the ads and drop their puddle, killing them instantly. The second set of ads is handled the same way. Players should note that dropping a puddle on an ad that hasn&#039;t been petrified will explode and wipe the raid. If an ad is not defeated, it will fire an attack that deals high radiwide damage and inflicts a heavy {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff on all players. Players should move to the center of the arena to mitigate and heal through the coming &#039;&#039;&#039;Ektothermos&#039;&#039;&#039;, then the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
The boss will transform into one of these forms at random, then once done its attacks, return to center and transform back. The boss will then use &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, summoning four clones to the outside cardinals of the arena. Following this, the boss will use &#039;&#039;&#039;Creation on Command&#039;&#039;&#039;, and two of the ads perpendicular to each other will use &#039;&#039;&#039;Sunforge&#039;&#039;&#039;, summoning both a serpent and a phoenix. The boss will also cast &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039;, attacking all of the tanks and healers or all of the DPS with a flare AoE, then will fire an untelegraphed line AoE at the other player role not hit. To handle these attacks, players should first find the phoenix and stay within its column, as its attack will fire on the outer two thirds of the arena from it. Players will then join their light parties and spread to their corners in the closest and furthest tiles from the phoenix, leaving room for the serpent to pass through. Whichever role does not get hit by &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; should then move in to the boss&#039; hitbox at the intercardinals of the tile it is standing on, while the other players stack on the cardinals between them. This is to ensure the beams fire at the correct players without clipping the players who took the first hit. The &#039;&#039;&#039;Sunforge&#039;&#039;&#039; familiar attacks will resolve at the same time as the first &#039;&#039;&#039;Manifold Flames&#039;&#039;&#039; hit, then players will be free to move around to position correctly. Immediately following this, the other two clones will also use &#039;&#039;&#039;Sunforged&#039;&#039;&#039;, and summon either two serpents or two phoenixes. If two phoenixes are summoned, the center tile will be the only safe area, and if two serpents are summoned, players will be safe in the corners of the arena. the boss will also cast either &#039;&#039;&#039;Nest of Flamevipers&#039;&#039;&#039;, a line AoE that is fired from the boss at each player, or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, requiring players to stack in pairs to mitigate.&lt;br /&gt;
&lt;br /&gt;
Once these attacks resolve, the boss will summon more &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039; to the arena, however these torches will only leave one space available as a safe zone. To handle this, players should observe the southwest corner of the arena. If the flames reach that corner and move towards the southeast corner, players should move to the northwest. If they reach the southwest corner and move towards the northwest corner, players should move to the southeast. If they reach the corner but move away from the southeast, that is the safe corner, and finally if they move through the southwest corner, players should move to the northeast. Following this the boss will cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, so be prepared to mitigate and heal. Following this, whichever form the boss previously took, the boss will take its second form.&lt;br /&gt;
&lt;br /&gt;
Following those mechanics and the boss returning to normal, it will begin to cast either a &#039;&#039;&#039;Conceptual Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Fourfold Fires&#039;&#039;&#039;, dropping four proximity markers on each corner, so players need to move to the center to mitigate and heal through the damage. Players should then get into their light parties and be ready to face their designated area, either north or south, and observe the puddles. The boss will then cast &#039;&#039;&#039;Cthonic Vent&#039;&#039;&#039;, and two of the puddles will begin to bubble. The two that are bubbling are about to erupt in massive AoEs, so players should be facing their direction and be ready to call out which puddles are about to erupt. Players will then move to the safe zones. Once the serpents leap out of the bubbling puddles and into two new puddles, players can move to avoid the next AoE. The boss will then cast either &#039;&#039;&#039;Octaflare&#039;&#039;&#039; or &#039;&#039;&#039;Tetraflare&#039;&#039;&#039;, so players must move to mitigate the damage. The serpents will leap into a third puddles, and players must move accordingly. At this time the ability the boss stockpiled will fire, and players will have to handle the mechanics of the attack. The boss will also cast &#039;&#039;&#039;Sunforged&#039;&#039;&#039; again, so players must observe what familiar is summoned and evade appropriately. The boss will follow up with &#039;&#039;&#039;Flameviper&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will cast &#039;&#039;&#039;Reforged Reflection&#039;&#039;&#039; again, and whichever form the boss took first, it will take again. For the &#039;&#039;&#039;Centaur&#039;&#039;&#039;, the boss will cast either &#039;&#039;&#039;Quadrupedal Impact&#039;&#039;&#039;, which has the boss jumping to one of the cardinals and performing a massive knockback that can not be mitigated, or &#039;&#039;&#039;Quadrupedal Crush&#039;&#039;&#039;, which has the boss leaping to a cardinal and instead firing a massive AoE. Players need to observe which attack is coming and either move towards the boss or away. The boss will then cast &#039;&#039;&#039;Conceptual Diflare&#039;&#039;&#039;, requiring players to stack in their light parties, or &#039;&#039;&#039;Conceptual Tetraflare&#039;&#039;&#039;, which will have players stacking with their partners. The boss will then cast &#039;&#039;&#039;Blazing Footfalls&#039;&#039;&#039;, which will knock players back, then leap to another cardinal that will perform either a massive AoE or a knockback, then another dash across the arena that also deals a knockback, finally ending with another leap that will deal the opposite type of attack from the second hit. The first hit of the attack will coincide with the &#039;&#039;&#039;Flare&#039;&#039;&#039; attack the boss stockpiled, so players should be pre positioned for that. Then they need to either move towards or away from where the boss is leaping, prepare for another knockback, and finally handle the last hit of the attack. At the third hit, the boss will also summon &#039;&#039;&#039;Volcanic Torches&#039;&#039;&#039;, so players need to observe where the safe zone will be and prepare to move there. After this the boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
If the boss grows &#039;&#039;&#039;Snakes&#039;&#039;&#039;, players should move out of the boss&#039; hitbox for its first attack, then move in for another &#039;&#039;&#039;Gorgomanteia&#039;&#039;&#039;. There are two new debuffs that players can now receive, [[File:Breath of the gorgon icon1.png|link=]] &#039;&#039;&#039;Breath of the Gorgon&#039;&#039;&#039;, indicated by the purple snake debuff which will drop a poison puddle that deals split damage to everyone hit, and [[File:Crown of the gorgon icon1.png|link=]] &#039;&#039;&#039;Crown of the Gorgon&#039;&#039;&#039;, indicated by the orange circle debuff, which will fire an omnidirectional &#039;&#039;&#039;Petrification&#039;&#039;&#039; AoE. This time around the debuff timers will have all the gaze attacks firing at once, then the puddles dropping at the same time. Players should position around the boss, then the boss will cast &#039;&#039;&#039;Into the Shadows&#039;&#039;&#039; calling all four ads at once. Players should watch which direction they move in to determine where they will come out of the ground as last time. The boss will also summon four clones at the edges of the arena, who will all fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a line AoE around the outer edge of the arena. Players need to simply avoid the edge of the arena at this point. Once the adds appear, the gaze players should turn towards their ads and petrify them while the &#039;&#039;&#039;Blood&#039;&#039;&#039; debuffed players will drop their debuff away from the ads. The boss will cast &#039;&#039;&#039;Illusory Creation&#039;&#039;&#039;, then the second set of gaze players will petrify the ads again, with the second set of puddles being dropped away from the ads. A clone will appear on the edge of the arena in line with two of the ads, and prepare to fire &#039;&#039;&#039;Gorgospit&#039;&#039;&#039; in a straight line. Players should move to center for healing and swapping players to ensure each group has both a &#039;&#039;&#039;Crown&#039;&#039;&#039; and &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player. Once this has been determined, players will split into their light parties and move towards the ads not in line with the clone based on which direction their group is assigned, and the player with the &#039;&#039;&#039;Crown&#039;&#039;&#039; debuff will stand on one side of the ad while the other players use the ad to break that player&#039;s line of sight. The &#039;&#039;&#039;Crown&#039;&#039;&#039; player will re-petrify the ad again, and the &#039;&#039;&#039;Breath&#039;&#039;&#039; debuffed player will drop their puddle, killing the ad. Meanwhile the clone will fire its attack and take care of the other two ads. The boss will return to normal.&lt;br /&gt;
&lt;br /&gt;
Following the first transformation, the boss will perform another &#039;&#039;&#039;Flameviper&#039;&#039;&#039;, then transform into the form it hasn&#039;t taken yet. After the second transformation, the boss will return to center and cast a &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, auto-attack twice, then enrage, become untargetable and cast &#039;&#039;&#039;Genesis of Flame&#039;&#039;&#039;, wiping the party. Players must get the boss to less than 50% health before this. If they do, a cutscene will play, the boss will enter its second phase, and players will have a checkpoint where they will restart the fight in the second phase should they die.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
For the second phase of the fight, players should reassign clock spread positions, with tanks at the upper northeast and northwest, melee DPS at the northeast and northwest intercardinals, healers at the upper southeast and southwest, and ranged DPS at the southeast and southwest intercardinals. Players will also want to assign role spread positions, with tanks and healers on one side and the DPS on the other, with each player on their own tile spread in a square. Finally, players will need to assign in/out priorities for a later mechanic within their role spread positions.&lt;br /&gt;
====Abilities====&lt;br /&gt;
Please note that the boss&#039; auto-attacks are cleaving stacked tankbusters that deal massive damage. Tanks can either remain stacked to take these throughout the fight when indicated, and all other players should move away, or a single tank can take the hits solo with an invulnerability cooldown that should also cover a preceding split tankbuster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;: Unavoidable roomwide AoE that inflicts high damage and {{status effect|bleed}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;, requiring mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;: The boss targets the top two players in the enmity list for a high damage AoE tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;: Targets two random tanks/healers, or two random DPS, with a [[File:Natural alignment icon1.png|link=]] debuff that inflicts heavy damage over time and causes a purple sigil to appear beneath the players. The damage over time cannot be mitigated and must be healed through. If these players die or are hit by any mechanics during the duration of the debuff, the raid will instantly wipe (&#039;&#039;&#039;Forcible Failure&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Twist Nature&#039;&#039;&#039;: One of the sigils will start spinning and have two gauges appear over it that will begin filling at different rates, telegraphing two mechanics that will happen in sequence. The first sigil will use &#039;&#039;&#039;Forcible Fire II&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Fire III&#039;&#039;&#039;. Afterwards, the second sigil will activate and use &#039;&#039;&#039;Forcible Trifire&#039;&#039;&#039; and &#039;&#039;&#039;Forcible Difreeze&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire II (purple AoE icon)&#039;&#039;&#039;: Each of the six players without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a medium-sized circie AoE that inflicts moderate damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, requiring players to be spread.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Fire III (stack marker icon)&#039;&#039;&#039;: One random player without a &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; debuff will be targeted with a split damage AoE that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Trifire (flame icon)&#039;&#039;&#039;: The three furthest non-debuff players from the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by two players each to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Forcible Difreeze (snowflake icon)&#039;&#039;&#039;: The two closest non-debuff players to the active player with &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039; will be targeted with a medium-sized circular AoE that inflicts heavy damage, {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, and must be shared by three players each to prevent lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;: A large telegraphed circular AoE that should be avoided will appear beneath each player.&lt;br /&gt;
*&#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;: One side of the boss will be engulfed in flame, then fire an AoE that fills the arena on that half shortly after.&lt;br /&gt;
*&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the west wall and use a line AoE that strikes an entire row of the arena, leaving either the first or second row of tiles safe. Afterwards, three &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn on the east wall and repeat this attack, leaving the other possible row safe. Later these clones will tether to the closest player to them and will move along the outer edge of the arena based on where the player moves.&lt;br /&gt;
*&#039;&#039;&#039;High Concept&#039;&#039;&#039;: Massive unavoidable raidwide damage, requiring heavy mitigation, that calculates individual damage dealt based on number of players. If players are dead during this attack, their damage is spread equally amongst the living players. All players will be given a debuff: &lt;br /&gt;
**[[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;: One player will receive a two-person stack debuff. Upon the 8s debuff timer expiring, a small AoE (&#039;&#039;&#039;Splicer&#039;&#039;&#039;) will resolve around them that will deal lethal damage to everyone in the AoE unless exactly two people are in it. Inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Supersplice icon1.png|link=]] &#039;&#039;&#039;Supersplice&#039;&#039;&#039;: One player will receive a three-person stack debuff that functions similarly &#039;&#039;&#039;Multisplice&#039;&#039;&#039; to but requires three people. &lt;br /&gt;
**[[File:Imperfection alpha icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha&#039;&#039;&#039;: Two players will receive this debuff, one with a short (8s) timer and the other with a long (28s) timer.&lt;br /&gt;
**[[File:Imperfection beta icon1.png|link=]] &#039;&#039;&#039;Imperfection: Beta&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**[[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Gamma&#039;&#039;&#039;: Two will receive this debuff, one with a short timer and the other with a long timer.&lt;br /&gt;
**&#039;&#039;&#039;Perfection: Alpha/Beta/Gamma&#039;&#039;&#039;: When the &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff timers expire, the players will emit a large AoE around them that deals high damage (&#039;&#039;&#039;Conceptual Shift&#039;&#039;&#039;) and inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Those players and anyone else in the AoE will receive one of three sets of symbols over their heads depending on Alpha/Beta/Gamma, with each set consisting of three colored elemental symbols, one having a ring around it (&amp;quot;dominant&amp;quot;). &lt;br /&gt;
***[[File:Perfection alpha icon1.png|link=]] &#039;&#039;&#039;Alpha&#039;&#039;&#039;: Fire (red, dominant), water (blue), and wind (green).&lt;br /&gt;
***[[File:Perfection beta icon1.png|link=]] &#039;&#039;&#039;Beta&#039;&#039;&#039;: Poison (yellow, dominant), lightning (purple), and wind.&lt;br /&gt;
***[[File:Perfection gamma icon1.png|link=]] &#039;&#039;&#039;Gamma&#039;&#039;&#039;: Plant (orange, dominant), lightning, and water.&lt;br /&gt;
**When two players with &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers stand near each other, they will tether. After a brief delay, both players will receive a &amp;quot;creature&amp;quot; (&#039;&#039;&#039;Conception&#039;&#039;&#039;) of a certain element over their heads. If both tethered players have the same &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the one that had the ring around it. If both tethered players have different &#039;&#039;&#039;Perfection&#039;&#039;&#039; markers, the element of the &#039;&#039;&#039;Conception&#039;&#039;&#039; will be the element that is shared between both sets of markers. Players who mixed will receive an [[File:Inconceivable icon1.png|link=]] &#039;&#039;&#039;Inconceivable&#039;&#039;&#039; debuff that briefly prevents them from mixing with other players.&lt;br /&gt;
***[[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; (Red Ifrit): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Alpha&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Toxic conception icon1.png|link=]] &#039;&#039;&#039;Toxic Conception&#039;&#039;&#039; (Yellow Snake): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect.&lt;br /&gt;
***[[File:Growing conception icon1.png|link=]] &#039;&#039;&#039;Growing Conception&#039;&#039;&#039; (Orange Tree): &#039;&#039;&#039;Gamma&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;. Both players will also receive a heavy damage-over-time effect. &lt;br /&gt;
***[[File:Winged conception icon1.png|link=]] &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; (Green Bird): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Beta&#039;&#039;&#039;. &lt;br /&gt;
***[[File:Aquatic conception icon1.png|link=]] &#039;&#039;&#039;Aquatic Conception&#039;&#039;&#039; (Blue Fish): &#039;&#039;&#039;Alpha&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
***[[File:Shocking conception icon1.png|link=]] &#039;&#039;&#039;Shocking Conception&#039;&#039;&#039; (Purple Ixion): &#039;&#039;&#039;Beta&#039;&#039;&#039; + &#039;&#039;&#039;Gamma&#039;&#039;&#039;.&lt;br /&gt;
**Note that &#039;&#039;&#039;Fiery, Toxic and Growing Conception&#039;&#039;&#039; are not used for the first iteration of &#039;&#039;&#039;High Concept&#039;&#039;&#039;, so making them is a failure state. &#039;&#039;&#039;Toxic and Growing Conception&#039;&#039;&#039; are not used for the entirety of the fight.&lt;br /&gt;
**If a player with an &#039;&#039;&#039;Imperfection&#039;&#039;&#039; debuff dies, a player with a &#039;&#039;&#039;Splice&#039;&#039;&#039; debuff does not correctly resolve it, a player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; is caught in the AoE of a different signed &#039;&#039;&#039;Imperfection&#039;&#039;&#039; player, two players with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix (with the exception of &#039;&#039;&#039;Winged Conception&#039;&#039;&#039; + &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039;), or one player with &#039;&#039;&#039;Perfection&#039;&#039;&#039; and one with &#039;&#039;&#039;Conception&#039;&#039;&#039; mix, they will emit an unavoidable AoE (&#039;&#039;&#039;Failure of Imagination&#039;&#039;&#039;) that will instantly wipe the raid.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers (&#039;&#039;&#039;purple lightning, green wind, blue water&#039;&#039;&#039;) in two sets. The first set of two towers will appear north and south. The second set of four towers will also appear on the north-south axis. While the element is random for each set, all towers in a set will have the same element. These towers will have a countdown timer, and and require one person with an appropriate &#039;&#039;&#039;Conception&#039;&#039;&#039; buff matching the tower element to soak each tower. Failing to soak them in time will cause them to explode and instantly wipe the raid (&#039;&#039;&#039;Arcane Wave&#039;&#039;&#039;). Players who stand in a tower without the correct buff will receive a debuff ({{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039;, {{status effect|windburn}} &#039;&#039;&#039;[[Windburn]]&#039;&#039;&#039;, {{status effect|dropsy}} &#039;&#039;&#039;[[Dropsy]]&#039;&#039;&#039;) that will deal massive damage over time. Players who soak the tower with the correct buff will take moderate damage (&#039;&#039;&#039;Arcane Current&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;: The boss removes all &#039;&#039;&#039;Perfection&#039;&#039;&#039; and &#039;&#039;&#039;Conception&#039;&#039;&#039; effects from the party.&lt;br /&gt;
*&#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;: The boss targets a tank/healer and a DPS, and attacks them in four pairs of two with a medium-sized AoE that deals moderate damage, debuffing with a {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. When the Fire Resistance debuff timer reaches approximately 2 seconds, players will drop an large, telegraphed AoE (&#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;) underneath them that they must move out of. During this time, four sets of two meteor towers will be spawning in the first three rows of the arena. Players will need to soak the meteor towers (&#039;&#039;&#039;Burst&#039;&#039;&#039;) in the order that they were hit by the boss, due to their debuffs preventing them from taking earlier meteors. Towers that are not soaked in time will inflict massive damage (&#039;&#039;&#039;Big Burst&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone, most likely resulting in a wipe&lt;br /&gt;
*&#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;: The boss will give a second [[File:Inverse magicks icon1.png|link=]] debuff to one or both players who are affected by &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, reversing what their debuffs do (e.g, if the stack gauge fills faster, players will spread first, then stack. If the fire gauge fills faster, players will resolve &#039;&#039;&#039;Conceptual Difreeze&#039;&#039;&#039; first then &#039;&#039;&#039;Conceptual Trifire&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;High Concept (second usage)&#039;&#039;&#039;: Functions similarly to the first usage of &#039;&#039;&#039;High Concept&#039;&#039;&#039; but assigns a different set of debuffs, including one new debuff.&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a short timer (8s).&lt;br /&gt;
**Three players will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfection: Alpha/Beta/Gamma&#039;&#039;&#039; (one player per debuff) with a long timer (28s). In addition, one of these three players will receive [[File:Multisplice icon1.png|link=]] &#039;&#039;&#039;Multisplice&#039;&#039;&#039;, while another will receive [[File:Solosplice icon1.png|link=]] &#039;&#039;&#039;Solosplice&#039;&#039;&#039;, which requires them to be isolated from other players to prevent lethal damage.&lt;br /&gt;
**Two players will receive no debuffs.&lt;br /&gt;
**&#039;&#039;&#039;Arcane Control&#039;&#039;&#039;: The boss spawns colored elemental towers in two sets. The first set of two towers will appear north and south. The second set of four towers  will always occupy the middle four tiles. In the second set, two towers will always be wind (green), while the others may be both water or both lightning. The towers function similarly as they did before.&lt;br /&gt;
**&#039;&#039;&#039;End of Days&#039;&#039;&#039;: Four &#039;&#039;&#039;Illusory Hephaistos&#039;&#039;&#039; will spawn at the walls, one add at each cardinal. After a few seconds, each one will tether to the nearest player. The adds will follow the tethered player by moving along the outside of the arena. After a few more seconds, they will {{status effect|bind}} &#039;&#039;&#039;[[Bind]]&#039;&#039;&#039; the tethered player briefly and shoot a line AoE at them that inflicts high damage and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;: A buff that is granted to players who mix &#039;&#039;&#039;Fiery Conception&#039;&#039;&#039; and &#039;&#039;&#039;Winged Conception&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039;: If four players receive &#039;&#039;&#039;Immortal Spark&#039;&#039;&#039;, they will automatically tether together and shortly after, emit an unavoidable raidwide AoE that deals 99% maximum HP in damage to all players. Mitigation abilities do not reduce damage taken. All players who survive this attack will be granted the &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; (Phoenix) buff.&lt;br /&gt;
*&#039;&#039;&#039;Ego Death&#039;&#039;&#039;: Slowcast that kills all players, wiping the fight, unless they have the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff. This also acts as the enrage attack at the end of the fight. Players with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will not be damaged by the attack (although they will have a revive animation as though they died).&lt;br /&gt;
*[[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039;: All players who survive &#039;&#039;&#039;Ego Death&#039;&#039;&#039; with &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will be granted this buff, doubling the damage they inflict. This buff will be lost if the players die.&lt;br /&gt;
*&#039;&#039;&#039;Aionagonia&#039;&#039;&#039;: High damage unavoidable raidwide attack that inflicts a {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuff on players, and a {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; on the boss.&lt;br /&gt;
*&#039;&#039;&#039;Dominion&#039;&#039;&#039;: Unavoidable raidwide that requires players to spread out. Four players (two random tanks/healers and two random DPS) will get hit by an medium-sized AoE (&#039;&#039;&#039;Orogenic Deformation&#039;&#039;&#039;) that debuffs with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. After this four slow moving orbs of light make their way to the edge of the arena that spawn a tower when they reach a wall, dealing moderate damage (&#039;&#039;&#039;Orogenic Shift&#039;&#039;&#039;) and the same {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; debuff from before to any players inside them. If they are not soaked by a player, they will explode (&#039;&#039;&#039;Orogenic Annihilation&#039;&#039;&#039;), dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; to everyone.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
To start the phase, the tanks will need to move close to the northern edge of the arena away from the party, as the boss&#039; auto attacks are high damage stack tankbusters, requiring both tanks to soak them. After a few auto attacks, the boss will use &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; a heavy hitting raidwide attack that debuffs with a high damage &#039;&#039;&#039;Bleed&#039;&#039;&#039;, so mitigation and healing are required. The boss will fire a few more auto attacks, then use &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, a tankbuster that targets both tanks (or the two highest in the enmity list) and hits them with a high damage AoE. If these are overlapped, the tanks will die. The boss will auto attack twice, then cast &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two players from the tanks/healers role and a DPS role will be targeted by this attack, be given a [[File:Natural alignment icon1.png|link=]] debuff that inflicts high damage over time, and places a purple circle beneath them. These players need to move away from players to avoid accidental damage, as if these players are hit by an attack or die, the party will be wiped. The boss will cast &#039;&#039;&#039;Twist Nature&#039;&#039;&#039;, which will set one of the circles to begin spinning, and a gauge with a marker will appear over the debuffed players&#039; heads. When one of the gauges fills, that mechanic will be inflicted on the unmarked players, and they must handle the mechanic. If they fail the mechanic, they will take high damage. The boss will cast &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039;, dropping large AoEs under players. Marked players should stack to the north to bait these, while the unmarked players do the same in the center of the arena. Players can also spread out in their role groups to bait the AoEs, then spread out to avoid them, as this gives a little more room on the arena. After &#039;&#039;&#039;Tyrant&#039;s Flare&#039;&#039;&#039; resolves, the first gauge will fill and the attack will fire. The marked players will be unaffected, but the marked players will have to stack or spread accordingly. After this, the boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, firing an AoE over half the arena. Players will identify the side of the boss that is not on fire and move to that side of the arena to avoid. At this time, the second gauge will fill, and players will handle the mechanic accordingly.&lt;br /&gt;
&lt;br /&gt;
The second half of this mechanic has three clones of the boss spawning on the west side of the arena, leaving one row of tiles open as a safe zone. These clones will always leave the first or second row open as a safe zone. The marked players also gain new markers, a fire gauge and an ice gauge. The fire gauge targets the furthest three players from the fire marked player, and requires them to stack with another player to mitigate the attack. The ice gauge targets the two closest players and requires them to stack with three players to mitigate the attack. Players will need to first identify the safe row to handle these mechanics in, then move to that row. To handle the fire marker, the marked players should stand in the center of one of the tiles, with the unmarked players grouping in their roles (Tanks and healers on one side in their spread positions, and DPS on the other in their spread positions) organized in their in/out priority. Players who are &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; will use the edge of the tile as a distance marker, and stand on the inner side of the line on the floor to bait the attack. The &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; players will stand on the other side of the line. To make sure players are in groups of two, the role that has marked players will group together (a tank and a healer are marked, so the other tank and healer will adjust accordingly, with the &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039; character moving to the &#039;&#039;&#039;&amp;quot;out&amp;quot;&#039;&#039;&#039; character). To handle the ice marker, players will group in their roles again, and the role that doesn&#039;t have marked players will send one player to the other role group to stack in groups of three. The &#039;&#039;&#039;&amp;quot;in&amp;quot;&#039;&#039;&#039;priority players will not be moving.&lt;br /&gt;
&lt;br /&gt;
The first gauge and the clone AoEs will fire at roughly the same time. After that, a second set of clones will appear on the east side of the arena, leaving the first or second row from the top open as a safe zone. Players will adjust to the safe location and handle the second attack as described above. The boss will follow this up with another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039; requiring mitigation, then will fire more auto attacks, then another &#039;&#039;&#039;Tyrant&#039;s Unholy Flare&#039;&#039;&#039; followed by another auto attack. This is a high amount of damage, so healers be ready. The boss will then cast &#039;&#039;&#039;High Concept&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The raid will take high damage that needs to be mitigated and healed through, and all players will receive a debuff. If any players are dead at this point, the damage they would receive is spread across the party equally. Two players each will receive [[File:Imperfection alpha icon1.png|link=]][[File:Imperfection beta icon1.png|link=]][[File:Imperfection gamma icon1.png|link=]] &#039;&#039;&#039;Imperfect: Alpha/Beta/Gamma&#039;&#039;&#039; with a long and short debuff timer, and the remaining two will receive a [[File:Multisplice icon1.png|link=]] two person stack and a [[File:Supersplice icon1.png|link=]] three person stack. When these debuffs resolve, they will explode in a large AoE, and place three elemental markers over the player&#039;s heads, as well as any player hit, with one of the markers surrounded by a ring. Two tower markers will appear in a specific color on the arena. To handle this, &#039;&#039;&#039;Alpha&#039;&#039;&#039; players with the shorter timer will move to the &#039;&#039;&#039;&amp;quot;A&amp;quot;&#039;&#039;&#039; marker on the arena, &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;B&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Gamma&amp;quot;&#039;&#039;&#039; to &#039;&#039;&#039;&amp;quot;C&amp;quot;&#039;&#039;&#039;. If players have not moved the markers to the corners as described above, they can simply move to a designated corner of the arena. Meanwhile, the players with the longer debuff timers will be stacking with the other players in the remaining corner. The two person stack should move to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker, and the three person marker should move to the &#039;&#039;&#039;&amp;quot;3&amp;quot;&#039;&#039;&#039; marker. To make it easier to organize where players are going, the &#039;&#039;&#039;&amp;quot;Beta&amp;quot;&#039;&#039;&#039; player will move to the two person stack marker, as they share the same color and it is easy to identify where to go, and the remaining two players move to the three person marker. The boss will cast &#039;&#039;&#039;Arcane Control&#039;&#039;&#039; and the AoEs will detonate, then assign the new markers over the players. Players with the new markers that are the same color will stand together and tether to one another and shortly thereafter receive a [[File:Winged conception icon1.png|link=]][[File:Aquatic conception icon1.png|link=]][[File:Shocking conception icon1.png|link=]] &amp;quot;creature&amp;quot; corresponding to the matching color over their heads. Be warned, that if two players with the same markers in the same order attempt to stack, they will receive the dominant element [[File:Fiery conception icon1.png|link=]][[File:Toxic conception icon1.png|link=]][[File:Growing conception icon1.png|link=]]&amp;quot;creature&amp;quot; (the one with the ring around it), and take a high damage debuff. Once players have the correct &amp;quot;creature&amp;quot;, they will be able to soak the tower markers. If the markers aren&#039;t soaked, they will wipe the raid. To determine where players are going, &#039;&#039;&#039;Alpha&#039;&#039;&#039; should always go north, &#039;&#039;&#039;Gamma&#039;&#039;&#039; to the south, and &#039;&#039;&#039;Beta&#039;&#039;&#039; can adjust. During this, the boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will have to stand in the safe half of their tower. The towers will count down, then erupt.&lt;br /&gt;
&lt;br /&gt;
For the second puddles, players with a marker over their head can move to the safe corner, being careful not to stand too close to one another, as they can still tether and explode, wiping the raid. The debuffed players will move to their appointed locations and receive their markers the same as before. The two remaining players who had the stack debuffs will move to stand near either the &#039;&#039;&#039;Alpha, Beta&#039;&#039;&#039; or &#039;&#039;&#039;Gamma&#039;&#039;&#039; players, depending on which player is still remaining who did not end up receiving a creature in the last round. The player who did not receive a creature can call out their debuff, and the other two players will know not to stand near that marker. Four towers will appear in the center of the arena, all of the same color. To handle this, players with a long &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will stay in the south of the arena, and players with the short &#039;&#039;&#039;Imperfect&#039;&#039;&#039; debuff will move north. This guarantees that players with the same marker sets will not end up accidentally mixing together. The boss will use &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039; as before, so players will need to stand on the safe side of their towers once again. Players should remain spread until the boss casts &#039;&#039;&#039;Deconceptualize&#039;&#039;&#039;, removing all debuffs and markers to avoid tethering.&lt;br /&gt;
&lt;br /&gt;
The boss will use another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, then a few auto attacks, then cast &#039;&#039;&#039;Limitless Desolation&#039;&#039;&#039;. Each player will be hit by this attack in an AoE at the same time as another player, creating pairs. Soon after getting hit, each player will drop an AoE underneath them. Each player hit will be debuffed with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and {{status effect|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]] II&#039;&#039;&#039;. At the same time, sets of meteor markers will spawn on the arena. To handle this, players will split into their role spread positions to avoid overlapping AoEs, keep track of what order they are hit in, then move to take the meteor circles in the order they spawn. For example, the first players hit will wait to drop their AoEs, then take the first set of meteor markers that spawn, and so on. Players have plenty of time to adjust which meteor they are soaking, and have the entire arena to maneuver around, so this mechanic should be simple to handle.&lt;br /&gt;
&lt;br /&gt;
The boss will auto attack twice, cast another &#039;&#039;&#039;Tyrant&#039;s Unholy Darkness&#039;&#039;&#039;, then another two tankbusters. It is recommended that the tanks both use their invulnerability skills when the boss casts to take the next three hits. The boss will cast another &#039;&#039;&#039;Natural Alignment&#039;&#039;&#039;, then also cast &#039;&#039;&#039;Inverse Magicks&#039;&#039;&#039;, giving one or both affected players a reverse [[File:Inverse magicks icon1.png|link=]] debuff that will fire the opposite attack from what the marker on their gauge indicates. Otherwise the attack is handled the same as before, with players identifying where the safe row is then either stacking or spreading, then handling the fire and ice markers. To easily determine when the reversed skill is coming, players simply need to wait until the circle under the player with the reversal debuff begins to rotate. At the end of the attack the boss will follow up with another &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast another &#039;&#039;&#039;Aioniopyr&#039;&#039;&#039;, a few auto attacks and another tankbuster followed by another auto attack. Mitigation is required here for the sheer volume of damage. The boss will cast another &#039;&#039;&#039;High Concept&#039;&#039;&#039; with the same debuffs as before, with the three person stack debuff being replaced with a single one person [[File:Solosplice icon1.png|link=]] debuff. Two of the long debuff timer players will receive a stack debuff, and two players will have no debuffs at all. As before, the players with the short debuff move to their corners, while the player with the single player debuff moves to the &#039;&#039;&#039;&amp;quot;1&amp;quot;&#039;&#039;&#039; marker, with the two person debuff moving to the &#039;&#039;&#039;&amp;quot;2&amp;quot;&#039;&#039;&#039; marker. The final player wih the long debuff timer will move to stack with the two person marker. The two players with no debuffs will stand with &#039;&#039;&#039;Alpha&#039;&#039;&#039;, taking their markers. Two puddles will spawn on the arena as before. Two players will stack to receive the correct color creature, while the two players that had no debuffs will stack together to get the [[File:Fiery conception icon1.png|link=]] &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; and a high damage debuff. Healers should be ready to handle this. The boss will cast &#039;&#039;&#039;Ashing Blaze&#039;&#039;&#039;, so players will move accordingly. Players with markers will move to the safe corners, and the remaining debuff players will move to their corresponding corners as before. This time, four puddles will spawn, with two of them being the green &#039;&#039;&#039;Bird&#039;&#039;&#039; puddles. Four ads will also spawn at each side of the arena. &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; will come together to create a &amp;quot;creature&amp;quot;, while the &#039;&#039;&#039;Gamma&#039;&#039;&#039; and the player from last round who did not receive a &amp;quot;creature&amp;quot; will combine, handling the towers as normal. The two players without the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; &amp;quot;creature&amp;quot; will move to stand in front of the northern and southern ads, while the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; players will take the east and west. Soon after, the ads will tether to the closest players to them, and begin casting &#039;&#039;&#039;End of Days&#039;&#039;&#039; untelegraphed. The players who are tethered can move their clones along the edge of the arena. The clones should be moved clockwise to the edges of the arena, and the players who are tethered should move one tile forward. This prevents any overlapping from the line AoEs fired by the ads, and protects the players in the markers as well. After the attacks resolve, the &#039;&#039;&#039;Ifrit&#039;&#039;&#039; and &#039;&#039;&#039;Bird&#039;&#039;&#039; players should stack together with all other players. This will change their markers to that of the [[File:Immortal spark icon1.png|link=]] &#039;&#039;&#039;Phoenix&#039;&#039;&#039;. The boss will begin casting &#039;&#039;&#039;Ego Death&#039;&#039;&#039;, an attack that will wipe the entire party. Healers need to immediately heal every player up to full health, as the &#039;&#039;&#039;Phoenix&#039;&#039;&#039; markers will erupt, dealing 99.9% of all players health and can not be mitigated. After the explosion, all players will receive the [[File:Immortal conception icon1.png|link=]] &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; buff, giving a large boost to damage dealt. The boss will finish its cast, and the fight will fade out as if all players were defeated, but the party will be revived at full health shortly afterwards and receive the [[File:Everburn icon1.png|link=]] &#039;&#039;&#039;Everburn&#039;&#039;&#039; buff, which doubles damage dealt. (Anyone who did not have &#039;&#039;&#039;Immortal Conception&#039;&#039;&#039; will die to &#039;&#039;&#039;Ego Death&#039;&#039;&#039; and not be revived or receive this buff). Note that this buff is lost on death, so players should be careful not to die for the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
The boss will then cast &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, dealing high raidwide damage, inflicting {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, and giving the boss a stack of {{buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. The boss will then cast &#039;&#039;&#039;Dominion&#039;&#039;&#039;, which requires players to go to their spread positions each on their own tile. The raid will take damage, and four players will be hit by an earth pillar, debuffing them with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039;. Overlapping these hits will kill a player. After the attack, four orbs of light will appear at the center of the arena and slowly move towards the edges of the arena. The players not debuffed by the earth pillar will each take one of these orbs, staying within it until it reaches the edge of the arena and erupts in another earth pillar, debuffing the other players with {{status effect|earth resistance down}} &#039;&#039;&#039;[[Earth Resistance Down]] II&#039;&#039;&#039; as well. By this point, the first players hit will lose their debuffs, and be able to take the second set of orbs. Each orb needs to be soaked, or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this pattern again, ending with a third &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;. Players need to split their mitigation on the &#039;&#039;&#039;Aionagonia&#039;&#039;&#039;, with one tank using &#039;&#039;&#039;Reprisal&#039;&#039;&#039; for each one, and the healers and DPS mitigating the &#039;&#039;&#039;Dominions&#039;&#039;&#039;. Some players also use a tank Limit Break level three if they have it by this point. Finally the boss will slow cast another &#039;&#039;&#039;Ego Death&#039;&#039;&#039; as the enrage. The boss must be defeated before this cast finishes, or the party will wipe and start over at the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Abyssos Weapons}}&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos IV}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
One random &#039;&#039;&#039;[[Abyssos Weapons|Abyssos Weapon]]&#039;&#039;&#039; and the Chest Gear Coffer are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Abyssos Arms (IL 635)}}&lt;br /&gt;
{{Drops table row|Abyssos War Axe}}&lt;br /&gt;
{{Drops table row|Abyssos Guillotine}}&lt;br /&gt;
{{Drops table row|Abyssos Sawback}}&lt;br /&gt;
{{Drops table row|Abyssos Partisan}}&lt;br /&gt;
{{Drops table row|Abyssos Sickle}}&lt;br /&gt;
{{Drops table row|Abyssos Baghnakhs}}&lt;br /&gt;
{{Drops table row|Abyssos Blade}}&lt;br /&gt;
{{Drops table row|Abyssos Cleavers}}&lt;br /&gt;
{{Drops table row|Abyssos Compound Bow}}&lt;br /&gt;
{{Drops table row|Abyssos Pistol}}&lt;br /&gt;
{{Drops table row|Abyssos Chakrams}}&lt;br /&gt;
{{Drops table row|Abyssos Rod}}&lt;br /&gt;
{{Drops table row|Abysseia}}&lt;br /&gt;
{{Drops table row|Abyssos Degen}}&lt;br /&gt;
{{Drops table row|Abyssos Staff}}&lt;br /&gt;
{{Drops table row|Call of the Abyss}}&lt;br /&gt;
{{Drops table row|Abyssos Orrery}}&lt;br /&gt;
{{Drops table row|Abyssos Wings}}&lt;br /&gt;
{{Drops table row|Abyssos Chest Gear Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
All drops are guaranteed to appear.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Weapon Coffer (IL 635)}}&lt;br /&gt;
{{Drops table row|Sunforged Crystal}}&lt;br /&gt;
{{Drops table row|White Stone Black Orchestrion Roll}}&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}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss I}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss II}}&lt;br /&gt;
{{achievement table row|Savage Gaze of the Abyss III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P8S.png&lt;br /&gt;
P8 boss.png&lt;br /&gt;
P8S Phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[Patch 6.21]], the HP of Hephaistos was reduced by approximately 3% in Phase 1 and 1% in Phase 2, making this the first Savage encounter to be &amp;quot;nerfed&amp;quot; when it was current, since {{questlink|raid|Alexander - The Cuff of the Son (Savage)}} in [[Patch 3.26]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p8s Common party finder strategies for P8S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Tax Man</name></author>
	</entry>
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