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	<updated>2026-06-17T02:24:30Z</updated>
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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Phantom_Weapons_Umbrae/Quest&amp;diff=1173943</id>
		<title>Phantom Weapons Umbrae/Quest</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Phantom_Weapons_Umbrae/Quest&amp;diff=1173943"/>
		<updated>2025-12-22T16:28:14Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Added some new aether values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;relic-quest&amp;quot; style=&amp;quot;text-align:left; width:720px&amp;quot; &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;[[Phantom Weapons Penumbrae/Quest|Penumbrae &amp;lt;br&amp;gt; &amp;lt;&amp;lt;&amp;lt; &amp;lt;br&amp;gt; IL 745]]&#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; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;&amp;lt;big&amp;gt;[[Phantom Weapons Umbrae]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Item Level&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; class=&amp;quot;relic-quest-cell&amp;quot;| 760&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Patch&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;140px&amp;quot; class=&amp;quot;relic-quest-cell&amp;quot;| 7.31&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot; | &#039;&#039;&#039;Starting Location&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot;&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Lydirceil]] - [[Phantom Village]] (X:6.6, Y:7.1) &lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| [[Gerolt (DT)|Gerolt]] - [[Phantom Village]] (X:6.7, Y:7.1)&amp;lt;br&amp;gt;[[Ermina]] - [[Phantom Village]] (X:6.9, Y:7.3)&amp;lt;br&amp;gt;[[Dodokkuli]] - [[Phantom Village]] (X:6.7, Y:7.1) &lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Quests&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;|{{questlink|feature|Keeping the Old Ways Alive}}&amp;lt;br&amp;gt;{{questlink|feature|Aether, Aether, Everywhere}}&amp;lt;br&amp;gt;{{questlink|feature|Wrought by Hands Phantasmal}}&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; class=&amp;quot;relic-quest-heading&amp;quot;| &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;relic-quest-cell&amp;quot; colspan=&amp;quot;3&amp;quot;| {{item icon|Phantom Sword Umbrae|size=big|x}} {{item icon|Phantom Kite Shield Umbrae|size=big|x}} {{item icon|Phantom Bardiche Umbrae|size=big|x}} {{item icon|Phantom Guillotine Umbrae|size=big|x}} {{item icon|Phantom Bayonet Umbrae|size=big|x}} {{item icon|Phantom Spear Umbrae|size=big|x}} {{item icon|Phantom War Scythe Umbrae|size=big|x}} {{item icon|Phantom Knuckles Umbrae|size=big|x}} {{item icon|Phantom Blade Umbrae|size=big|x}} {{item icon|Phantom Cleavers Umbrae|size=big|x}} {{item icon|Phantom Twinfangs Umbrae|size=big|x}} {{item icon|Phantom Harp Bow Umbrae|size=big|x}} {{item icon|Phantom Arquebus Umbrae|size=big|x}} {{item icon|Phantom Terpna Umbrae|size=big|x}} {{item icon|Phantom Staff Umbrae|size=big|x}} {{item icon|Phantom Index Umbrae|size=big|x}} {{item icon|Phantom Rapier Umbrae|size=big|x}} {{item icon|Phantom Flat Brush Umbrae|size=big|x}} {{item icon|Phantom Crook Umbrae|size=big|x}} {{item icon|Phantom Codex Umbrae|size=big|x}} {{item icon|Phantom Star Globe Umbrae|size=big|x}} {{item icon|Phantom Pendulums Umbrae|size=big|x}}&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;TBA&#039;&#039;&#039;&lt;br /&gt;
|} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
Before beginning to create a [[Phantom Weapons Umbrae|Phantom Weapon Umbrae]], players must:&lt;br /&gt;
* complete a [[Phantom Weapons Penumbrae|Phantom Weapon Penumbrae]] from the quest {{questlink|feature|Forging the Phantasmal}}&lt;br /&gt;
* reach level 100 for your chosen [[job]] as a [[Disciple of War]] or [[Disciple of Magic]].&lt;br /&gt;
&lt;br /&gt;
The three quests for the second stage of the Phantom Weapons, which require farming certain [[Duty Roulette|Duty Roulettes]] to obtain enough aether, have to be completed only once. After that, all weapons umbrae can be bought from a vendor with the corresponding weapon penumbrae and  three pieces of {{item icon|Waxing Arcanite}}, which cost {{tomestone|uncapped|500}} {{tomestone/uncapped-text}} each, totaling {{tomestone|uncapped|1500}} per weapon.&lt;br /&gt;
&lt;br /&gt;
=={{questlink|feature|Keeping the Old Ways Alive|large}}==&lt;br /&gt;
{{Relic Weapon Quest&lt;br /&gt;
|npc = [[Lydirceil]]&lt;br /&gt;
|location = [[Phantom Village]] (X:6.6, Y:7.1)&lt;br /&gt;
|steps = &lt;br /&gt;
#Express your /doubt to [[Gerolt (DT)|Gerolt]].&lt;br /&gt;
#Deliver the requested items to Gerolt.&lt;br /&gt;
#Obtain a block of {{item icon|Rroneek Glue}}.&lt;br /&gt;
#Obtain a chunk of {{item icon|Ut&#039;ohmu Siderite}}.&lt;br /&gt;
#Obtain a pinch of {{item icon|Synthetic Dark Matter Alpha}}.&lt;br /&gt;
#Obtain a pinch of {{item icon|Synthetic Dark Matter Beta}}.&lt;br /&gt;
#Obtain a pinch of {{item icon|Synthetic Dark Matter Gamma}}.&lt;br /&gt;
#Wait for Dodokkuli to finish his preparations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* {{item icon|Rroneek Glue}} is purchased from [[Goplu]] in [[Tuliyollal]] (13.1, 12.7) for {{gil|300,000}} [[gil]].&lt;br /&gt;
* {{item icon|Ut&#039;ohmu Siderite}} is purchased from [[Rral Wuruq]] in Iq Br&#039;aax at [[Yak T&#039;el]] (13.8, 12.7) for {{bicolor gemstone|600}} [[Bicolor Gemstone]]s.&lt;br /&gt;
&lt;br /&gt;
The Dark Matter items are level 100 crafts, with the recipes requiring [[Master Recipe Tomes|Master Recipe Tomes XII]].&lt;br /&gt;
* All recipes require {{item icon|Levinchrome Aethersand}}, which can be bought with {{scrip|high gatherer}} {{scrip/high-gatherer-text}} or {{cex|cosmocredit}} [[Cosmocredit]]s, or obtained through {{action icon|Aetherial Reduction}}.&lt;br /&gt;
* The remaining materials come from timed nodes that require [[Tomes of Regional Folklore]]. All 3 of Botanist&#039;s books are needed, while Miner only needs its Xak Tural and Yok Tural books (Miner&#039;s Alexandria book is not needed). These items require at least 4,740 [[Perception]] to gather them.&lt;br /&gt;
* {{item icon|Synthetic Dark Matter Alpha}} is made by {{BSM}} [[Blacksmith]], {{ARM}} [[Armorer]], or {{GSM}} [[Goldsmith]].&lt;br /&gt;
* {{item icon|Synthetic Dark Matter Beta}} is made by {{CRP}} [[Carpenter]], {{LTW}} [[Leatherworker]], or {{WVR}} [[Weaver]].&lt;br /&gt;
* {{item icon|Synthetic Dark Matter Gamma}} is made by {{ALC}} [[Alchemist]] or {{CUL}} [[Culinarian]].&lt;br /&gt;
* Even though there is no {{HQ}} High-quality version of these crafts, &#039;&#039;&#039;they must be completed with a nearly full quality bar (at least 12700/12716 quality), or else the craft will fail&#039;&#039;&#039;.&lt;br /&gt;
* 5380 Craftsmanship and 4650 Control are required in order to attempt to craft the items.&lt;br /&gt;
* Teamcraft&#039;s [https://guides.ffxivteamcraft.com/guide/crafting-melding-guide#budget-set-7-2-em-strong-unchanged-in-7-3-strong-em- 7.2 budget meld set] (5,264 Craftsmanshop, 4,667 Control, 616 CP) plus high-quality {{item icon|Ceviche|hq=true}} should be enough to consistently macro these crafts with a macro from [https://www.raphael-xiv.com/ Raphael].&lt;br /&gt;
&lt;br /&gt;
Alternatively, since all of the required items are tradable, they can be bought off the [[Market Board]].&lt;br /&gt;
&lt;br /&gt;
=={{questlink|feature|Aether, Aether, Everywhere|large}}==&lt;br /&gt;
{{Relic Weapon Quest&lt;br /&gt;
|npc = [[Lydirceil]]&lt;br /&gt;
|location = [[Phantom Village]] (X:6.6, Y:7.1)&lt;br /&gt;
|steps = &lt;br /&gt;
#Fill the aetherwells before speaking with [[Gerolt (DT)|Gerolt]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gerolt needs 10,000 each of four kinds of aether, or 40,000 aether total.&#039;&#039;&#039; [[Duty Roulette|Duty Roulettes]] are the only option you have for this farm, and specifically:&lt;br /&gt;
&lt;br /&gt;
*{{Eurekaelement icon|wind}} Green aether: {{questlink|dutyroulette|Duty Roulette: High-level Dungeons}} (note: this is not Level Cap Dungeons or Expert Roulette)&lt;br /&gt;
*{{Eurekaelement icon|water}} Blue aether: {{questlink|dutyroulette|Duty Roulette: Alliance Raids}}&lt;br /&gt;
*{{Eurekaelement icon|fire}} Red aether: {{questlink|dutyroulette|Duty Roulette: Trials}}&lt;br /&gt;
*{{Eurekaelement icon|earth}} Yellow aether: {{questlink|dutyroulette|Duty Roulette: Normal Raids}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can collect aether without needing to equip the relic, queue as a level 100 job, or use the same job that accepted the quest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each roulette gives a daily amount of aether, tied to the daily roulette bonus.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| item sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
!Duty !!Daily Bonus Aether&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: High-level Dungeons}} || 376&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Alliance Raids}} || 101&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Trials}} || 614&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Normal Raids}} || 614&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each duty also grants an amount of aether when it is encountered via roulette, separate from the daily bonus. The amount given seems to depend on the average clear time for the duty, with longer duties typically granting more aether. As of [[patch 7.31]], each duty grants the following aether&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1B3udmZIYM24ovqDxF8fH0hE4RrDkrjUc8FwaZtwi98c/edit?gid=0#gid=0 &amp;quot;Aetherwell Array Findings&amp;quot; spreadsheet] - by Selene Amaris (Omega) and Ragna Vel (Cerberus).&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| debuff sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! High-level Dungeon !! {{Eurekaelement icon|wind}} Green Aether&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Wanderer&#039;s Palace}} || 270&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Amdapor Keep}} || 304&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Pharos Sirius}} || 343&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Copperbell Mines (Hard)}} || 335&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Haukke Manor (Hard)}} || 346&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Lost City of Amdapor}} || 342&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Halatali (Hard)}} || 338&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Brayflox&#039;s Longstop (Hard)}} || 278&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Hullbreaker Isle}} || 382&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Tam-Tara Deepcroft (Hard)}} || 354&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Stone Vigil (Hard)}} || 375&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Snowcloak}} || 347&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Sastasha (Hard)}} || 325&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Sunken Temple of Qarn (Hard)}} || 371&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Keeper of the Lake}} || 385&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Wanderer&#039;s Palace (Hard)}} || 399&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Amdapor Keep (Hard)}} || 356&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Aetherochemical Research Facility}} || 545&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Neverreap}} || 354&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Fractal Continuum}} || 367&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Saint Mocianne&#039;s Arboretum}} || 341&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Pharos Sirius (Hard)}} || 384&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Antitower}} || 368&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Lost City of Amdapor (Hard)}} || 391&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Sohr Khai}} || 331&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Hullbreaker Isle (Hard)}} || 347&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Xelphatol}} || 369&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Great Gubal Library (Hard)}} || 358&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Baelsar&#039;s Wall}} || 387&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Sohm Al (Hard)}} || 367&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Ala Mhigo (Duty)}} || 422&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Kugane Castle}} || 364&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Temple of the Fist}} || 380&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Drowned City of Skalla}} || 388&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Hells&#039; Lid}} || 350&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Fractal Continuum (Hard)}} || 357&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Swallow&#039;s Compass}} || 393&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Burn}} || 360&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Saint Mocianne&#039;s Arboretum (Hard)}} || 408&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Ghimlyt Dark}} || 438&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Amaurot}} || 535&lt;br /&gt;
|- &lt;br /&gt;
| {{questlink|dungeon|The Twinning}} || 482&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Akadaemia Anyder}} || 448&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Grand Cosmos}} || 504&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Anamnesis Anyder}} || 508&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Heroes&#039; Gauntlet}} || 524&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Matoya&#039;s Relict}} || 482&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Paglth&#039;an}} || 477&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Dead Ends}} || 485&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Smileton}} || 383&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Stigma Dreamscape}} || 395&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Alzadaal&#039;s Legacy (Duty)}} || 425&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Fell Court of Troia (Duty)}} || 433&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|Lapis Manalis}} || 473&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Aetherfont}} || 406&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|dungeon|The Lunar Subterrane}} || 463&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| tanker-role sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Alliance Raid !! {{Eurekaelement icon|water}} Blue Aether&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Labyrinth of the Ancients}} || 374&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Syrcus Tower}} || 356&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The World of Darkness}} || 459&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Void Ark}} || 492&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Weeping City of Mhach}} || 655&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Dun Scaith}} || 692&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Royal City of Rabanastre}} || 627&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Ridorana Lighthouse}} || 726&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Orbonne Monastery}} || 860&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Copied Factory}} || 844&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Puppets&#039; Bunker}} || 822&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|The Tower at Paradigm&#039;s Breach}} || 999&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Aglaia}} || 575&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Euphrosyne}} || 626&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Thaleia}} || 830&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|Jeuno: The First Walk}} || 753&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|araid|San d&#039;Oria: The Second Walk}} || 753&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| dps-role sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trial !! {{Eurekaelement icon|fire}} Red Aether&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Bowl of Embers (Hard)}} || 62&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Navel (Hard)}} || 84&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Howling Eye (Hard)}} || 60&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Battle on the Big Bridge}} || 74&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|A Relic Reborn: The Chimera}} || 31&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|A Relic Reborn: The Hydra}} || 37&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Thornmarch (Hard)}} || 96&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Whorleater (Hard)}} || 71&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Striking Tree (Hard)}} || 90&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Akh Afah Amphitheatre (Hard)}} || 64&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Dragon&#039;s Neck}} || 78&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Battle in the Big Keep}} || 134&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Chrysalis}} || 134&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Thok ast Thok (Hard)}} || 115&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Limitless Blue (Hard)}} || 118&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Singularity Reactor}} || 106&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Final Steps of Faith}} || 135&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Containment Bay S1T7}} || 118&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Containment Bay P1T6}} || 115&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Containment Bay Z1T9}} || 158&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Pool of Tribute}} || 149&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Emanation}} || 144&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Royal Menagerie}} || 140&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Castrum Fluminis}} || 174&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Great Hunt}} || 115&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Kugane Ohashi}} || 140&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Jade Stoa}} || 172&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Hells&#039; Kier}} || 196&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Wreath of Snakes}} || 168&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Dancing Plague}} || 189&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Crown of the Immaculate}} || 186&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Dying Gasp}} || 203&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Seat of Sacrifice}} || 267&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Cinder Drift}} || 195&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Castrum Marinum}} || 222&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Cloud Deck}} || 224&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Dark Inside}} || 220&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Mothercrystal}} || 231&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Final Day}} || 295&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Storm&#039;s Crown}} || 157&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Mount Ordeals}} || 168&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Voidcast Dais}} || 193&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Abyssal Fracture}} || 216&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Gilded Araya}} || 175&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Worqor Lar Dor}} || 219&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Everkeep}} || 273&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Interphos}} || 291&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|Recollection}} || 243&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|trial|The Ageless Necropolis}} || 247&lt;br /&gt;
|-&lt;br /&gt;
|{{Questlink|trial|The Windward Wilds}} || 243&lt;br /&gt;
|-&lt;br /&gt;
|{{Questlink|trial|Hell on Rails}} || 247&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|pve sortable align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Normal Raid !! {{Eurekaelement icon|earth}} Yellow Aether&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Fist of the Father}} || 89&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Cuff of the Father}} || 135&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Arm of the Father}} || 116&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Burden of the Father}} || 82&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Fist of the Son}} || 140&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Cuff of the Son}} || 148&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Arm of the Son}} || 144&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Burden of the Son}} || 143&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Eyes of the Creator}} || 171&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Breath of the Creator}} || 132&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Heart of the Creator}} || 139&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alexander - The Soul of the Creator}} || 172&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Deltascape V1.0}} || 104&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Deltascape V2.0}} || 126&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Deltascape V3.0}} || 117&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Deltascape V4.0}} || 121&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Sigmascape V1.0}} || 132&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Sigmascape V2.0}} || 133&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Sigmascape V3.0}} || 141&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Sigmascape V4.0}} || 152&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alphascape V1.0}} || 153&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alphascape V2.0}} || 169&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alphascape V3.0}} || 195&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Alphascape V4.0}} || 171&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Gate: Resurrection}} || 138&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Gate: Descent}} || 137&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Gate: Inundation}} || 136&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Gate: Sepulture}} || 148&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Verse: Fulmination}} || 160&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Verse: Furor}} || 166&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Verse: Iconoclasm}} || 186&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Verse: Refulgence}} || 209&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Promise: Umbra}} || 187&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Promise: Litany}} || 195&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Promise: Anamorphosis}} || 189&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Eden&#039;s Promise: Eternity}} || 261&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Asphodelos: The First Circle}} || 104&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Asphodelos: The Second Circle}} || 113&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Asphodelos: The Third Circle}} || 130&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Asphodelos: The Fourth Circle}} || 127&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Abyssos: The Fifth Circle}} || 138&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Abyssos: The Sixth Circle}} || 130&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Abyssos: The Seventh Circle}} || 144&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Abyssos: The Eighth Circle}} || 141&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Anabaseios: The Ninth Circle}} || 161&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Anabaseios: The Tenth Circle}} || 169&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Anabaseios: The Eleventh Circle}} || 171&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|Anabaseios: The Twelfth Circle}} || 184&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Light-heavyweight M1}} || 155&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Light-heavyweight M2}} || 170&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Light-heavyweight M3}} || 166&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Light-heavyweight M4}} || 174&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Cruiserweight M1}} || 213&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Cruiserweight M2}} || 222&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Cruiserweight M3}} || 226&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Cruiserweight M4}} || 213&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Heavyweight M1}} || 213&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Heavyweight M2}} || 222&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Heavyweight M3}} || ???&lt;br /&gt;
|-&lt;br /&gt;
| {{questlink|raid|AAC Heavyweight M4}} || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these values will be updated in future patches and how aether granted by new duties added to the roulettes will be handled.&lt;br /&gt;
&lt;br /&gt;
Players can only earn aether if they queue for the roulettes themselves; queuing for specific duties will not reward aether.&lt;br /&gt;
&lt;br /&gt;
Once players finish one color, they will receive the system message: &amp;quot;The [color] aetherwell emits a radiant glow!&amp;quot; When all four are full, players will receive the system message: &amp;quot;All four aetherwells shine with a brilliant luster!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When adding in the daily roulette bonus, each duty completed rewards approximately 769-770 points of aether on average for its corresponding color (assuming the associated duty is randomly selected from the entire list). &#039;&#039;&#039;This means that if a player does one of each roulette per day (with the daily bonus), all four aetherwells will be filled in approximately 13-14 days.&#039;&#039;&#039;&lt;br /&gt;
*Note: Depending on one&#039;s data center and time of queuing, the level 50 [[Crystal Tower]] alliance raids tend to be over-represented in Alliance Roulette. These provide less aether than higher level alliance raids. Therefore, in practice, players will often find that their blue aether will lag behind the other aetherwells if they only queue for each roulette once per day. &#039;&#039;&#039;In worst-case, it can take up to 22 days of daily bonus to finish the blue aetherwell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players can also choose to repeatedly queue for roulettes after obtaining the daily bonus if they want to progress faster, although this will require more duties and time playing invested overall.&lt;br /&gt;
&lt;br /&gt;
=={{questlink|feature|Wrought by Hands Phantasmal|large}}==&lt;br /&gt;
{{Relic Weapon Quest&lt;br /&gt;
|npc = [[Lydirceil]]&lt;br /&gt;
|location = [[Phantom Village]] (X:6.6, Y:7.1)&lt;br /&gt;
|steps = &lt;br /&gt;
#Purchase 3 {{item icon|Waxing Arcanite}} from [[Ermina]] in Phantom Village (X:6.9, Y:7.3). Each costs {{tomestone|uncapped|500}} {{tomestone/uncapped-text}}, or 1,500 tomestones total.&amp;lt;/li&amp;gt;&lt;br /&gt;
#With the [Corresponding Phantom Weapon Penumbrae] in your inventory or Armoury Chest, deliver the chunks of waxing arcanite to [[Dodokkuli]].&lt;br /&gt;
|reward = Phantom Weapon Umbrae, depending on job &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This quest consists only of buying the Waxing Arcanite and trading those for the desired Phantom Weapon Umbrae. Unlike the previous tomestone exchange for arcanite, players also need to exchange the corresponding Phantom Weapon Penumbrae. All other weapons can thereafter be acquired in the same way, without needing to accept a repeatable quest.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Phantom Weapons Umbrae]] are associated with the following achievements: &lt;br /&gt;
{{Achievement list|Items|Phantom Weapons|conditions=Has canonical name::~Phantom of the Umbra: *}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Aetherwell Array filled.jpg|A filled Aetherwell Array&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In {{questlink|feature|Aether, Aether, Everywhere}}, the lore explanation for why the player is unable to gather aether by participating in [[Occult Crescent]] activities is due to the aether on the island being too unstable.&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;
{{Relic Weapons Heading}}&lt;br /&gt;
{{End Game Progression}}&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate&amp;diff=1173919</id>
		<title>The Crown of the Immaculate</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Crown_of_the_Immaculate&amp;diff=1173919"/>
		<updated>2025-12-22T09:50:07Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the story-mode [[Main Scenario]] [[trial]]|the level 80 challenge-mode [[trial]]|The Crown of the Immaculate (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Traversing the body of the giant [[Talos]], born of the collective hopes of the realm&#039;s peoples, you have carved a path to [[Vauthry]]&#039;s sanctuary. There, you corner the unrepentant Vauthry, who declares his intent to expunge you and rule over creation as an immaculate being. At struggle&#039;s end, will man live a waking dream in a false paradise, or will he live a painful existence in a harsh reality, yet be free to follow his own heart? Beneath a blazing sky, the battle for the fate of the world will unfold...&lt;br /&gt;
| image = y&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 79&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-sync = 420&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (Shadowbringers)&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| location = The Crown of the Immaculate&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = Extinguishing the Last Light&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = trial&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Guide==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Lightwarden]]: [[Innocence]]===&lt;br /&gt;
{{evt|service=youtube|id=-Y8lOvBr7Qk|dimensions=350|align=right|description=The Crown of the Immaculate Guide}}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Phase 1&#039;&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Realmrazer:&#039;&#039;&#039; Moderate party-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Heavenly Host:&#039;&#039;&#039; Summons one &#039;&#039;&#039;Forgiven Venery&#039;&#039;&#039; and four &#039;&#039;&#039;Forgiven Shame&#039;&#039;&#039; adds.&lt;br /&gt;
** &#039;&#039;&#039;Scold&#039;s Bridle:&#039;&#039;&#039; Cast by Forgiven Shame, deals moderate party-wide damage.&lt;br /&gt;
** &#039;&#039;&#039;Holy Sword:&#039;&#039;&#039; Cast by Forgiven Venery, a relatively weak tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Day Break:&#039;&#039;&#039; Ground-targeted Circle AoE below each DPS.&lt;br /&gt;
* &#039;&#039;&#039;Sinsphere:&#039;&#039;&#039; Four meteor AoEs. Each circle must have a player in it to soak the damage, otherwise the damage is spread to the entire party.&lt;br /&gt;
* &#039;&#039;&#039;Enthrall:&#039;&#039;&#039; Used at the same time as Sinsphere. Gaze attack that inflicts &#039;&#039;&#039;Confusion&#039;&#039;&#039; on players hit.&lt;br /&gt;
* &#039;&#039;&#039;Guiding Light:&#039;&#039;&#039; Used after the second cast of Heavenly Host. Bestows &#039;&#039;&#039;Vauthry&#039;s Blessing&#039;&#039;&#039; to the adds, increasing their damage.&lt;br /&gt;
* &#039;&#039;&#039;Exalted Wing:&#039;&#039;&#039; Deals moderate party-wide damage. This cast marks the end of phase 1, and repeats every few seconds until the boss is below ~3% HP.&lt;br /&gt;
* &#039;&#039;&#039;Exalted Plumes:&#039;&#039;&#039; The final hit of Exalted Wing. Deals moderate party-wide damage and inflicts {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; on the entire party as the fight moves into Phase 2:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Phase 2&#039;&#039;&#039;===&lt;br /&gt;
* Innocence is fully healed as the phase begins. The party will also receive a checkpoint that they will restart from if they wipe. In this form, Innocence&#039;s attacks hit harder.&lt;br /&gt;
* &#039;&#039;&#039;Righteous Bolt:&#039;&#039;&#039; Tankbuster&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Winged Reprobation}}:&#039;&#039;&#039; Innocence embeds two swords into the arena which launch three sets of three Line AoEs in symmetrical patterns.&lt;br /&gt;
* &#039;&#039;&#039;Rightful Reprobation:&#039;&#039;&#039; Innocence moves to the center of the arena and sends out eight swords as Line AoEs. After the attack, the swords will linger for a few seconds before returning to Innocence as Line AoEs. Getting hit by either part of the attack inflicts &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Soul and Body:&#039;&#039;&#039; S-shaped AoE that rotates. Move to stay ahead of the attack or stand in one of the two safe zones within the AoE.&lt;br /&gt;
* &#039;&#039;&#039;Shadowreaver:&#039;&#039;&#039; High party-wide damage.&lt;br /&gt;
* &#039;&#039;&#039;Flaming Sword:&#039;&#039;&#039; Innocence becomes untargetable and begins building an &#039;&#039;&#039;Immaculate Authority&#039;&#039;&#039; meter. The same five adds will spawn again, but the Forgiven Venery will be shielded.&lt;br /&gt;
** &#039;&#039;&#039;Holy Sword:&#039;&#039;&#039; Forgiven Venery will tether to each of the Forgiven Shame adds, one at a time. If the tethered Forgiven Shame isn&#039;t killed before the cast goes off, the Shame will be sacrificed to cast &#039;&#039;&#039;Guilty Verdict&#039;&#039;&#039;, dealing moderate party-wide damage and inflicting a stack of {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. Once the Forgiven Shames have been dealt with, Forgiven Venery will drop its shield and become targetable.&lt;br /&gt;
** &#039;&#039;&#039;Manacle:&#039;&#039;&#039; Ground-targeted Circle AoEs cast by Forgiven Shame.&lt;br /&gt;
** If the Immaculate Authority meter reaches 100, &#039;&#039;&#039;Flaming Sword&#039;&#039;&#039; will wipe the party. If Forgiven Venery was allowed to sacrifice too many Shames, the stacks of {{status effect|slashing resistance down}} &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; will cause Flaming Sword to deal potentially lethal damage to the party even if the meter was stopped early. The party should heavily mitigate this attack at 2 stacks of the debuff. If there are 3 or more stacks, a Tank [[Limit Break]] is recommended.&lt;br /&gt;
* &#039;&#039;&#039;God Ray:&#039;&#039;&#039; Innocence moves to the center of the arena and casts three Cone attacks that hit in three parts (melee range, then mid-range, then long range). Cast three times in a row, with each subsequent cast hitting where a safe area was in the last.&lt;br /&gt;
* &#039;&#039;&#039;Light Pillar:&#039;&#039;&#039; Line-up Stack on a random player.&lt;br /&gt;
* &#039;&#039;&#039;Beatific Vision:&#039;&#039;&#039; Proximity-based Line. Innocence moves to the edge of the arena and charges through to the other side. The closer the player is to the charge path, the more damage they take.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Innocence Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Are you so determined to die? One last chance, villains: bow down and acknowledge your king. Your god! &lt;br /&gt;
&lt;br /&gt;
===Duty===&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Come, then! Prepare for judgment!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; To me, my servants! Feast upon these villains and their foul sins!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Fine, fine! If you refuse to die...&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Then you will suffer! Yes! That will be your punishment!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Receive of me my blessing and rise higher!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Suffer, suffer, suffer! Suffer and know your folly!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Damn you... Why do you not fall?&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Why? WHYYY!?&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Graaargh! It burns, it burns!&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; What...what is this? &lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; The Light surges within me! Ahhh, such bliss! &lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; I see now... This is the passion of my ascension...&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Very well, I shall embrace this Trial! &lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; Your reckoning comes.&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; I shall excise the sin of your existence!&lt;br /&gt;
&lt;br /&gt;
===Post-battle Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Innocence:&#039;&#039;&#039; But I am all powerful...&lt;br /&gt;
&lt;br /&gt;
===Post-Duty Pop-ups===&lt;br /&gt;
 &#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; One cannot help but pity Vauthry...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Ryne:&#039;&#039;&#039; Finally, all the Lightwardens are gone...&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Insanity}}&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;
Crown of the Immaculate NM.png&lt;br /&gt;
Crown of the Immaculate NM boss.png&lt;br /&gt;
File:The Crown of the Immaculate1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sinus_Ardorum/Infrastructure_Index&amp;diff=1013112</id>
		<title>Sinus Ardorum/Infrastructure Index</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sinus_Ardorum/Infrastructure_Index&amp;diff=1013112"/>
		<updated>2025-09-01T09:44:39Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Formatting + specification of what wiki is being mentioned here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Infrastructure Index}}&lt;br /&gt;
The &#039;&#039;&#039;Infrastructure Index&#039;&#039;&#039; in [[Sinus Ardorum]], called the &#039;&#039;&#039;Lunar Development Initiative&#039;&#039;&#039; in-game, tracks [[server]]-wide development of the zone. Progress can be monitored in the official [https://na.finalfantasyxiv.com/lodestone/cosmic_exploration/report/ Cosmic Exploration Report] website.&lt;br /&gt;
&lt;br /&gt;
Somewhat confusingly, while there are 20 stages of development (i.e. the numbers provided in the Cosmic Exploration Report site), there are only 16 entries in the in-game Development Log that summarizes the stages of zone development. This is because certain Development Log entries may encompass two stages of development. For clarity, all zone development requirements for certain mission unlocks in this wiki refer to &#039;&#039;the Development Log entry&#039;&#039; needed, not the stage number given in the Cosmic Exploration Report site.&lt;br /&gt;
&lt;br /&gt;
==Lunar Development Initiative Banner Text==&lt;br /&gt;
{| {{STDT|sortable location align-left}}&lt;br /&gt;
!Stage&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Base Camp Beta Preparations || The time is come! We are presently gathering materials to expand the Moongate Hub!&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Base Camp Beta Groundwork || Projects are currently being scheduled for the Moongate Hub&#039;s expansion. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[File:Rebuild (map icon).png|20px|link=Base Camp Alpha Expansion]] || Base Camp Beta Construction || The expansion of the Moongate Hub is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Base Camp Beta Complete || The Moongate Hub now boasts a few helpful upgrades. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Cosmoliner Central Radius Preparations || Why travel on foot when we can build a Cosmoliner circuit here at the hub? To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Cosmoliner Central Radius Groundwork || Projects are currently being scheduled for the Cosmoliner&#039;s construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[File:Rebuild (map icon).png|20px|link=Cosmoliner Alpha Construction Support]] || Cosmoliner Central Radius Construction || The construction of the Cosmoliner is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Cosmoliner Central Radius Complete || Now that the Cosmoliner is complete, sore feet will soon be a thing of the past. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Habitation Module &amp;amp; Cosmoport Preparations || A proper hub needs a habitation module and a cosmoport for starships. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Habitation Module Groundwork || 	Projects are currently being scheduled for the habitation module&#039;s construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 3 [[File:Rebuild (map icon).png|20px|link=Habitation Module Construction Support]] || Habitation Module Construction || 	The construction of the habitation module is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Cosmoport Groundwork || Projects are currently being scheduled for the cosmoport&#039;s construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 4 [[File:Rebuild (map icon).png|20px|link=Cosmoport Alpha Maintenance Support]] || Cosmoport Construction || The construction of the cosmoport is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Habitation Module &amp;amp; Cosmoport Complete || The habitation module and cosmoport are both ready for occupants. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Mech Hangar Beta Preparations || Reportedly, the mech hangar is due for an upgrade. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Mech Hangar Beta Groundwork || Projects are currently being scheduled for the mech hangar&#039;s renovation. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 5 [[File:Rebuild (map icon).png|20px|link=Mech Hangar Alpha Expansion]] || Mech Hangar Beta Construction || The renovation of the mech hangar is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mech Hangar Beta Complete || The mech hangar has now received a much-needed upgrade. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Cosmoliner Northwestern Radius Preparations || It&#039;s time we extended the Cosmoliner into the northwest. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Cosmoliner Northwestern Radius Construction || The northwestern extension of the Cosmoliner is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cosmoliner Northwestern Radius Complete || Calabash Cove is now just a short hop away! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cosmoliner Southeastern Radius Preparations || Next, we&#039;ll extend the Cosmoliner into the southeast. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cosmoliner Southeastern Radius Construction || The southeastern extension of the Cosmoliner is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Cosmoliner Southeastern Radius Complete || The Cosmoliner now stretches as far as Weddingway&#039;s Bower! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Piercingway Tunnel Preparations || For various reasons, we&#039;ve decided to carve a tunnel into Gleamslope. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Piercingway Tunnel Preliminary Groundwork || Projects are currently being scheduled for the preliminary stage of tunnel excavation. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 8 [[File:Rebuild (map icon).png|20px|link=Tunnel Project Alpha Excavation]]  || Piercingway Tunnel Preliminary Construction || The preliminary stage of tunnel excavation is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Piercingway Tunnel Final Groundwork || Projects are currently being scheduled for the final stage of tunnel excavation. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 9 [[File:Rebuild (map icon).png|20px|link=Tunnel Project Beta Excavation]] || Piercingway Tunnel Final Construction || The final stage of tunnel excavation is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Piercingway Tunnel Complete || At last, we can get a good look inside Gleamslope! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Cosmoliner Southwestern Radius Preparations || Let&#039;s extend the Cosmoliner into our brand new Piercingway Tunnel. Presently gathering materials for construction!&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Cosmoliner Southwestern Radius Construction || The southwestern extension of the Cosmoliner is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Cosmoliner Southwestern Radius Complete || With this Cosmoliner extension, exploring Gleamslope is easier than ever. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Base Camp Gamma Preparations || The Moongate Hub could stand to be a sight bigger, don&#039;t you think? Presently gathering materials for another expansion!&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Base Camp Gamma Groundwork || Projects are currently being scheduled for the Moongate Hub&#039;s expansion. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 11 [[File:Rebuild (map icon).png|20px|link=Base Camp Beta Expansion]] || Base Camp Gamma Construction || The expansion of the Moongate Hub is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Base Camp Gamma Complete || The Moongate Hub is officially bigger and better than ever. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Energization Station &amp;amp; Hydrofication Station Preparations || What the hub needs now is proper infrastructure: to wit, energization and hydrofication stations. Presently gathering materials for construction!&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Energization Station Groundwork || Projects are currently being scheduled for the energization station&#039;s construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 12 [[File:Rebuild (map icon).png|20px|link=Energization Expansion Support]] || Energization Station Construction || The construction of the energization station is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Hydrofication Station Groundwork || Projects are currently being scheduled for the hydrofication station&#039;s construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 13 [[File:Rebuild (map icon).png|20px|link=Hydrofication Expansion Support]] || Hydrofication Station Construction || The construction of the hydrofication station is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Energization Station &amp;amp; Hydrofication Station Complete || With power and water at our command, the Moongate Hub is now entirely self-sufficient! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Mech Hangar Gamma &amp;amp; Cosmoport Beta Preparations || As of late, the mech hangar and cosmoport are in desperate need of upgrades. To that end, we are presently gathering materials!&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Mech Hangar Gamma Groundwork || Projects are currently being scheduled for the mech hangar&#039;s renovation. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 14 [[File:Rebuild (map icon).png|20px|link=Mech Hangar Beta Expansion]] || Mech Hangar Gamma Construction || The renovation of the mech hangar is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Cosmoport Beta Groundwork || Projects are currently being scheduled for the cosmoport&#039;s renovation. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 15 [[File:Rebuild (map icon).png|20px|link=Cosmoport Beta Maintenance]] || Cosmoport Beta Construction || The renovation of the cosmoport is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Mech Hangar Gamma &amp;amp; Cosmoport Beta Complete || Both the mech hangar and cosmoport have been outfitted with state-of-the-art upgrades. We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Nadir Lift Preparations || Without a lift, we&#039;ve no means of exploring the lunar nadir─so we&#039;ll simply have to build one! Presently gathering materials for construction!&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Nadir Lift Preliminary Groundwork || Projects are currently being scheduled for the preliminary stage of nadir lift construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 16 [[File:Rebuild (map icon).png|20px|link=Nadir Lift Site Preparation]] || Nadir Lift Preliminary Construction || The preliminary construction of the nadir lift is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Nadir Lift Final Groundwork || Projects are currently being scheduled for the final stage of nadir lift construction. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 17 [[File:Rebuild (map icon).png|20px|link=Nadir Lift Beta Site Preparation]] || Nadir Lift Final Construction || The final stage of nadir lift construction is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Nadir Lift Complete || At last, we&#039;ll discover what lurks within the lunar nadir! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Cosmoliner Subterranean Radius Preparations || The Cosmoliner could do with one last extension: into the lunar nadir! Presently gathering materials for construction!&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Cosmoliner Subterranean Radius Construction || The subterranean extension of the Cosmoliner is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Cosmoliner Subterranean Radius Complete || With the Cosmoliner now fully extended, we can travel freely to every last corner of Sinus Ardorum! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Lunar Hopopolis Preparations || Seeing as we now have the population of a small village, it&#039;s time our hub looked the part! Presently gathering materials for a truly stellar expansion!&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Lunar Hopopolis Groundwork || Projects are currently being scheduled for the Moongate Hub&#039;s final expansion. We hope you will join our efforts!&lt;br /&gt;
|-&lt;br /&gt;
| 19 [[File:Rebuild (map icon).png|20px|link=Base Camp Facility Expansion]] || Lunar Hopopolis Construction || The final expansion of the Moongate Hub is now underway! Come and lend a paw!&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Lunar Hopopolis Complete || I present to you our interstellar port town: Lunar Hopopolis, home of the cosmic explorers! We thank you all for your cooperation!&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Lunar Development Initiative Complete || Owing to myriad contributions by artisans like you, we have achieved every last objective outlined for Sinus Ardorum. You&#039;ve made my dream come true!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Development Log==&lt;br /&gt;
Note: The log numbers listed below do not necessarily correspond to the stage numbers that are listed in the Cosmic Exploration report site, as some development logs (e.g. number 8) are unlocked after 2 stages of progress since the previous log.&lt;br /&gt;
{| {{STDT|sortable location align-left}}&lt;br /&gt;
!Number&lt;br /&gt;
!Name&lt;br /&gt;
!Image&lt;br /&gt;
!Description&lt;br /&gt;
!Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| 1 || A Stellar Beginning || [[File:Sinus Ardorum Log 1.png|400px]] || These are the faithful records of our cosmic exploration as memorialized by myself, the humble Reportingway.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Our fearless leader Searchingway&#039;s ambitious project has begun! The Moongate Hub, base of our interstellar operations, is but newly constructed, and as such our facilities are skeleton in nature, from the hangars that house our machinery (perhaps one day advanced enough to propel us into the great unknown!) to the stores which offer our workers the materials they need for their projects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Indeed, our greatest concern at present is the small meteor showers that occasionally pepper our tents on Sinus Ardorum... Quality of fabric notwithstanding, one cannot imagine achieving our goals huddled beneath such fragile infrastructure!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It will be the work of our talented friends from Etheirys that sees our plans to fruition. May these long-lived dreams prosper! ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Base Camp Beta || [[File:Sinus Ardorum Log 2.png|400px]] || Our prayers have been answered by the steady stream of personnel from Etheirys, be they Labyrinthos experts or scholars of the Studium. Not to mention the cohort of esteemed gleaners, adventurers, and artisans─a more diverse populace I have never seen!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is thanks to everyone&#039;s diligence that we have been able to transform our modest Moongate Hub into something more established. A Base Camp Beta, if you will. Gone are our feeble tents, replaced by sturdy metal roofing! We need not fear the occasional meteorite as once we did.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With ample talent at our disposal, we have taken our inaugural steps with no little pride or success. I wait with bated breath to witness how our endeavors unfold outside the Moongate Hub. ||&lt;br /&gt;
|-&lt;br /&gt;
| 3 || The Cosmoliner || [[File:Sinus Ardorum Log 3.png|400px]] || One may think it strange that we Loporrits are now endeavoring to “explore” the moon upon which we have resided for so long. Yet the facilities we create here serve not only as a mooring point for our interstellar aspirations, but a testing site for the challenges we may face on foreign stars.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In this sense, our successful construction of the Cosmoliner may prove to be our most instrumental boon. As we cannot yet confirm the presence of stable aetheric confluences on distant stars, we must have an alternative means of transportation at our disposal. The Cosmoliner provides us with just that, and hopefully we will witness the day when it spans the entirety of Sinus Ardorum. || Cosmoliner (central part of map)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Peaceful Living and Technological Leaps || [[File:Sinus Ardorum Log 4.png|400px]] || A habitation module and cosmoport have been successfully constructed by the hands of Etheirys! The relative modesty of these facilities bespeaks the enhancements we hope to make someday.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; For our habitation module, we incorporated feedback we received from Smileton in order to create an authentically safe and enjoyable environment within which to live. I repeat: you need not fear unwanted exhilaration whilst residing in this humble abode.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the cosmoport, it is a triumph of Sharlayan&#039;s latest technology. Apparently, there exist faint confluences of aether within space, to which the cosmoport will guide any starfaring vessel, and whilst this model is still primitive, it carries us one step further towards interstellar travel! How marvelous! ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A (Better) Home for Mechs || [[File:Sinus Ardorum Log 5.png|400px]] || The mechs you see and use in Sinus Ardorum are the fruits of both Loporrit and Etheirys labor, painstakingly crafted to suit whatever needs lie within the vast abyss we one day shall traverse.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, the tents we housed our precious mechs within did little to prevent dust and detritus from jamming joints and eliciting errors. But no longer! No, our newly renovated mech hangars now prevent environmental harm to their precious cargo. I hear that even further improvements might yet be made, but for now our mech ops should proceed even smoother thanks to our latest infrastructure! ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || The Cosmoliner: Northwestern Radius || [[File:Sinus Ardorum Log 6.png|400px]] || Travel to Calabash Cove has never been easier with our new extension to the Cosmoliner!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Our personnel will be pleased to hear that rest areas and charging ports are fully installed at each waypoint to better facilitate cosmic exploration in the northwestern radius. By all means, take a trip for yourself to enjoy the conveniences of our newly improved Cosmoliner! || Cosmoliner extension to NW part of map&lt;br /&gt;
|-&lt;br /&gt;
| 7 || The Cosmoliner: Southeastern Radius || [[File:Sinus Ardorum Log 7.png|400px]] || Weddingway&#039;s Bower is but a few stops away on our newly improved Cosmoliner!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For those yet unaware, this area is integral to studies in soil quality and our efforts to imbue the moon&#039;s unforgiving surface with nutrients. Weddingway is our Loporrit in charge of this endeavor, and together with Sharlayan agriculturalists they have been experimenting with myriad fungi and flora. As rumor holds, fungi-enthusiast Lovingway visits quite often...which may explain why one is far more likely to find mushrooms than flowers blooming in the Bower. || Cosmoliner extension to SE part of map&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Piercingway Tunnel || [[File:Sinus Ardorum Log 8.png|400px]] || As they are wont to say on Etheirys: “&#039;Tisn&#039;t a mountain high enough to keep me from piercing through!”&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Carved into the hard crystal and soft stone of Gleamslope, Piercingway Tunnel stands as tangible proof of our technological prowess. Together with our Sharlayan compatriots, we developed a new type of tunneling shield that allowed us to dig our way through without incident!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now more than ever I believe that no matter what awaits us on foreign stars, we shall be able to overcome any obstacle! || New area (Gleamslope) in SW part of map&amp;lt;br&amp;gt;Cosmoliner extension to the end of the tunnel&amp;lt;br&amp;gt;New [[Red Alert]] and [[Stellar Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || The Cosmoliner: Southwestern Radius || [[File:Sinus Ardorum Log 9.png|400px]] || I am pleased to report that the Cosmoliner now extends through Piercingway Tunnel!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Not only do rare ores allegedly exist within Gleamslope, but it is said that ancient Allagan remains─which seem to have dropped from the heavens─were also discovered. Put to the right use, these new resources will prove vital to the future of cosmic exploration, or I have not two ears and a fluffy tail! || Cosmoliner extension to SW part of map&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Camp Gamma || [[File:Sinus Ardorum Log 10.png|400px]] || How does one describe this burgeoning city that is unfolding before our very eyes? Our Moongate Hub has grown yet again!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fit to be dubbed Base Camp Gamma, our new headquarters boasts roads, walls, and plumbing that unify our disparate resources. Better living conditions and the installation of supply stations are but a few notable improvements that will help all our workers on a daily basis.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, we mustn&#039;t rest upon our laurels─there is much and more we might yet accomplish for the Moongate Hub! || Holograms for Star Contributors&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Energetic Hydration || [[File:Sinus Ardorum Log 11.png|400px]] || By the sweat of everyone&#039;s noble brows, our energy and water supplies have been amplified!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The energization station is capable of producing immense amounts of energy, crucial for powering any starfaring vessel. Additionally, our hydrofication station is brimming with drinking water sourced from aetherochemical effluents and purified by rainbow crystals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Energy and hydration─the very keys to survival both snugly within our grasp! ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Cosmoport and Hangars Complete! || [[File:Sinus Ardorum Log 12.png|400px]] || Our cosmoport and mech hangars have been polished and improved to perfection!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each facility is connected to our energization station, which provides the perfect environment for mechs and starships alike. We of course have smaller generators on hand in case of error or emergencies, however─one must always hope for the best yet prepare for the worst! ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Nadir Lift || [[File:Sinus Ardorum Log 13.png|400px]] || Far in the northeast radius, the nadir lift has been completed!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We first discovered this area via drone and decided to model our engagement based on how we might investigate a foreign star. After securing safe passage, we proceeded with mining and constructing this gigantic lift using the knowledge we gained from building Piercingway Tunnel. I think it safe to say that the nadir lift is more than just a triumph of technological prowess, but a symbol of all the progress we have made in Sinus Ardorum.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To wit, the lunar nadir is the final area into which we had yet to venture! Even so, our sights are set ever further─let us press onward with cosmic exploration! || New area (Lunar Nadir) in NE part of map&amp;lt;br&amp;gt;Cosmoliner extension to the end of the lift&amp;lt;br&amp;gt;New [[Stellar Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| 14 || The Cosmoliner: Nadir Lift || [[File:Sinus Ardorum Log 14.png|400px]] || The Cosmoliner now extends to the nadir lift, officially completing its full circuit of Sinus Ardorum! Difficult though construction was, travel to those close caves filled with fungi and aetherial falls is now easier than ever.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What progress we have made! Our efforts here are sure to bear fruit when we one day travel to foreign stars. || New [[Red Alert]] and [[Stellar Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Lunar Hopopolis || [[File:Sinus Ardorum Log 15.png|400px]] || A small moon rises upon the greater moon we stand upon─to wit, our Moongate Hub has evolved into a Lunar Hopopolis!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Beneath its domed roof, a gathering of adventurous souls bustle about, eager to leap even further afield. Our rainbow crystals no longer suffer the indignity of being struck by meteorites, and the atmosphere is one of both exhilaration and belonging. How one can feel so at home whilst in the midst of rigorous research may seem bizarre, yet we have realized such a space and more both in our evolved headquarters and our efforts in Sinus Ardorum.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We never could have made it thus far without the help of all our fastidious workers. This is your triumph, dear reader! ||&lt;br /&gt;
|-&lt;br /&gt;
| 16 || To Eternity and Beyond || [[File:Sinus Ardorum Log 16.png|400px]] || Our facilities are complete and upon our cosmoport stands a new starship begging to be piloted. This chapter, my friends, marks the crowning achievement of our lunar development initiative!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For me, these days have passed in the haze of a dream, but thanks to our fearless leader Searchingway and all our wonderful contributors from Etheirys, gazing into the velvety black sky reflects to me something...profound. The arduous work of transcription becomes but a trifle, and my exhaustion fades quietly into the calm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Henceforth, our efforts will be focused anew, to distant exploration! Insofar as our dreams persist and my exotablet remains charged, I will ever remain your faithful scribe. To adventures both old and new─to eternity and beyond! || {{questlink|feature|Passion, Thy Name Is Ardorum}}&lt;br /&gt;
|}&lt;br /&gt;
Note: Logs 15 and 16 are unlocked at the same time.&lt;br /&gt;
[[Category:Cosmic Exploration]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Expert_Recipes&amp;diff=1013111</id>
		<title>Expert Recipes</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Expert_Recipes&amp;diff=1013111"/>
		<updated>2025-09-01T09:39:53Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Expert Recipes]] are a new type of endgame crafting recipe first added in [[patch 5.21]]. Expert recipes are indicated with an {{ExpertRecipe}}  icon in the crafting log.&lt;br /&gt;
&lt;br /&gt;
These recipes are much harder to craft than normal recipes and require dynamically reacting to conditions. The newest expert recipes require the highest item level crafter gear fully (&amp;quot;penta&amp;quot;) [[Materia Melding|melded]] with the highest-grade [[materia]] currently available, in addition to the best [[meals]] and [[medicines]] for crafters. &lt;br /&gt;
&lt;br /&gt;
Expert crafts cannot be completed using {{action icon|Trained Eye}}, although older expert recipes become easier to craft over time with the addition of better gear. With sufficiently high stats, it is possible to complete older recipes using fixed [[macro]]s like one would use for other recipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Expert Recipes1.png]]&lt;br /&gt;
&lt;br /&gt;
==Expert Recipe Uses==&lt;br /&gt;
&lt;br /&gt;
Expert Recipes are generally found in optional, standalone crafting content as a source of challenge for players.&lt;br /&gt;
&lt;br /&gt;
*Level 80 expert crafts are the best source of skyward score points when submitted to the [[Ishgardian Restoration]] and are also used to make components for [[Skybuilders&#039; Tools|Skybuilders&#039;]] and [[Resplendent Tools]]. &lt;br /&gt;
*Level 90 expert crafts are currently used to acquire the {{item icon|Water Otter Fountain}}, {{item icon|Uncharted Course}}, and {{item icon|Aetherial Arbor}}, which are exclusive landmark structures for [[Island Sanctuary]], and the {{item icon|Smaller Water Otter Fountain}}, an [[Outdoor Furnishing]]. They are also used to make components for the last two stages of [[Splendorous Tools]]: [[Vrandtic Visionary&#039;s Tools]] and [[Lodestar Tools]].&lt;br /&gt;
*Level 100 expert crafts are associated with some class A stellar missions in [[Cosmic Exploration]]. These show up only in the cosmic crafting log when the mission is active.&lt;br /&gt;
&lt;br /&gt;
==Crafting Expert Recipes==&lt;br /&gt;
When crafting expert recipes, the condition will not change to &amp;quot;excellent&amp;quot; or &amp;quot;poor.&amp;quot; However, in addition to &amp;quot;normal&amp;quot; and &amp;quot;good,&amp;quot; the following new conditions may occur:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|crafting }}&lt;br /&gt;
|-&lt;br /&gt;
!Condition&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
| Centered || Increases action success rate by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| Sturdy || Reduces loss of durability by 50%.&amp;lt;br&amp;gt;* Effect can be stacked with {{action icon|Waste Not}} and {{action icon|Waste Not II}}.&lt;br /&gt;
|-&lt;br /&gt;
| Pliant || Reduces CP cost by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Malleable || Increases to progress are 1.5 times higher than normal.&lt;br /&gt;
|-&lt;br /&gt;
| Primed || Next status granted by an action will last two additional steps.&lt;br /&gt;
|-&lt;br /&gt;
| Good Omen || Guarantees &amp;quot;Good&amp;quot; material condition for the next step.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Expert Recipes2.png]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As of [[Patch 5.41]], Potential conditions for expert recipes can now be confirmed via the Crafting Log.&amp;lt;br&amp;gt;&lt;br /&gt;
With an expert recipe selected in the Crafting Log, right-click on the recipe to open the subcommand menu and select &amp;quot;Potential Conditions List&amp;quot;. The potential conditions will vary depending on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[File:Expert Recipes4.png]][[File:Expert Recipes3.png]]&lt;br /&gt;
&lt;br /&gt;
==List of expert recipes==&lt;br /&gt;
{{recipe table|expert=true}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Patch 5.2 Features‎]] [[Category:Expert recipes]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omega_(Raids)&amp;diff=941588</id>
		<title>Omega (Raids)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Omega_(Raids)&amp;diff=941588"/>
		<updated>2025-05-22T06:14:52Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Fix link to point to boss page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Omega Quests|Omega (boss)|The Omega Protocol (Ultimate)}}&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 Iberd 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;
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;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume II, page 67-69&amp;lt;/ref&amp;gt;&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>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mt._Gulg&amp;diff=847925</id>
		<title>Mt. Gulg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mt._Gulg&amp;diff=847925"/>
		<updated>2024-11-20T17:31:42Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Rewrote Forgiven Obscenity. Need to test whether the clone in the middle always glows for Conviction Marcato.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = Toppled from his seat of power, Vauthry, the final Lightwarden, has fled to Mt. Gulg, whose fiery summit now hangs in the firmament, beyond his enemies&#039; reach. However, with the aid of the myriad peoples of Norvrandt, you succeed in building a gigantic Talos that rises to take the volcano in its grasp. Using the golem&#039;s rocky body as a bridge, you begin the arduous ascent to your quarry&#039;s newly built paradise, there to put an end to the tyranny of Light.&lt;br /&gt;
| image = Mt. Gulg.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 79&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 390&lt;br /&gt;
| ilvl-sync = 420&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Dungeons (Shadowbringers)&lt;br /&gt;
| roulette = Leveling&lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Kholusia&lt;br /&gt;
| entrance-coordinates = 18, 4.6&lt;br /&gt;
| req-quest = Extinguishing the Last Light&lt;br /&gt;
| modes = duty support, trust, explorer&lt;br /&gt;
| trust-exp = 5,439,000 (below Lv. 80)&amp;lt;br&amp;gt;2,175,600 (above Lv. 81)&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Duty Support==&lt;br /&gt;
*Party member selection is available.&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
! &lt;br /&gt;
! Thancred&lt;br /&gt;
! Urianger&lt;br /&gt;
! Alphinaud&lt;br /&gt;
! Alisaie&lt;br /&gt;
! Y&#039;shtola&lt;br /&gt;
! Ryne&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[File:DS Thancred2.png]]&lt;br /&gt;
| [[File:DS Urianger1.png]]&lt;br /&gt;
| [[File:DS Alphinaud2.png]]&lt;br /&gt;
| [[File:DS Alisaie2.png]]&lt;br /&gt;
| [[File:DS Y&#039;shtola2.png]]&lt;br /&gt;
| [[File:DS Ryne1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| {{GNB}} [[Gunbreaker]]&lt;br /&gt;
| {{AST}} [[Astrologian]]&lt;br /&gt;
| {{SCH}} Academician&lt;br /&gt;
| {{RDM}} [[Red Mage]]&lt;br /&gt;
| {{BLM}} Sorceress&lt;br /&gt;
| {{ROG}} Oracle of Light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| Tank&lt;br /&gt;
| Healer&lt;br /&gt;
| Healer&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
#Arrive on the Perished Path.&lt;br /&gt;
#Clear the Perished Path.&lt;br /&gt;
#Arrive at the White Gate.&lt;br /&gt;
#Clear the White Gate.&lt;br /&gt;
#Arrive at the Winding Flare.&lt;br /&gt;
#Defeat the [[Forgiven Obscenity|forgiven obscenity]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
{{#ev:youtube|3Uo4dSI_E-Y|350|right|Video guide by MTQcapture}}&lt;br /&gt;
===[[File:Aggressive difficulty r5.png|link=]] [[Forgiven Cruelty]]===&lt;br /&gt;
* &#039;&#039;&#039;Rake:&#039;&#039;&#039; Tankbuster&lt;br /&gt;
* &#039;&#039;&#039;Lumen Infinitum:&#039;&#039;&#039; Frontal line AOE attach with no ground marker, move away from boss&#039; face when he starts to cast&lt;br /&gt;
* &#039;&#039;&#039;Cyclone Wing:&#039;&#039;&#039; Room-wide AOE&lt;br /&gt;
* &#039;&#039;&#039;Typhoon Wing:&#039;&#039;&#039; Don&#039;t stand in front of green orbs around boss to avoid triangular AOE attack&lt;br /&gt;
* &#039;&#039;&#039;Typoon Wing:&#039;&#039;&#039; Further into the fight he will add aether current-looking AOE puddles as well as his orbs around him - dodge both to avoid damage&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r5.png|link=]] [[Forgiven Whimsy]]===&lt;br /&gt;
* &#039;&#039;&#039;Sacrament of Penance:&#039;&#039;&#039; Room-wide AOE&lt;br /&gt;
* &#039;&#039;&#039;Catechism:&#039;&#039;&#039; Tankbuster&lt;br /&gt;
* &#039;&#039;&#039;Judgement Day:&#039;&#039;&#039; 2 meteor puddle - 1 person will be enough to soak damage&lt;br /&gt;
* &#039;&#039;&#039;Exegesis:&#039;&#039;&#039; The boss&#039;s face is a map of the platform, with the bottom corresponding to the front of the platform (toward the boss). Stand on a square without a face.&lt;br /&gt;
* &#039;&#039;&#039;Shiny Orbs:&#039;&#039;&#039; Occurs same time as Exegesis and spawns large donut AOEs on the ground - avoid both for no damage&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Consort of Sin: [[Forgiven Obscenity]]===&lt;br /&gt;
&#039;&#039;&#039;Forgiven Obscenity&#039;&#039;&#039;&#039;s attacks have different variations depending on whether there are glowing rings surrounding the boss.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orison Fortissimo:&#039;&#039;&#039; Raidwide AoE.&lt;br /&gt;
* &#039;&#039;&#039;Sacrament Sforzando:&#039;&#039;&#039; Tankbuster.&lt;br /&gt;
* &#039;&#039;&#039;Divine Diminuendo:&#039;&#039;&#039; Circle AoE around the boss. &#039;&#039;&#039;Glowing variation:&#039;&#039;&#039; Two more Ring AOEs spawn. To dodge, stay close to the edge of the initial circle AoE. &lt;br /&gt;
* &#039;&#039;&#039;Conviction Marcato:&#039;&#039;&#039; Line AoE from the front of the boss. &#039;&#039;&#039;Glowing variation:&#039;&#039;&#039; The boss casts additional line AoEs from the discs surrounding it, forming an X-shaped AoE. To dodge, be on any cardinal except in front of the boss, outside of the boss hitbox. &#039;&#039;Note: The glowing disc directly behind the boss does not fire a line AOE.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clones Phase:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Penance Pianissimo:&#039;&#039;&#039; Tightens the arena into a circle.&lt;br /&gt;
* &#039;&#039;&#039;Feather marionette:&#039;&#039;&#039; Summons 4 copies of itself around the arena.&lt;br /&gt;
&#039;&#039;All 4 clones and the boss will cast another Divine Diminuendo - one of the clones will have glowing rings. Go to this clone and stay close to the edge of its circle AoE.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The position of the clones and boss will then change, and they will cast another Conviction Marcato. Again, one of the clones will have glowing rings and discs. Stay out of line AoEs from the clones and the X-shaped AoE from the glowing clone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solitaire Ring:&#039;&#039;&#039; A ring will spawn on each of the six columns in the arena, marked by lines on the floor. Stand on the column of the last ring to spawn, wait for the other columns to do their line AoEs, then run out of that last column before it does its line AoE.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Forgiven Weapons|The Forgiven&#039;s Armor|The Forgiven&#039;s Accessories}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Forgiven Cruelty]]===&lt;br /&gt;
{{Drops list|Forgiven Cruelty}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Forgiven Whimsy]]===&lt;br /&gt;
{{Drops list|Forgiven Whimsy}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Consort of Sin: [[Forgiven Obscenity]]===&lt;br /&gt;
{{Drops list|Forgiven Obscenity}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffers===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 1 (X: 14.3 Y: 4.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sabatons of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Greaves of Maiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Caligae of Striking}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Caligae of Scouting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Boots of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sandals of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sandals of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 2 (X: 11.2 Y: 7.2)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Circlet of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Circlet of Maiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Circlet of Striking}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Circlet of Scouting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Hat of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Hat of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Hat of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Gauntlets of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Gauntlets of Maiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracers of Striking}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracers of Scouting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracers of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Gloves of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Gloves of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 3 (X: 10.2 Y: 10.9)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sabatons of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Greaves of Maiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Caligae of Striking}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Caligae of Scouting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Boots of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sandals of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Sandals of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Bracelet of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer 4 (X: 10.9 Y: 12.0)====&lt;br /&gt;
{{Drops table header|show-levels=n}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Forgiven Arms (IL 418)}}&lt;br /&gt;
{{Drops table row|Labrys of the Forgiven}}&lt;br /&gt;
{{Drops table row|Greatsword of the Forgiven}}&lt;br /&gt;
{{Drops table row|Manatrigger of the Forgiven}}&lt;br /&gt;
{{Drops table row|Trident of the Forgiven}}&lt;br /&gt;
{{Drops table row|War Scythe of the Forgiven}}&lt;br /&gt;
{{Drops table row|Claws of the Forgiven}}&lt;br /&gt;
{{Drops table row|Blade of the Forgiven}}&lt;br /&gt;
{{Drops table row|Daggers of the Forgiven}}&lt;br /&gt;
{{Drops table row|Longbow of the Forgiven}}&lt;br /&gt;
{{Drops table row|Revolver of the Forgiven}}&lt;br /&gt;
{{Drops table row|Chakrams of the Forgiven}}&lt;br /&gt;
{{Drops table row|Rod of the Forgiven}}&lt;br /&gt;
{{Drops table row|Grimoire of the Forgiven}}&lt;br /&gt;
{{Drops table row|Foil of the Forgiven}}&lt;br /&gt;
{{Drops table row|Cane of the Forgiven}}&lt;br /&gt;
{{Drops table row|Codex of the Forgiven}}&lt;br /&gt;
{{Drops table row|Planisphere of the Forgiven}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Pendulums}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Earrings of Healing}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Fending}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Slaying}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Aiming}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Casting}}&lt;br /&gt;
{{Drops table row|The Forgiven&#039;s Necklace of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: Mt. Gulg}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
File:Mt. Gulg (image).png&lt;br /&gt;
Mt. Gulg1.png&lt;br /&gt;
Mt. Gulg boss.png&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; heights=300px&amp;gt;&lt;br /&gt;
Mt Gulg dialogue.jpg|Dungeon Dialogue Infographic (credits: [https://www.reddit.com/user/TrustInsighters TrustInsighters])&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|dungeon}}&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Porta_Decumana&amp;diff=847922</id>
		<title>The Porta Decumana</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Porta_Decumana&amp;diff=847922"/>
		<updated>2024-11-20T16:11:59Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[Main Scenario]] [[trial]]|the level 50 challenge-mode [[trial]]|The Minstrel&#039;s Ballad: Ultima&#039;s Bane|the [[Ultimate Raid]] involving [[The Ultima Weapon]]|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Making your way through the Praetorium, you sweep aside wave after wave of defenders before finally coming face-to-face with Gaius van Baelsar himself. Unable to overcome you by his own hands, the Black Wolf takes control of the Ultima Weapon and sets upon you once more. Do what you have come to do, and see that the magitek monstrosity never threatens Eorzea again.&lt;br /&gt;
| image = The Porta Decumana.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 42&lt;br /&gt;
| ilvl-sync = 60&lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = light&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (A Realm Reborn)&lt;br /&gt;
| roulette = main scenario&lt;br /&gt;
| location = Porta Decumana&lt;br /&gt;
| region = Thanalan&lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| base-exp = 172,592&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| req-quest = The Ultimate Weapon&lt;br /&gt;
| modes = duty support&lt;br /&gt;
| patch = 6.1&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| echo = trial&lt;br /&gt;
}} It replaced the confrontation with [[The Ultima Weapon]] during [[The Praetorium/Old|the old 8-player version of The Praetorium]]. {{TOC limit|3}}&lt;br /&gt;
==Duty Support==&lt;br /&gt;
{| {{STDT|pve align-left}}&lt;br /&gt;
! &lt;br /&gt;
! Storm Marauder&lt;br /&gt;
! Serpent Conjurer&lt;br /&gt;
! Flame Thaumaturge&lt;br /&gt;
! Serpent Lancer&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[File:DS Marauder4.png]]&lt;br /&gt;
| [[File:DS Conjurer4.png]]&lt;br /&gt;
| [[File:DS Thaumaturge4.png]]&lt;br /&gt;
| [[File:DS Lancer4.png]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| {{MRD}} [[Marauder]]&lt;br /&gt;
| {{CNJ}} [[Conjurer]]&lt;br /&gt;
| {{THM}} [[Thaumaturge]]&lt;br /&gt;
| {{LNC}} [[Lancer]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| Tank&lt;br /&gt;
| Healer&lt;br /&gt;
| DPS&lt;br /&gt;
| DPS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Anti-Eikon Warmachina: [[The Ultima Weapon]]===&lt;br /&gt;
[[Patch 6.1]] removed the Ultima weapon from {{questlink|dungeon|The Praetorium}}  and turned the encounter into its own the trial. The battle&#039;s layout is essentially like [[The Praetorium/Old#Ultima Weapon|the old battle]], but with many new mechanics in each phase to make up for it.&lt;br /&gt;
&lt;br /&gt;
====Phase 1: Titan====&lt;br /&gt;
This phase will last from 100% to 80%. The tank should keep the Ultima Weapon on the walls while avoiding attacks from the first Primal used, Titan. These include:&lt;br /&gt;
*&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;: After a few autoattacks, the Ultima Weapon will summon Titan, who casts his heavy-damage ultimate attack. Healers should be ready to repair the damages at once.&lt;br /&gt;
*&#039;&#039;&#039;Geocrush&#039;&#039;&#039;: Places a proximity indicator in the area, which is where Titan will be dropping down. Get as far away from it as you can, to reduce the damage that you take&lt;br /&gt;
**&#039;&#039;&#039;Landslide&#039;&#039;&#039;: Titan will immediately cast a fiery line AoE after crashing down, so get out of the way. The Ultima Weapon will then cast Landslide on its own.&lt;br /&gt;
*&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;: Titan will cover much of the area alternating circle AoEs, so avoid them.&lt;br /&gt;
&lt;br /&gt;
※ When the Ultima Weapon reaches 80%, he will cast &#039;&#039;&#039;Granite Interment&#039;&#039;&#039;, which traps all players in rocks. The Ultima Weapon will then attempt to wipe the party with &#039;&#039;&#039;Earthen Eternity&#039;&#039;&#039;, but Hydaelyn will interrupt by freeing the players and ripping Titan from the Ultima Weapon, beginning the next phase.&lt;br /&gt;
&lt;br /&gt;
====Phase 2: Garuda====&lt;br /&gt;
This phase will last from 80% to 55%. Again, the tank should keep the Ultima Weapon on the walls while watching out for attacks from the second primal used, Garuda. These include:&lt;br /&gt;
*&#039;&#039;&#039;Aerial Blast&#039;&#039;&#039;: Garuda will almost immediately appear to do her heavy-damage ultimate attack. Like &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;, healers should quickly repair the damage.&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;:  This is a donut AoE around the edge of the area. Go in the middle to avoid damage&lt;br /&gt;
**&#039;&#039;&#039;Mistral Shriek&#039;&#039;&#039;: A few seconds after &#039;&#039;&#039;Eye of the Storm&#039;&#039;&#039;, Garuda  will go to an edge and cast a large Point-Blank circle AoE. Avoid this by watching where Garuda goes, and move as far away from her as you can.&lt;br /&gt;
&lt;br /&gt;
※ When the Ultima Weapon reaches 55%, he will cast &#039;&#039;&#039;Vortex Barrier&#039;&#039;&#039; to create an impenetrable shield around itself. It will then begin to cast &#039;&#039;&#039;Headsman&#039;s Wind&#039;&#039;&#039; to wipe the party, but Hydaelyn will interrupt again and rip Garuda from the Ultima Weapon, beginning the next phase. &lt;br /&gt;
====Phase 3: Ifrit====&lt;br /&gt;
This phase will last from 55% to 20%. The Ultima Weapon will rely on its last primal, Ifrit, to defeat the party while the tank should keep the Ultima Weapon occupied.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire&#039;&#039;&#039;: Like Titan and Garuda, Ifrit will immediately cast his ultimate attack, putting healers on overdrive to heal through it.&lt;br /&gt;
*&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;: Ifrit creates circle AoEs throughout the arena, so avoid them.&lt;br /&gt;
*&#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039;: Ifrit will cast this to knock all players back from the center.&lt;br /&gt;
**&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;: Once players are knocked back to the edges, Ifrit will immediately use this to put circle AoEs on the edges. Run back to the center to avoid damage.&lt;br /&gt;
&lt;br /&gt;
※ When the Ultima Weapon reaches 35%, he will try to cast &#039;&#039;&#039;Radiant Blaze&#039;&#039;&#039;, which covers the entire area in AoEs, to wipe the party. Unlike before, players are not restrained and the Ultima Weapon is vulnerable, so they should keep damaging the Ultima Weapon as Hydaelyn tears Ifrit away. Without primals, the Ultima Weapon can only do autoattacks until reaching 20%, at which point an unskippable cutscene begins.&lt;br /&gt;
&lt;br /&gt;
====Phase 4: Ultima====&lt;br /&gt;
After the cutscene, a checkpoint will be made before the party engages the Ultima Weapon, now at full health and sporting a new set of mechanics, once more. Should the party be wiped for any reason, they will start at the beginning of this phase.&lt;br /&gt;
*&#039;&#039;&#039;Homing Lasers&#039;&#039;&#039;: This is a high-damage attack on the player highest in the enmity list, meaning the tank.&lt;br /&gt;
*&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;:  The Ultima Weapon casts three line AoEs in sequence, one straight ahead, and the other two at angles.&lt;br /&gt;
*&#039;&#039;&#039;Homing Ray&#039;&#039;&#039;:  Marks all players with circle AoEs. Don&#039;t overlap other players with your circle so that damage can be minimized.&lt;br /&gt;
*&#039;&#039;&#039;Tank Purge&#039;&#039;&#039;: The Ultima Weapon casts an unavoidable heavy damage-attack, so healers should be ready to act accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Boom&#039;&#039;&#039;: A knockback attack, though it can be avoided if the player has any knockback-prevention moves&lt;br /&gt;
*&#039;&#039;&#039;Aetheroplasm&#039;&#039;&#039;: Two pairs of orbs, tethered to each other, will appear. Players can absorb these orbs to prevent them from colliding with each other, minimizing damage.&lt;br /&gt;
*&#039;&#039;&#039;Citadel Buster&#039;&#039;&#039;: This is a line AoE indicated by a glowing green light. To avoid this attack, don&#039;t be in front of the Ultima Weapon when it is casting Citadel Buster. &#039;&#039;There is no orange ground telegraph.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magitek Bits&#039;&#039;&#039;: Unlike in the Praetorium, these are untargettable and will go away after a time. They will turn to face a certain direction, then attack with line AoEs in the direction that they are facing. Watch the Magitek Bits to see which direction they are facing, and move to avoid being in front of them.&lt;br /&gt;
*&#039;&#039;&#039;Explosion&#039;&#039;&#039;: Proximity indicators will appear to hint at gunships crashing down. Go to the center of the area to minimize the damage that you take from them.&lt;br /&gt;
&lt;br /&gt;
※ When the Ultima Weapon reaches 30%, it will teleport to the center of the arena and slowly begin casting &#039;&#039;&#039;Ultima&#039;&#039;&#039;, a hard enrage that will wipe the party. Eventually, your Limit Break gauge will be completely filled by Hydaelyn, so a DPS player should use {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] as soon as this occurs to ensure the Ultima Weapon is defeated before the cast finishes, ending the trial. &lt;br /&gt;
&lt;br /&gt;
Players should also use Limit Break at the start of the cast, before Hydaelyn fills the gauge, as any gauge units accumulated from the start of the battle are otherwise wasted.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ultima Weapon concept.png&lt;br /&gt;
ultima weapon2.jpg&lt;br /&gt;
ultima weapon1.jpg&lt;br /&gt;
ultima weapon3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Adventurer_Squadrons&amp;diff=846647</id>
		<title>Adventurer Squadrons</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Adventurer_Squadrons&amp;diff=846647"/>
		<updated>2024-11-16T05:31:37Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: /* Squadron Ranks and Stats */ Change wording to be clear: Flagged missions will always fail if ANY of the three stats is not met&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quotation|[https://na.finalfantasyxiv.com/pr/special/3_4_Soul_Surrender/ Patch 3.4 Special Site]|The Grand Companies are seeking adventurers to take charge of a new special forces initiative. Assume the role of squadron leader to train and command fledgling soldiers looking to rise up in the ranks.&lt;br /&gt;
}}&lt;br /&gt;
[[File:squadrons1.png|400px|right]]&lt;br /&gt;
[[Adventurer Squadrons]] are a feature introduced in [[Patch 3.4]] that allows players to take direct command of soldiers in their respective [[Grand Companies]]. After assembling a sufficient number of NPC recruits, players can deploy a squadron of soldiers on special missions, reaping [[#Item Rewards|rich rewards]] upon their successful return.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Requirements==&lt;br /&gt;
To unlock Adventurer Squadrons, players must obtain Second Lieutenant rank with their [[Grand Company]].&lt;br /&gt;
&lt;br /&gt;
If you change your [[Grand Company]] you will still keep your current Adventurer Squadron members but will need to obtain Second Lieutenant rank with the new [[Grand Company]] before being able to do any actions with them.&lt;br /&gt;
&lt;br /&gt;
===[[The Maelstrom]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Quest]]&#039;&#039;&#039;: {{questlink|feature|Squadron and Commander (Maelstrom)}}&lt;br /&gt;
*&#039;&#039;&#039;Level Requirement&#039;&#039;&#039;: [[Disciples of War|Disciples War]] or [[Disciples of Magic|Magic]] Level 47&lt;br /&gt;
*&#039;&#039;&#039;Location&#039;&#039;&#039;: [[Limsa Lominsa Upper Decks]] (X:13.1, Y:12.7)&lt;br /&gt;
*&#039;&#039;&#039;NPC&#039;&#039;&#039;: [[Storm Personnel Officer]]&lt;br /&gt;
*&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: {{questlink|feature|Rising to the Challenge}}&lt;br /&gt;
&lt;br /&gt;
===[[The Order of the Twin Adder]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Quest]]&#039;&#039;&#039;: {{questlink|feature|Squadron and Commander (Twin Adder)}}&lt;br /&gt;
*&#039;&#039;&#039;Level Requirement&#039;&#039;&#039;: [[Disciples of War|Disciples War]] or [[Disciples of Magic|Magic]] Level 47&lt;br /&gt;
*&#039;&#039;&#039;Location&#039;&#039;&#039;: [[New Gridania]] (X:9.8, Y:11.0)&lt;br /&gt;
*&#039;&#039;&#039;NPC&#039;&#039;&#039;: [[Serpent Personnel Officer]]&lt;br /&gt;
*&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: {{questlink|feature|Rising to the Challenge}}&lt;br /&gt;
&lt;br /&gt;
===[[The Immortal Flames]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Quest]]&#039;&#039;&#039;: {{questlink|feature|Squadron and Commander (Immortal Flames)}}&lt;br /&gt;
*&#039;&#039;&#039;Level Requirement&#039;&#039;&#039;: [[Disciples of War|Disciples War]] or [[Disciples of Magic|Magic]] Level 47&lt;br /&gt;
*&#039;&#039;&#039;Location&#039;&#039;&#039;: [[Ul&#039;dah - Steps of Nald]] (X:8.3, Y:9.1)&lt;br /&gt;
*&#039;&#039;&#039;NPC&#039;&#039;&#039;: [[Flame Personnel Officer]]&lt;br /&gt;
*&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: {{questlink|feature|Rising to the Challenge}}&lt;br /&gt;
&lt;br /&gt;
==Reasons for Enlistment==&lt;br /&gt;
Each Reason for Enlistment belongs to one or more [[Challenge Log]] categories. You can unlock different [[#Squadron Recruits|Recruits]] by completing different Challenge Log categories. Note that the [[Gold Saucer]] category is a wildcard that is able to unlock all recruits of one of each race&#039;s clans.&lt;br /&gt;
{| {{STDT| align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Reason for Enlistment &lt;br /&gt;
! Challenge Log Category&lt;br /&gt;
|-&lt;br /&gt;
|I wish to serve under an officer who can balance work and play. || [[Gold Saucer]]&lt;br /&gt;
|-&lt;br /&gt;
|I was inspired by your countless deeds of heroism. || [[Dungeons]]&lt;br /&gt;
|-&lt;br /&gt;
|To serve both my Grand Company and my fellow Eorzeans as bravely as you do. || [[Guildhests]], [[Levequests]], [[Grand Company]]&lt;br /&gt;
|-&lt;br /&gt;
|To challenge the limits of my abilities as you challenge yours. || [[PvP]]&lt;br /&gt;
|-&lt;br /&gt;
|I wish to emulate your calm and resourcefulness in the face of chaos. || [[FATEs]]&lt;br /&gt;
|-&lt;br /&gt;
|I wish to serve under an officer whose hands can create as well as destroy. || [[Disciples of the Hand]]&lt;br /&gt;
|-&lt;br /&gt;
|I would follow a commander who appreciates the blessings of nature || [[Disciples of the Land]], [[Treasure Hunt]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Managing Your Squadron==&lt;br /&gt;
[[File:squadrons2.png|300px|right]]&lt;br /&gt;
===1. Recruit Squadron Members===&lt;br /&gt;
A squadron cannot be formed until you have at least four members. This can be accomplished by completing objectives in your [[Challenge Log]], which will attract new recruits to join your squadron.&lt;br /&gt;
*Squadron members are unlocked after completing individual challenges in the challenge log. This is entirely random, though you can eventually obtain [[Squadron Enlistment Manual]]s from missions and for GC seals once you rank up to First Lieutenant that will increase the odds of obtaining a new recruit from challenge log completions. All enlistment papers received will be delivered to your desk inside the squadron barracks.&lt;br /&gt;
&lt;br /&gt;
When a potential recruit piques your interest, select Question when viewing their enlistment papers to call them into the barracks and view their profile. If they are to your satisfaction, you can then recruit them to join your squadron.&amp;lt;!--is there a limit on enlistment papers stored on desk?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barracks has room for eight soldiers. If you have reached this limit and wish to enlist new recruits, you must first discharge one of the existing squadron members.&lt;br /&gt;
&lt;br /&gt;
You may also choose to postpone a potential recruit&#039;s enlistment or dismiss them when reviewing their papers. Please note that if you postpone enlistment, you cannot review the next application until you choose to accept or dismiss the current applicant.&lt;br /&gt;
&lt;br /&gt;
===2. Train Your Recruits===&lt;br /&gt;
[[File:squadrons4.png|300px|right]]&lt;br /&gt;
After assembling your first squadron, they must undertake the introductory mission &amp;quot;City Patrol.&amp;quot; After successfully completing this mission, they may undertake training courses posted on the regimen board. Training courses will provide increases to the squadron&#039;s overall physical, mental, and tactical abilities. The focus on which attribute is improved varies from course to course, and you are free to concentrate on the areas in which you wish your squadron to excel. The training consists of A) one stat to gain 40 while sacrificing 20 of the other two stats, B) two stats gaining 20 while sacrificing 40 of the last, or C) No stat bonuses (used for leveling your units without impacting their stats).&lt;br /&gt;
&lt;br /&gt;
Each training course takes 1 hour to complete (Earth time). When a training course is complete, all recruits present in the barracks will receive experience points, and the squadron&#039;s overall attributes will increase. &lt;br /&gt;
* Recruits can undertake training courses up to three times a day.&lt;br /&gt;
{{#lsth:Reset|Adventurer Squadron training courses}}&lt;br /&gt;
&lt;br /&gt;
===3. Deploy Squadrons on [[Squadron Missions|Missions]]===&lt;br /&gt;
When your squadron is amply prepared, speak with the squadron sergeant to deploy them on a mission. Be advised that deploying your squadron requires an expenditure of company seals, with costs increasing as mission difficulty increases.&lt;br /&gt;
&lt;br /&gt;
Furthermore, each mission has a minimum level requirement. At least one member of the squadron must meet this requirement to proceed. The normal 1 Tank, 1 Healer, 2 DPS composition isn&#039;t required.&lt;br /&gt;
&lt;br /&gt;
There are also [[Command Missions]], where you deploy yourself with 3 squad members. You must meet the normal [[role]] requirements for a dungeon when doing so.&lt;br /&gt;
&lt;br /&gt;
===4. Wait for Your Squadron to Return===&lt;br /&gt;
Missions require 18 hours (Earth time) to complete. The time remaining until a mission is completed can be viewed by opening the Timers interface located under Duty in the main menu. &lt;br /&gt;
* Each Trainee (rank 1) or Routine (rank 2) mission can be completed once per week.&lt;br /&gt;
* Only one Priority (rank 3) mission can be completed per week.&lt;br /&gt;
{{weeklyreset}}&lt;br /&gt;
&lt;br /&gt;
===5. Review the [[Squadron&#039;s Mission]] Report===&lt;br /&gt;
When the squadron returns from a mission, you can speak with the squadron sergeant to review a mission debriefing outlining squadron performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mission is a success&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squadron members will receive experience points based on the mission&#039;s difficulty. There is also a chance squadron members will exhibit a preference for a certain squadron composition. This is known as &amp;quot;[[#Squadron Chemistry|squadron chemistry]],&amp;quot; and it can affect the outcome of missions by improving attributes or increasing their experience earned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The mission ends in failure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Squadron members will receive half the basic reward experience points.&lt;br /&gt;
&lt;br /&gt;
====Item Rewards====&lt;br /&gt;
{| {{STDT|item sortable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Buff&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Battle Manual}} || [[File:The heat of battle1.png|link=The Heat of Battle III]] [[The Heat of Battle III]] || Combat EXP Bonus: +15% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Engineering Manual}} || [[File:Helping hand1.png|link=Helping Hand III]] [[Helping Hand III]] || Crafting EXP Bonus: +20% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Survival Manual}} || [[File:Earth and water1.png|link=Earth and Water III]] [[Earth and Water III]] || Gathering EXP Bonus: +20% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Priority Aetheryte Pass}} || [[File:Reduced rates1.png|link=Reduced Rates III]] [[Reduced Rates III]] || Teleport Fee Reduction: 40% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Gold Saucer VIP Card}} || [[File:Jackpot icon2.png|link=Jackpot III]] [[Jackpot III]] || MGP Bonus: +15% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Priority Seal Allowance}} || [[File:Seal sweetener icon2.png|link=Seal Sweetener III]] [[Seal Sweetener III]] || Seal Bonus: +15% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Rationing Manual}} || [[File:Meat and mead1.png|link=Meat and Mead III]] [[Meat and Mead III]] || Food Duration Increase: +15m Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Gear Maintenance Manual}} ||[[File:Proper care1.png|link=Proper Care III]] [[Proper Care III]] || Gear Wear Decrease: +30% Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Spiritbonding Manual}} || [[File:That which binds us1.png|link=That Which Binds Us III]] [[That Which Binds Us III]] || Spiritbond Bonus: +3 Duration: 120m&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Squadron Enlistment Manual}} || [[File:Squadron enlistment manual1.png|link=Squadron Enlistment Manual]] [[Squadron Enlistment Manual]] || Increases the chance of a new recruit.&amp;lt;br&amp;gt;Effect ends upon recruit arrival. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Squadron Ranks and Stats==&lt;br /&gt;
At the base Squadron Rank ([[Trainee]]) you have a total of 200 stat points to allocate between three primary stats: [[Physical]], [[Mental]], and [[Tactics]]. This base stat pool will increase as your Squadron Rank increases. You are able to allocate these points via training sessions. Each training session also grants {{squadexp}} &#039;&#039;&#039;Squadron EXP&#039;&#039;&#039;, which will increase the level of your recruits. You may train your recruits three times daily, though you may not train recruits currently deployed on missions. Keep this in mind before using daily training charges. Each training session lasts one hour. The sessions that re-allocate stats grant {{squadexp|2000}} EXP. However, you may do a comprehensive training course that does NOT re-allocate stats and instead grants {{squadexp|3000}} EXP.&lt;br /&gt;
&lt;br /&gt;
Recruits each have their own respective stat pools, which vary based on their class. For example, a Conjurer will have an incredibly high mental stat, but low physical and tactical stats. Each level seems to grant two stat points, allocated between the three stats depending on the NPC. You may check your recruit&#039;s experience points by clicking on them when they are in your barracks. Upon reaching First Lieutenant, you may purchase books to change the classes of your recruits.&lt;br /&gt;
&lt;br /&gt;
You may have a squad of four recruits go out on missions. Each member added to the mission will increase the mission&#039;s statistics based on their personal allocation.&lt;br /&gt;
&lt;br /&gt;
Missions each have a required stat pool in order to increase your chance of success. You have a greater chance to fail if you are below these amounts. As such, you can train your base stat pool and then supplement it with a variety of squadron members to play to whatever strengths you need. This makes it possible to math out your best odds of success on a mission with proper training and variety in recruits. &#039;&#039;Note that &amp;quot;Flagged&amp;quot; missions (ones that give rank up upon successful completion) will always fail if any of the three stats is not met.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Flagged Mission milestones===&lt;br /&gt;
* Once one member has reached level 20, [[Flagged Mission: Voidsent Elimination]] becomes available. Successful completion of this mission will unlock Routine Missions. &lt;br /&gt;
* Once one member has reached level 40, [[Flagged Mission: Crystal Recovery]] becomes available. Successful completion of this mission will unlock Priority Missions and the rank of First Lieutenant. &lt;br /&gt;
* Once 5 different [[Command Missions]] have been completed, [[Flagged Mission: Sapper Strike]] becomes available. Successful completion of this mission will unlock the rank of Captain.&lt;br /&gt;
&lt;br /&gt;
==Squadron Chemistry==&lt;br /&gt;
Chemistry gives stat boosts or extra rewards for missions, and typically depend on race or class composition.&lt;br /&gt;
&lt;br /&gt;
Chemistry can be randomly gained after missions. Note that it must assigned to a party member before it applies. To apply chemistry, look at the detailed stats for a particular party member by selecting that party member directly, or by selecting them from the list of party members on the Regimen Board. Select the blue lightning icon, and then choose the chemistry you wish to apply. &#039;&#039;Unassigned chemistry is lost once the next mission is commenced&#039;&#039;. Use it on the next mission or lose it.&lt;br /&gt;
&lt;br /&gt;
==Recruit Levels==&lt;br /&gt;
The first Squadron Rank up mission is available when a recruit reaches level 20. Recruits can be leveled up to 60, but this is capped by your highest level. Your squad cannot be higher leveled than your highest [[Job]].&lt;br /&gt;
&lt;br /&gt;
Your recruit&#039;s equipment will change in appearance as they level up.&lt;br /&gt;
&lt;br /&gt;
==Command Missions==&lt;br /&gt;
&#039;&#039;&#039;[[Command Missions]]&#039;&#039;&#039; is a new feature released in [[patch 4.1]] of [[Stormblood]]. It allows the player to enter certain [[dungeon]]s alongside three of their squadron NPCs.&lt;br /&gt;
&lt;br /&gt;
The introduction of the [[Duty Support]] System has put the future of the entire [[Adventurer Squadrons]] feature into doubt. Comments by YoshiP during PLLs has indicated the feature will be retired once development of [[Duty Support]] is complete.&lt;br /&gt;
&lt;br /&gt;
==Squadron Missions==&lt;br /&gt;
{{main|Squadron Missions}}&lt;br /&gt;
{{:Squadron Missions}}&lt;br /&gt;
&lt;br /&gt;
==Squadron Member Glamours==&lt;br /&gt;
This requires a {{item icon|Glamour Prism}}.&lt;br /&gt;
*[[Glamours]] must first be unlocked by the player before this action can be used.&lt;br /&gt;
&lt;br /&gt;
===Casting Glamours===&lt;br /&gt;
Providing you have the necessary gear and glamour prism, speak with a squadron member and select Outfit from the enlistment papers. The glamour prism will be consumed upon use, but no gear will be lost in the process.&lt;br /&gt;
* It is not required to dispel existing glamours from a piece of gear before casting a different glamour.&lt;br /&gt;
* Gear used to cast glamours will be bound upon use of a glamour prism.&lt;br /&gt;
* Gear used to cast glamours that come from your Armoire or Glamour Dresser does not require a glamour prism.&lt;br /&gt;
&lt;br /&gt;
There a few restrictions when glamouring squad members.&lt;br /&gt;
* The squad member must be at least level 51.&lt;br /&gt;
* Squad members cannot wear uniforms of a different Grand Company than what the player is currently a part of (i.e. a Twin Adder player cannot have his squad members wear Immortal Flames Uniform). &lt;br /&gt;
* If a squad member is wearing a glamoured Grand Company uniform when a player swaps to a different Grand Company, the uniform is replaced with the default appearance of the adventurer.&lt;br /&gt;
* Squad members can wear equipment that the player can&#039;t so as long as they meet the requirements (i.e. a Male Hyur can wear Hyuran Thighboots, even though the player is a female Lalafell).&lt;br /&gt;
&lt;br /&gt;
[[File:adventurer squadron glamours1.png]]&lt;br /&gt;
&lt;br /&gt;
Selecting Apply Glamours after speaking with the Squadron Outfitter will start the process.&lt;br /&gt;
&lt;br /&gt;
[[File:adventurer squadron glamours2.png]]&lt;br /&gt;
&lt;br /&gt;
Select the gear to which the glamour will be applied, then select the gear used to cast the glamour. Finally, select Confirm to consume the glamour prism and apply the glamour.&lt;br /&gt;
&lt;br /&gt;
[[File:adventurer squadron glamours3.png]]&lt;br /&gt;
&lt;br /&gt;
===Default glamours===&lt;br /&gt;
If a squadron member&#039;s glamour is not set by the player, then they will periodically change their equipped gear depending on their current class and level. If a squad member&#039;s class is changed, then they will automatically switch to wearing gear for the target class.&lt;br /&gt;
&lt;br /&gt;
However, some squad members have a unique outfit - for example, [[Raelthota]] wears an outfit consisting of gear pieces that have conflicting class requirements. Squad members with unique outfits will not change their outfit as they level up, nor when their class is changed (but they will still change their weapon as they level up).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| align-center}} &lt;br /&gt;
|-&lt;br /&gt;
! Level !! {{MRD}} Marauder !! {{GLA}} Gladiator !! {{ARC}} Archer !! {{ROG}} Rogue !! {{LNC}} Lancer !! {{PGL}} Pugilist !! {{CNJ}} Conjurer !! {{THM}} Thaumaturge !! {{ACN}} Arcanist&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| 1-19&lt;br /&gt;
| {{item icon|Steel Bhuj}}&amp;lt;br&amp;gt;{{item icon|Cavalry Cuirass}}&amp;lt;br&amp;gt;{{item icon|Cavalry Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Cavalry Trousers}}&amp;lt;br&amp;gt;{{item icon|Cavalry Sabatons}}&lt;br /&gt;
| {{item icon|Steel Longsword}}&amp;lt;br&amp;gt;{{item icon|Decorated Buckler}}&amp;lt;br&amp;gt;{{item icon|Mythril Cuirass}}&amp;lt;br&amp;gt;{{item icon|Heavy Steel Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Heavy Steel Flanchard}}&lt;br /&gt;
| {{item icon|Oak Longbow}}&amp;lt;br&amp;gt;{{item icon|Woolen Shirt}}&amp;lt;br&amp;gt;{{item icon|Toxotes Bracers}}&amp;lt;br&amp;gt;{{item icon|Vintage Hose}}&amp;lt;br&amp;gt;{{item icon|Toadskin Leg Guards}}&lt;br /&gt;
| {{item icon|Maddening Daggers}}&amp;lt;br&amp;gt;{{item icon|Infantry Shirt}}&amp;lt;br&amp;gt;{{item icon|Infantry Gloves}}&amp;lt;br&amp;gt;{{item icon|Infantry Skirt}}&amp;lt;br&amp;gt;{{item icon|Infantry Thighboots}}&lt;br /&gt;
| {{item icon|Heavy Steel Lance}}&amp;lt;br&amp;gt;{{item icon|Steel Scale Mail}}&amp;lt;br&amp;gt;{{item icon|Steel Scale Fingers}}&amp;lt;br&amp;gt;{{item icon|Toadskin Breeches}}&amp;lt;br&amp;gt;{{item icon|Steel Scale Greaves}}&lt;br /&gt;
| {{item icon|Boarskin Himantes}}&amp;lt;br&amp;gt;{{item icon|Boarskin Harness}}&amp;lt;br&amp;gt;{{item icon|Fingerless Boarskin Gloves}}&amp;lt;br&amp;gt;{{item icon|Boarskin Subligar}}&amp;lt;br&amp;gt;{{item icon|Steel-plated Caligae}}&lt;br /&gt;
| {{item icon|Oak Radical}}&amp;lt;br&amp;gt;{{item icon|Loyalist&#039;s Bliaud}}&amp;lt;br&amp;gt;{{item icon|Acolyte&#039;s Halfgloves}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Breeches}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Crakows}}&lt;br /&gt;
| {{item icon|Gridanian Scepter}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Robe}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Gloves}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Breeches}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Crakows}}&lt;br /&gt;
| {{item icon|Embossed Book of Silver}}&amp;lt;br&amp;gt;{{item icon|Harlequin&#039;s Acton}}&amp;lt;br&amp;gt;{{item icon|Acolyte&#039;s Halfgloves}}&amp;lt;br&amp;gt;{{item icon|Harlequin&#039;s Tights}}&amp;lt;br&amp;gt;{{item icon|Torturer&#039;s Duckbills}}&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| 20-29&lt;br /&gt;
| {{item icon|Spiked Cobalt Labrys}}&amp;lt;br&amp;gt;{{item icon|Sentinel&#039;s Cuirass}}&amp;lt;br&amp;gt;{{item icon|Sentinel&#039;s Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Sentinel&#039;s Trousers}}&amp;lt;br&amp;gt;{{item icon|Sentinel&#039;s Sabatons}}&lt;br /&gt;
| {{item icon|Cobalt Winglet}}&amp;lt;br&amp;gt;{{item icon|Kite Shield}}&amp;lt;br&amp;gt;{{item icon|Cobalt Cuirass}}&amp;lt;br&amp;gt;{{item icon|Cobalt Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Padded Woolen Trousers}}&amp;lt;br&amp;gt;{{item icon|Cobalt Sabatons}}&lt;br /&gt;
| {{item icon|Crab Bow}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Jacket}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Armguards}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Brais}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Leg Guards}}&lt;br /&gt;
| {{item icon|Cobalt Baselards}}&amp;lt;br&amp;gt;{{item icon|Buccaneer&#039;s Shirt}}&amp;lt;br&amp;gt;{{item icon|Fingerless Raptorskin Gloves}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Brais}}&amp;lt;br&amp;gt;{{item icon|Cobalt-plated Jackboots}}&lt;br /&gt;
| {{item icon|Hart Guisarme}}&amp;lt;br&amp;gt;{{item icon|Tortoiseshell Scale Mail}}&amp;lt;br&amp;gt;{{item icon|Tortoiseshell Scale Fingers}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Breeches}}&amp;lt;br&amp;gt;{{item icon|Tortoiseshell Scale Greaves}}&lt;br /&gt;
| {{item icon|Cobalt Claws}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Harness}}&amp;lt;br&amp;gt;{{item icon|Fingerless Raptorskin Gloves}}&amp;lt;br&amp;gt;{{item icon|Raptorskin Subligar}}&amp;lt;br&amp;gt;{{item icon|Cobalt-plated Caligae}}&lt;br /&gt;
| {{item icon|Pastoral Mahogany Cane}}&amp;lt;br&amp;gt;{{item icon|Imperial Operative Dalmatica}}&amp;lt;br&amp;gt;{{item icon|Warlock&#039;s Ringbands}}&amp;lt;br&amp;gt;{{item icon|Mage&#039;s Chausses}}&amp;lt;br&amp;gt;{{item icon|Battlemage&#039;s Crakows}}&lt;br /&gt;
| {{item icon|Ivory Staff}}&amp;lt;br&amp;gt;{{item icon|Dark Divinity Feldr}}&amp;lt;br&amp;gt;{{item icon|Dark Divinity Hanzkar}}&amp;lt;br&amp;gt;{{item icon|Dark Divinity Spjarrar}}&amp;lt;br&amp;gt;{{item icon|Dark Divinity Skor}}&lt;br /&gt;
| {{item icon|Embossed Book of Electrum}}&amp;lt;br&amp;gt;{{item icon|Warlock&#039;s Robe}}&amp;lt;br&amp;gt;{{item icon|Militia Ringbands}}&amp;lt;br&amp;gt;{{item icon|Warlock&#039;s Tights}}&amp;lt;br&amp;gt;{{item icon|Militia Duckbills}}&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| 30-39&lt;br /&gt;
| {{item icon|Giantsgall War Axe}}&amp;lt;br&amp;gt;{{item icon|Warwolf Cuirass of Fending}}&amp;lt;br&amp;gt;{{item icon|Warwolf Gauntlets of Fending}}&amp;lt;br&amp;gt;{{item icon|Warwolf Trousers of Fending}}&amp;lt;br&amp;gt;{{item icon|Warwolf Sollerets of Fending}}&lt;br /&gt;
| {{item icon|Mailbreaker}}&amp;lt;br&amp;gt;{{item icon|Darksteel Scutum}}&amp;lt;br&amp;gt;{{item icon|Protector&#039;s Cuirass}}&amp;lt;br&amp;gt;{{item icon|Protector&#039;s Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Protector&#039;s Trousers}}&amp;lt;br&amp;gt;{{item icon|Protector&#039;s Sollerets}}&lt;br /&gt;
| {{item icon|Giantsgall Longbow}}&amp;lt;br&amp;gt;{{item icon|Shikaree&#039;s Doublet}}&amp;lt;br&amp;gt;{{item icon|Shikaree&#039;s Gloves}}&amp;lt;br&amp;gt;{{item icon|Shikaree&#039;s Gaskin}}&amp;lt;br&amp;gt;{{item icon|Shikaree&#039;s Boots}}&lt;br /&gt;
| {{item icon|Misericordes}}&amp;lt;br&amp;gt;{{item icon|Darklight Corselet of Striking}}&amp;lt;br&amp;gt;{{item icon|Darklight Bracers of Striking}}&amp;lt;br&amp;gt;{{item icon|Darklight Subligar}}&amp;lt;br&amp;gt;{{item icon|Darklight Caligae of Striking}}&lt;br /&gt;
| {{item icon|Giantsgall Trident}}&amp;lt;br&amp;gt;{{item icon|Darklight Cuirass}}&amp;lt;br&amp;gt;{{item icon|Darklight Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Darklight Trousers}}&amp;lt;br&amp;gt;{{item icon|Darklight Sollerets}}&lt;br /&gt;
| {{item icon|Giantsgall Claws}}&amp;lt;br&amp;gt;{{item icon|Fistfighter&#039;s Jackcoat}}&amp;lt;br&amp;gt;{{item icon|Fistfighter&#039;s Gloves}}&amp;lt;br&amp;gt;{{item icon|Fistfighter&#039;s Breeches}}&amp;lt;br&amp;gt;{{item icon|Fistfighter&#039;s Jackboots}}&lt;br /&gt;
| {{item icon|Alkalurops}}&amp;lt;br&amp;gt;{{item icon|Darklight Cowl of Healing}}&amp;lt;br&amp;gt;{{item icon|Darklight Gloves of Healing}}&amp;lt;br&amp;gt;{{item icon|Darklight Breeches of Healing}}&amp;lt;br&amp;gt;{{item icon|Darklight Boots of Healing}}&lt;br /&gt;
| {{item icon|Astrolabe}}&amp;lt;br&amp;gt;{{item icon|Darklight Cowl of Casting}}&amp;lt;br&amp;gt;{{item icon|Darklight Gloves of Casting}}&amp;lt;br&amp;gt;{{item icon|Darklight Breeches of Casting}}&amp;lt;br&amp;gt;{{item icon|Darklight Boots of Casting}}&lt;br /&gt;
| {{item icon|Deus Ex Verbis}}&amp;lt;br&amp;gt;{{item icon|Vanya Robe of Casting}}&amp;lt;br&amp;gt;{{item icon|Vanya Gloves of Casting}}&amp;lt;br&amp;gt;{{item icon|Vanya Breeches of Casting}}&amp;lt;br&amp;gt;{{item icon|Vanya Crakows}}&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| 40-49&lt;br /&gt;
| {{item icon|The Axe of Crags}}&amp;lt;br&amp;gt;{{item icon|Cuirass of the Divine War}}&amp;lt;br&amp;gt;{{item icon|Vambraces of the Divine War}}&amp;lt;br&amp;gt;{{item icon|Breeches of the Divine War}}&amp;lt;br&amp;gt;{{item icon|Sabatons of the Divine War}}&lt;br /&gt;
| {{item icon|Garuda&#039;s Gaze}}&amp;lt;br&amp;gt;{{item icon|The Wall of Crags}}&amp;lt;br&amp;gt;{{item icon|Armor of Light}}&amp;lt;br&amp;gt;{{item icon|Gauntlets of Light}}&amp;lt;br&amp;gt;{{item icon|Breeches of Light}}&amp;lt;br&amp;gt;{{item icon|Sabatons of Light}}&lt;br /&gt;
| {{item icon|The Bow of Crags}}&amp;lt;br&amp;gt;{{item icon|Ballad Corselet}}&amp;lt;br&amp;gt;{{item icon|Ballad Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Ballad Sarouel}}&amp;lt;br&amp;gt;{{item icon|Ballad Boots}}&lt;br /&gt;
| {{item icon|Cleavers of Crags}}&amp;lt;br&amp;gt;{{item icon|Fuma Koromo}}&amp;lt;br&amp;gt;{{item icon|Fuma Tekko}}&amp;lt;br&amp;gt;{{item icon|Fuma Hakama}}&amp;lt;br&amp;gt;{{item icon|Fuma Kyahan}}&lt;br /&gt;
| {{item icon|The Spear of Crags}}&amp;lt;br&amp;gt;{{item icon|Cuirass of Divine Wisdom}}&amp;lt;br&amp;gt;{{item icon|Vambraces of Divine Wisdom}}&amp;lt;br&amp;gt;{{item icon|Breeches of Divine Wisdom}}&amp;lt;br&amp;gt;{{item icon|Sabatons of Divine Wisdom}}&lt;br /&gt;
| {{item icon|Fists of Crags}}&amp;lt;br&amp;gt;{{item icon|Shirt of the Divine Hero}}&amp;lt;br&amp;gt;{{item icon|Cuffs of the Divine Hero}}&amp;lt;br&amp;gt;{{item icon|Sarouel of the Divine Hero}}&amp;lt;br&amp;gt;{{item icon|Boots of the Divine Hero}}&lt;br /&gt;
| {{item icon|The Cane of Crags}}&amp;lt;br&amp;gt;{{item icon|Royal Vest}}&amp;lt;br&amp;gt;{{item icon|Royal Celestial Gloves}}&amp;lt;br&amp;gt;{{item icon|Royal Breeches}}&amp;lt;br&amp;gt;{{item icon|Royal Shoes}}&lt;br /&gt;
| {{item icon|The Cudgel of Crags}}&amp;lt;br&amp;gt;{{item icon|Robe of Divine Death}}&amp;lt;br&amp;gt;{{item icon|Halfgloves of Divine Death}}&amp;lt;br&amp;gt;{{item icon|Tonban of Divine Death}}&amp;lt;br&amp;gt;{{item icon|Crakows of Divine Death}}&lt;br /&gt;
| {{item icon|The Greater Key of Titan}}&amp;lt;br&amp;gt;{{item icon|Crimson Vest}}&amp;lt;br&amp;gt;{{item icon|Crimson Celestial Gloves}}&amp;lt;br&amp;gt;{{item icon|Crimson Breeches}}&amp;lt;br&amp;gt;{{item icon|Crimson Shoes}}&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| 50-60&lt;br /&gt;
| {{item icon|Direwolf Battleaxe}}&amp;lt;br&amp;gt;{{item icon|Augmented Heavy Wolfram Cuirass}}&amp;lt;br&amp;gt;{{item icon|Heavy Wolfram Gauntlets}}&amp;lt;br&amp;gt;{{item icon|Heavy Wolfram Cuisses}}&amp;lt;br&amp;gt;{{item icon|Heavy Wolfram Sabatons}}&lt;br /&gt;
| {{item icon|Direwolf Longsword}}&amp;lt;br&amp;gt;{{item icon|Direwolf Kite Scutum}}&amp;lt;br&amp;gt;{{item icon|Direwolf Cuirass of Fending}}&amp;lt;br&amp;gt;{{item icon|Direwolf Gauntlets of Fending}}&amp;lt;br&amp;gt;{{item icon|Direwolf Cuisses of Fending}}&amp;lt;br&amp;gt;{{item icon|Direwolf Sabatons of Fending}}&lt;br /&gt;
| {{item icon|Direwolf Longbow}}&amp;lt;br&amp;gt;{{item icon|Augmented Saurian Tabard of Aiming}}&amp;lt;br&amp;gt;{{item icon|Saurian Gloves of Aiming}}&amp;lt;br&amp;gt;{{item icon|Cashmere Skirt of Aiming}}&amp;lt;br&amp;gt;{{item icon|Saurian Boots of Aiming}}&lt;br /&gt;
| {{item icon|Direwolf Cleavers}}&amp;lt;br&amp;gt;{{item icon|Augmented Saurian Shirt of Striking}}&amp;lt;br&amp;gt;{{item icon|Saurian Gloves of Striking}}&amp;lt;br&amp;gt;{{item icon|Cashmere Skirt of Striking}}&amp;lt;br&amp;gt;{{item icon|Saurian Boots of Striking}}&lt;br /&gt;
| {{item icon|Direwolf Trident}}&amp;lt;br&amp;gt;{{item icon|Direwolf Cuirass of Maiming}}&amp;lt;br&amp;gt;{{item icon|Direwolf Gauntlets of Maiming}}&amp;lt;br&amp;gt;{{item icon|Direwolf Trousers of Maiming}}&amp;lt;br&amp;gt;{{item icon|Direwolf Sabatons of Maiming}}&lt;br /&gt;
| {{item icon|Direwolf Claws}}&amp;lt;br&amp;gt;{{item icon|Direwolf Shirt of Striking}}&amp;lt;br&amp;gt;{{item icon|Direwolf Gloves of Striking}}&amp;lt;br&amp;gt;{{item icon|Direwolf Skirt of Striking}}&amp;lt;br&amp;gt;{{item icon|Direwolf Thighboots of Striking}}&lt;br /&gt;
| {{item icon|Direwolf Cane}}&amp;lt;br&amp;gt;{{item icon|Augmented Cashmere Robe of Healing}}&amp;lt;br&amp;gt;{{item icon|Saurian Gloves of Healing}}&amp;lt;br&amp;gt;{{item icon|Cashmere Skirt of Healing}}&amp;lt;br&amp;gt;{{item icon|Saurian Boots of Healing}}&lt;br /&gt;
| {{item icon|Direwolf Longstaff}}&amp;lt;br&amp;gt;{{item icon|Augmented Cashmere Robe of Casting}}&amp;lt;br&amp;gt;{{item icon|Saurian Gloves of Casting}}&amp;lt;br&amp;gt;{{item icon|Cashmere Breeches of Casting}}&amp;lt;br&amp;gt;{{item icon|Saurian Crakows of Casting}}&lt;br /&gt;
| {{item icon|Direwolf Grimoire of Casting}}&amp;lt;br&amp;gt;{{item icon|Direwolf Robe of Casting}}&amp;lt;br&amp;gt;{{item icon|Direwolf Gloves of Casting}}&amp;lt;br&amp;gt;{{item icon|Direwolf Breeches of Casting}}&amp;lt;br&amp;gt;{{item icon|Direwolf Crakows of Casting}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Squadron Recruits==&lt;br /&gt;
{{see also|Squadron Recruits}}&lt;br /&gt;
{{:Squadron Recruits}}&lt;br /&gt;
&lt;br /&gt;
==Squadron Recruits Stats==&lt;br /&gt;
{{see also|Squadron Recruits Stats}}&lt;br /&gt;
{{:Squadron Recruits Stats}}&lt;br /&gt;
&lt;br /&gt;
==Squadron Recruit Faces==&lt;br /&gt;
[[File:squadron recruit faces1.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 3.4 Features]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Zadnor&amp;diff=739686</id>
		<title>Zadnor</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Zadnor&amp;diff=739686"/>
		<updated>2024-05-30T13:05:28Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Add maximum holster capacity per resistance rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Dalriada|The Bozjan Southern Front}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Zadnor&lt;br /&gt;
| weather = fair skies, rain, wind, thunder, snow&lt;br /&gt;
| description = The IVth Legion has retreated to the barren plateaus of Zadnor, their imperial flagship looming ominously on the horizon. What they hope to gain from their newfound base of operations remains to be seen, but the Resistance refuses to stand idle. As both sides are pushed to their limit, who will emerge the victor as the battle for Bozja reaches its bloody climax?&lt;br /&gt;
| image = Zadnor banner.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 71&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| size = flex72&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.4, 5.7&lt;br /&gt;
| req-quest = A New Playing Field&lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = varies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is an instanced area that up to 72 players can explore simultaneously, and is the second major battlefield of two in the [[Save the Queen: Blades of Gunnhildr]] storyline.  Like [[the Bozjan Southern Front]], Zadnor is a instanced encounter wherein players assist the Bozjan Resistance in their continued effort to reclaim their homeland from the IVth Imperial Legion.&lt;br /&gt;
	&lt;br /&gt;
==Unlock==&lt;br /&gt;
*[[Quest]]: {{questlink|feature|A New Playing Field}}&lt;br /&gt;
*Level: Disciple of War or Magic level 80&lt;br /&gt;
*Starting NPC: [[Marsak]] in [[Gangos]] (X:6.4 Y:5.7)&lt;br /&gt;
*Prerequisite: Players must first complete the main story quest {{questlink|main|Futures Rewritten}} and have completed the quest {{questlink|feature|Fit for a Queen}}.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
All duty-specific mechanics (e.g., forming parties, level sync) are identical to those of the [[Bozjan Southern Front]]. For more information, see that page.&lt;br /&gt;
&lt;br /&gt;
Mettle is obtained in much greater quantities in this duty than in the Bozjan Southern Front or [[Delubrum Reginae]], making this the ideal location to farm mettle. However, the other Save the Queen duties are sources of useful Lost Actions and other rewards that are not found in Zadnor.&lt;br /&gt;
&lt;br /&gt;
==Advancement - Mettle and Resistance Rank==&lt;br /&gt;
Mettle and Resistance rank are similar in concept to experience and leveling, respectively. Mettle is earned by completing skirmishes and critical engagements, and on reaching a certain amounts of mettle, you will be able to increase your resistance rank by talking to the commander. Increasing your Resistance Rank is needed to progress within the front, and unlocks additional features.&lt;br /&gt;
&lt;br /&gt;
===Features unlocked by Resistance Rank===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Completion of the quest {{questlink|feature|Let Me Holster That for You}} grants an additional 10 capacity to the maximum holster capacity shown below.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Mettle Required !! Maximum Holster Capacity !! New Features / Content Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{mettle|1124000}} || 72 || {{questlink|feature|Resolve Unshaken}}, can appraise {{item icon|Forgotten Fragment of History}}, {{item icon|Forgotten Fragment of Rage}}, {{item icon|Forgotten Fragment of Ferocity}}&lt;br /&gt;
|-&lt;br /&gt;
| 17 || {{mettle|1930000}} || 74 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 || {{mettle|2790000}} || 76 || {{questlink|feature|Where Eagles Roost}}, Access to [[The Western Plateau]] (Second Area), can appraise {{item icon|Forgotten Fragment of Moonlight}}, {{item icon|Forgotten Fragment of Hope}}, {{item icon|Forgotten Fragment of Artistry}}&lt;br /&gt;
|-&lt;br /&gt;
| 19 || {{mettle|4435000}} || 78 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{mettle|6163000}} || 80 || {{questlink|feature|Reaching Out}}&lt;br /&gt;
|-&lt;br /&gt;
| 21 || {{mettle|8663000}} || 82 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 || {{mettle|11471000}} || 84 || {{questlink|feature|In Their Shadow}}, Access to [[The Northern Plateau]] (Third Area), can appraise {{item icon|Forgotten Fragment of Desperation}}, {{item icon|Forgotten Fragment of Tenacity}}, {{item icon|Forgotten Fragment of Inspiration}}&lt;br /&gt;
|-&lt;br /&gt;
| 23 || {{mettle|15602000}} || 86 || {{questlink|feature|Renewed Focus}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{mettle|20516000}} || 88 || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{mettle|25870000}} || 89 || {{questlink|feature|March of the Bloody Queen}}, Access to [[The Dalriada]], can appraise {{item icon|Forgotten Fragment of Heroism}}, {{item icon|Forgotten Fragment of Cunning}}, {{item icon|Forgotten Fragment of Revelation}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resistance Honors==&lt;br /&gt;
Players who have reached the maximum Resistance rank can receive honors to permanently increase their strength when undertaking duties in [[Save the Queen]] areas.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
After reaching Resistance rank 25 and completing the quest {{questlink|feature|March of the Bloody Queen}}, speak with the [[Resistance Councilor]] in Zadnor (X:35.7 Y:34.9).&lt;br /&gt;
&lt;br /&gt;
===Receiving Honors===&lt;br /&gt;
After amassing sufficient mettle, players can speak with the Resistance Councilor to receive Proofs of Mettle in exchange for all of their stored mettle. It costs 20 million mettle to obtain 3 Proofs of Mettle. These may then be exchanged for three varieties of Resistance honors: Suns of Fortitude, Suns of Valor, or Suns of Succor. The number of proofs of mettle required to exchange for each Sun starts at one and increases by one every two of that Sun obtained, up to a maximum of five proofs of mettle needed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Ray Rank !! Proofs of Mettle Cost !! Cumulative Proofs Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--[[File:Resistance Honors1.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of proofs in your possession can be confirmed at any time via the HUD.&lt;br /&gt;
&lt;br /&gt;
[[File:Resistance Honors2.png]]&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
*Ray of Fortitude - Increases maximum HP (+5% per stack).&lt;br /&gt;
*Ray of Valor - Increases damage dealt (+3% per stack).&lt;br /&gt;
*Ray of Succor - Increases healing potency (+10% per stack).&lt;br /&gt;
&lt;br /&gt;
The more of these honors in your possession (up to the cap of 10 each), the greater their effect. The number and types of each Sun in possession will be displayed as permanent buffs that are not lost on death. These effects are only active in Save the Queen duties.&lt;br /&gt;
&lt;br /&gt;
Obtaining 10 of each Sun will complete the [[Suns of Bozja]] achievement, which unlocks &amp;quot;The Emblazoned&amp;quot; title.&lt;br /&gt;
&lt;br /&gt;
==[[The Dalriada]]==&lt;br /&gt;
The &#039;&#039;Dalriada&#039;&#039; is a special engagement that takes place on a separate map and serves as the &amp;quot;finale&amp;quot; to [[Zadnor]].  Available after reaching Resistance Rank 25 and completing the prerequisite quests, it is a raid dungeon that allows up to a maximum of 48 players, and is accessed in the same way as [[Castrum Lacus Litore]] is in the [[Bozjan Southern Front]].  When it pops, click the Register button in the Resistance Recruitment list, and if you are selected, click Commence.&lt;br /&gt;
&lt;br /&gt;
==Overworld Enemies==&lt;br /&gt;
===Zone 1: [[The Southern Plateau]]===&lt;br /&gt;
*(I) [[Zadnor Beetle]]&lt;br /&gt;
*(I) [[Zadnor Hippogryph]]&lt;br /&gt;
*(I) [[4th Legion Nimrod]]&lt;br /&gt;
*(II) [[Zadnor Ziz]]&lt;br /&gt;
*(II) [[Zadnor Gaur]]&lt;br /&gt;
*(II) [[4th Legion Infantry]]&lt;br /&gt;
*(II) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(III) [[Zadnor Dhalmel]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Zadnor Bhoot]]&lt;br /&gt;
*(III) [[4th Legion Gunship]]&lt;br /&gt;
*(III) [[4th Legion Hexadrone]]&lt;br /&gt;
*(III) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(IV) {{weather icon|blizzards}} [[Ice Sprite]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Zadnor Dullahan]]&lt;br /&gt;
*(V) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(★) [[Vinegaroon Executioner]]&lt;br /&gt;
*(★) [[Anancus]]&lt;br /&gt;
*(★) [[Stratogryph]]&lt;br /&gt;
&lt;br /&gt;
===Zone 2: [[The Western Plateau]]===&lt;br /&gt;
*(I) [[Zadnor Crawler]]&lt;br /&gt;
*(I) [[Zadnor Stoneshell]]&lt;br /&gt;
*(I) [[4th Legion Death Machine]]&lt;br /&gt;
*(II) [[Zadnor Exoray]]&lt;br /&gt;
*(II) [[Zadnor Abaddon]]&lt;br /&gt;
*(II) [[4th Legion Armored Weapon]]&lt;br /&gt;
*(II) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(III) [[Zadnor Grizzly]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Zadnor Banshee]]&lt;br /&gt;
*(III) [[4th Legion Satellite]]&lt;br /&gt;
*(III) [[4th Legion Colossus]]&lt;br /&gt;
*(III) {{weather icon|blizzards}} [[Ice Sprite]]&lt;br /&gt;
*(IV) [[Zadnor Sasquatch]]&lt;br /&gt;
*(IV) [[Zadnor Coeurl]]&lt;br /&gt;
*(IV) [[Zadnor Leshy]]&lt;br /&gt;
*(IV) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Zadnor Gourmand]]&lt;br /&gt;
*(V) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(★) [[Earth Eater]]&lt;br /&gt;
*(★) [[Aglaophotis]]&lt;br /&gt;
*(★) [[Lord Ochu]]&lt;br /&gt;
&lt;br /&gt;
===Zone 3: [[The Northern Plateau]]===&lt;br /&gt;
*(I) [[Zadnor Wamouracampa]]&lt;br /&gt;
*(I) [[Zadnor Cliffmole]]&lt;br /&gt;
*(I) [[4th Legion Roader]]&lt;br /&gt;
*(II) [[Zadnor Yamaa]]&lt;br /&gt;
*(II) [[Zadnor Raptor]]&lt;br /&gt;
*(II) [[4th Legion Rearguard]]&lt;br /&gt;
*(II) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(III) [[Zadnor Wamoura]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Imperial Dead]]&lt;br /&gt;
*(III) [[4th Legion Cavalry]]&lt;br /&gt;
*(III) [[4th Legion Helldiver]]&lt;br /&gt;
*(III) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(IV) [[Zadnor Harpy]]&lt;br /&gt;
*(IV) [[Zadnor Lycanthrope]]&lt;br /&gt;
*(IV) [[Zadnor Decotitus]]&lt;br /&gt;
*(IV) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(V) [[Zadnor Wivre]]&lt;br /&gt;
*(V) [[Zadnor Golem]]&lt;br /&gt;
*(V) [[Zadnor Gagana]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Zadnor Haunt]]&lt;br /&gt;
*(V) {{weather icon|blizzards}} [[Ice Sprite]]&lt;br /&gt;
*(★) [[Glyptodon]]&lt;br /&gt;
*(★) [[Molten Scorpion]]&lt;br /&gt;
*(★) [[Vapula]]&lt;br /&gt;
&lt;br /&gt;
==FATEs==&lt;br /&gt;
{{see also|Zadnor FATEs}}&lt;br /&gt;
{{:Zadnor FATEs}}&lt;br /&gt;
&lt;br /&gt;
==[[Lost Actions]]==&lt;br /&gt;
&#039;&#039;&#039;[[Offensive Lost Actions|Offensive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Defensive Lost Actions|Defensive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Restorative Lost Actions|Restorative]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Beneficial Lost Actions|Beneficial]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tactical Lost Actions|Tactical]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Detrimental Lost Actions|Detrimental]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Item-related Lost Actions|Item-related]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Forgotten Fragments]]==&lt;br /&gt;
{{#lsth:Forgotten Fragments|Ranks 16-25}}&lt;br /&gt;
==[[Field Records]]==&lt;br /&gt;
{{#lsth:Field Records|Zadnor}}&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
{{merchant list|Zadnor}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*{{Bozjan cluster}} [[Bozjan Cluster]]s&lt;br /&gt;
*{{Item icon|Zadnor Lockbox}}&lt;br /&gt;
*{{Item icon|Bozjan Mythril Coin}}s&lt;br /&gt;
*{{Item icon|Bozjan Platinum Coin}}s&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land I}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land II}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land III}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land IV}}&lt;br /&gt;
{{achievement table row|Critical Role I}}&lt;br /&gt;
{{achievement table row|Critical Role II}}&lt;br /&gt;
{{achievement table row|Critical Role III}}&lt;br /&gt;
{{achievement table row|Critical Role IV}}&lt;br /&gt;
{{achievement table row|Test Complete}}&lt;br /&gt;
{{achievement table row|Might Makes Right}}&lt;br /&gt;
{{achievement table row|Untamed}}&lt;br /&gt;
{{achievement table row|Close Encounters of the Zadnoran Kind}}&lt;br /&gt;
{{achievement table row|Sharper than Blades}}&lt;br /&gt;
{{achievement table row|Hell to Pay I}}&lt;br /&gt;
{{achievement table row|Hell to Pay II}}&lt;br /&gt;
{{achievement table row|Hell to Pay III}}&lt;br /&gt;
{{achievement table row|No Need for Triage I}}&lt;br /&gt;
{{achievement table row|No Need for Triage II}}&lt;br /&gt;
{{achievement table row|No Need for Triage III}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: Zadnor}}&lt;br /&gt;
{{achievement table row|Annals of Liberation}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:The Diablo Armament.jpg|The Diablo Armament&lt;br /&gt;
File:Menenius render.png|Menenius&lt;br /&gt;
File:Zadnor5.jpeg&lt;br /&gt;
File:Zadnor4.jpeg&lt;br /&gt;
File:Zadnor3.jpeg&lt;br /&gt;
File:Zadnor2.jpeg&lt;br /&gt;
File:Zadnor1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=225px widths=400px mode=packed&amp;gt; &lt;br /&gt;
Zandor Gear.jpg&lt;br /&gt;
Zadnor guide map1.jpg&lt;br /&gt;
Zadnor map.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/e/2PACX-1vTBt7Gb6qjwpi7YTBsCA1K6s_xVz_Zv_FAaz1qzLldsRY_4SrbMTM39EWHKPnAJshESFxDiG-_0Gt8l/pubhtml Bozja Ultimate spreadsheet by Vega Novus]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/12OTz5WzRtuNDrRRuvu9OSl-5SQkIEyN6SsySf0BLESQ/edit#gid=1138845215 EXP and Mettle acquisition spreadsheet]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Field Operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Operations]] [[Category:Shadowbringers]] [[Category:Save the Queen]] [[Category:Patch 5.5 Features‎]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Save_the_Queen:_Blades_of_Gunnhildr&amp;diff=739685</id>
		<title>Save the Queen: Blades of Gunnhildr</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Save_the_Queen:_Blades_of_Gunnhildr&amp;diff=739685"/>
		<updated>2024-05-30T13:00:36Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Add maximum holster capacity per resistance rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BSF Glamor Shot 2.jpg|thumb|400px|[[The Bozjan Southern Front]]]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bozja icon2.png|25px|link=Save the Queen: Blades of Gunnhildr]] &#039;&#039;&#039;Save the Queen&#039;&#039;&#039; is the level 80 [[field operations]] setting introduced with the &#039;&#039;[[Shadowbringers]]&#039;&#039; expansion. It comprises two 72-player battlefield duties, a set of raids and trial-like encounters, new gear and gameplay mechanics, and the opportunity to forge [[Resistance Weapons]], the [[Relic Weapons]] equivalent of &#039;&#039;Shadowbringers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is set in [[Bozja]], home of the [[Hrothgar]].  For years it has suffered under Imperial occupation.  But now, with the Garlean Empire falling apart, the Resistance seeks to liberate it from their oppressors.  The battlefields may be explored in parties of up to eight players, or solo.  All players will be level synced to 80 (&#039;&#039;up&#039;&#039; from 71-79 or down from 81+), and all equipped items will be synced up or down to [[item level]] 430. Unlike instanced duties, a given battlefield may be occupied by up to 72 players, with whom you may choose to cooperate if you so desire!&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[Quest]]: {{questlink|feature|Hail to the Queen}}&lt;br /&gt;
*Disciple of War or Magic level 80&lt;br /&gt;
*Starting Location: [[Kugane]] (X:12.2 Y:12.3)&lt;br /&gt;
*Starting NPC: [[Keiten]]&lt;br /&gt;
*Prerequisite: Players must first complete {{questlink|main|Shadowbringers (Quest)}}, as well as the [[Return to Ivalice]] alliance raid series, ending with {{questlink|feature|The City of Lost Angels}}.&lt;br /&gt;
&lt;br /&gt;
==Entering==&lt;br /&gt;
Players can enter [[Gangos]] via the [[Aetheryte]] in the [[Doman Enclave]].  From there, they can talk to the NPC [[Sjeros]] in Gangos (5.5, 5.4) to enter the other Save the Queen zones.  If entering as a party, the leader must speak to the NPC.&lt;br /&gt;
&lt;br /&gt;
==Party Play==&lt;br /&gt;
Similar to [[The Forbidden Land, Eureka]], Save the Queen allows the use of party functions such as inviting party members, disbanding the party, and leaving the party without exiting the instance. You may use the Adventurer List to seek out players to form parties and explore the battlefield together. It is also possible to change your online status to &amp;quot;Looking for Party.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Please note that if you enter an instanced Save the Queen zone as a member of a party, even if you leave it while within the instance, you will be returned to the party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
&#039;&#039;&#039;[[Gangos]]&#039;&#039;&#039;: Non-combat zone.  The main hub for all Save the Queen content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Bozjan Southern Front]]&#039;&#039;&#039;: 72 player battlefield.&lt;br /&gt;
* [[Castrum Lacus Litore]]: Raid designed for up to 48 players. The Echo is applied for small groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Delubrum Reginae]]&#039;&#039;&#039;: 24 player raid. The Echo is applied for small groups.&lt;br /&gt;
* [[Delubrum Reginae (Savage)]]: Savage raid designed for 24-48 players.  Requires full premade group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zadnor]]&#039;&#039;&#039;: 72 player battlefield.&lt;br /&gt;
* [[The Dalriada]]: Raid designed for up to 48 players. The Echo is applied for small groups.&lt;br /&gt;
&lt;br /&gt;
==Changing Class and Jobs==&lt;br /&gt;
You may change between Disciple of War and Magic classes and jobs in Gangos, and in Resistance bases with [[Aetheryte]]s within the [[Bozjan Southern Front]] and [[Zadnor]].&lt;br /&gt;
* This includes classes and jobs that have not reached level 80+, but are at least level 71.&lt;br /&gt;
&lt;br /&gt;
==Resistance Weapons==&lt;br /&gt;
&#039;&#039;Main article: [[Resistance Weapons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you progress through Save the Queen, you will be able to create legendary weapons with which you may challenge the authority of the Empire and drive them out of Bozja.&lt;br /&gt;
&lt;br /&gt;
==Riding Mounts==&lt;br /&gt;
Mounts can be ridden in the [[Bozjan Southern Front]] and [[Zadnor]].  Mount speed can be upgraded by purchasing the [[Bozjan Southern Front Riding Map]] and [[Zadnor Riding Map]] can be purchased from the [[Resistance Quartermaster (The Bozjan Southern Front)|BSF Resistance Quartermaster]] or [[Resistance Quartermaster (Zadnor)|Zadnor Resistance Quartermaster]] for {{Bozjan cluster|25}} [[Bozjan Cluster]]s each.&lt;br /&gt;
* Mounts cannot fly in any Save the Queen zones.&lt;br /&gt;
&lt;br /&gt;
==Advancement - Mettle and Resistance Rank==&lt;br /&gt;
[[File:The Bozjan Southern Front4.png|right]]&lt;br /&gt;
Mettle and Resistance rank are similar in concept to experience and leveling, respectively. Mettle is earned by completing skirmishes and critical engagements, and on reaching a certain amounts of mettle, you will be able to increase your resistance rank by talking to the commander. Mettle is &#039;&#039;&#039;not&#039;&#039;&#039; acquired by by killing random mobs, although {{Bozjan cluster}} [[Bozjan Cluster]]s and [[Lost Fragments]] &#039;&#039;do&#039;&#039; drop from them, many exclusively. Increasing your Resistance Rank is needed to progress within the front, and unlocks additional features.&lt;br /&gt;
{{See also|Lost Actions|Lost Fragments}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
===Features unlocked by Resistance Rank===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Completion of the quest {{questlink|feature|Let Me Holster That for You}} grants an additional 10 capacity to the maximum holster capacity shown below.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Mettle Required !! Maximum Holster Capacity !! New Features / Content Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || - || Starting Rank, {{questlink|feature|An Expected Engagement}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 300 || 30 || {{questlink|feature|Lost No Longer}}, can appraise [[Forgotten Fragment of Skill]], [[Forgotten Fragment of Preparation|Preparation]], and [[Forgotten Fragment of Caution|Caution]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1100 || 35 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2200 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3800 || 44 || {{questlink|feature|On the Offensive}}, Access to [[Old Bozja]] (BSF Second Area), can appraise [[Forgotten Fragment of Awakening]], [[Forgotten Fragment of Ingenuity|Ingenuity]], and [[Forgotten Fragment of Care|Care]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 9400 || 47 || {{questlink|feature|Time to Focus}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 18000 || 50 || {{questlink|feature|Third Time&#039;s the Charm}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 32000 || 53 || {{questlink|feature|Pressing Forward}}, Access to [[the Alermuc Climb]] (BSF Third Area), can appraise [[Forgotten Fragment of Violence]], [[Forgotten Fragment of Resolve|Resolve]], [[Forgotten Fragment of Support|Support]], and [[Forgotten Fragment of Compassion|Compassion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 51300 || 56 || {{questlink|feature|Signature Acquired}}, {{questlink|feature|Picking Up the Trail}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 78000 || 59 || {{questlink|feature|The Lady of Blades}}, Access to [[Castrum Lacus Litore]], Continuation of the [[Save the Queen]] storyline leading to [[Delubrum Reginae]] and [[Zadnor]]&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 106000 || 61 || Can appraise [[Forgotten Fragment of Mastery]] and [[Forgotten Fragment of Superstition|Superstition]]&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 157400 || 63 || Can appraise [[Forgotten Fragment of Sagacity]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 252000 || 65 || Can appraise [[Forgotten Fragment of Becoming]]&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 416000 || 67 || Can appraise [[Forgotten Fragment of Transcendence]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 703200 || 70 || Access to [[Delubrum Reginae (Savage)]], can appraise [[Forgotten Fragment of Caprice]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1124000 || 72 || {{questlink|feature|Resolve Unshaken}}, can appraise [[Forgotten Fragment of History]], [[Forgotten Fragment of Rage|Rage]], and [[Forgotten Fragment of Ferocity|Ferocity]]&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1930000 || 74 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 || 2790000 || 76 || {{questlink|feature|Where Eagles Roost}}, Access to [[the Western Plateau]] (Zadnor Second Area), can appraise [[Forgotten Fragment of Moonlight]], [[Forgotten Fragment of Hope|Hope]], and [[Forgotten Fragment of Artistry|Artistry]]&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 4435000 || 78 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 || 6163000 || 80 || {{questlink|feature|Reaching Out}}&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 8663000 || 82 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 || 11471000 || 84 || {{questlink|feature|In Their Shadow}}, Access to [[the Northern Plateau]] (Zadnor Third Area), can appraise [[Forgotten Fragment of Desperation]], [[Forgotten Fragment of Tenacity|Tenacity]], and [[Forgotten Fragment of Inspiration|Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 15602000 || 86 || {{questlink|feature|Renewed Focus}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 20516000 || 88 || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25870000 || 89 || {{questlink|feature|March of the Bloody Queen}}, Access to [[The Dalriada]], can appraise [[Forgotten Fragment of Heroism]], [[Forgotten Fragment of Cunning|Cunning]], and [[Forgotten Fragment of Revelation|Revelation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Field Operations Achievements]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Save the Queen duties are associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This field operation series is essentially a sequel to the [[Return to Ivalice]] alliance raid series, featuring some returning characters, additional songs from [https://finalfantasy.fandom.com/wiki/Final_Fantasy_Tactics Final Fantasy Tactics] and [https://finalfantasy.fandom.com/wiki/Final_Fantasy_XII Final Fantasy XII], and several enemies originally appearing from those games. Many enemy encounters are also remixed versions of their first incarnations as alliance raid bosses.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/e/2PACX-1vTBt7Gb6qjwpi7YTBsCA1K6s_xVz_Zv_FAaz1qzLldsRY_4SrbMTM39EWHKPnAJshESFxDiG-_0Gt8l/pubhtml Bozja Ultimate spreadsheet by Vega Novus]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Field Operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Operations]] [[Category:Save the Queen]] [[Category:Patch 5.2 Features‎]] [[Category:Patch 5.3 Features‎]] [[Category:Patch 5.4 Features‎]] [[Category:Patch 5.5 Features‎]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bozjan_Southern_Front&amp;diff=739684</id>
		<title>The Bozjan Southern Front</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bozjan_Southern_Front&amp;diff=739684"/>
		<updated>2024-05-30T12:57:15Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Add maximum holster capacity per resistance rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Castrum Lacus Litore|Zadnor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Bozjan Southern Front&lt;br /&gt;
| weather = fair skies, rain, wind, thunder, dust storms&lt;br /&gt;
| description = When the Empire first invaded Bozja, Alermuc Fortress was erected in southern Bozja, the location chosen for its natural defenses. Alas, the seemingly impregnable stronghold fell, and has since been known under the Garlean name Castrum Lacus Litore. Emboldened by the rebirth of Gunnhildr&#039;s Blades, the Bozjan Resistance has begun Operation Eagle&#039;s Nest in a bid to regain this most necessary foothold in the southern front.&lt;br /&gt;
| image = The Bozjan Southern Front banner.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 71&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 0&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| size = flex72&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.4, 5.7&lt;br /&gt;
| req-quest = Where Eagles Nest&lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = varies&lt;br /&gt;
}}&lt;br /&gt;
[[File:The Bozjan Southern Front1.jpg|300px|right]]&lt;br /&gt;
This is an instanced area that up to 72 players can explore simultaneously, and is the first major battlefield of two in the [[Save the Queen: Blades of Gunnhildr]] storyline. It is where players assist the [[Bozjan Resistance]] in reclaiming their homeland from the [[IVth Imperial Legion]].&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level Requirement: Disciple of War or Magic level 71&lt;br /&gt;
*Item Level Sync: 430&lt;br /&gt;
*Party Size: One to eight players&lt;br /&gt;
**While up to 72 players can simultaneously be in the instance, only party sizes of up to eight players are allowed. Players can freely join or leave parties inside the instance, but [[Party Finder]] is disabled.&lt;br /&gt;
*Role Restrictions: None&lt;br /&gt;
*Time Limit: 180 minutes&lt;br /&gt;
**The instance timer is specific to each player and commences upon entering the duty.&lt;br /&gt;
*Unrestricted Parties not allowed&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*[[Quest]]: {{questlink|feature|Where Eagles Nest}}&lt;br /&gt;
*Disciple of War or Magic level 80&lt;br /&gt;
*Starting Location: [[Gangos]] (X:6.4 Y:5.7)&lt;br /&gt;
*Starting NPC: [[Marsak]]&lt;br /&gt;
*Prerequisite: Players must first complete the main scenario quest {{questlink|main|Vows of Virtue, Deeds of Cruelty}}, as well as the quests {{questlink|feature|The Bozja Incident}} and {{questlink|feature|Fire in the Forge}}.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Entering the Bozjan Southern Front===&lt;br /&gt;
Players can enter the Bozjan southern front by speaking with [[Sjeros]] at [[Gangos]] (X:5.5 Y:5.4). If entering as a party, the leader must speak with the NPC.&lt;br /&gt;
&lt;br /&gt;
===Forming Parties===&lt;br /&gt;
Unlike other instanced areas, the Bozjan southern front allows the use of party functions such as inviting party members, disbanding the party, and leaving the party without exiting the instance.&lt;br /&gt;
* Please note that if you enter the Bozjan southern front as a member of a party, even if you leave it while within the Bozjan southern front, you will be returned to the party upon exiting the instance.&lt;br /&gt;
&lt;br /&gt;
===Level Sync===&lt;br /&gt;
All forays in the Bozjan southern front are [[level sync]]ed, with character levels adjusted upwards or downwards to 80. Gear is not item level synced; instead, players are given fixed stats (per equipment slot) appropriate to their job at item level 430, plus any [[Haste (Attribute)|Haste]] bonuses. This also means [[materia]] bonuses are ignored, regardless of the item level of gear affixed with materia.&lt;br /&gt;
* Actions requiring job quest completion will remain inaccessible if their associated quests have not been completed.&lt;br /&gt;
* Empty equipment slots will provide no stats.&lt;br /&gt;
&lt;br /&gt;
===Earning Experience===&lt;br /&gt;
Players who have yet to reach level 90 will earn experience points commensurate with their job level from levels 71-80. Fixed EXP rewards are given at level 81+.&lt;br /&gt;
&lt;br /&gt;
===Changing Classes and Jobs===&lt;br /&gt;
You may freely change between Disciple of War and Magic classes and jobs level 71 or above. Note, however, that you cannot change classes or jobs during combat or when participating in a critical engagement.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
Players are free to ride mounts at any time after entering the instance.&lt;br /&gt;
* Please note that mounts cannot fly.&lt;br /&gt;
* Mounts cannot be ridden when participating in a critical engagement.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
Enemies encountered on the Bozjan southern front will have an icon next to their name denoting their strength. The larger the number on this icon, the more powerful the enemy. Especially dangerous enemies will bear a unique (★) icon with no number.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front2.png]]&lt;br /&gt;
&lt;br /&gt;
===Mettle and Resistance Rank===&lt;br /&gt;
===={{Mettle|size=40px}} Mettle====&lt;br /&gt;
By participating in battles on the Bozjan southern front, players earn mettle. After earning sufficient mettle, players can speak with the [[Resistance Commander]] to increase their Resistance rank. Players can hold a maximum of {{Mettle|25870000}} mettle.&lt;br /&gt;
* Please note that mettle cannot be earned by fighting enemies outside of skirmishes and critical engagements.&lt;br /&gt;
&lt;br /&gt;
====Resistance Rank====&lt;br /&gt;
[[File:The Bozjan Southern Front3.png|300px|right]]&lt;br /&gt;
[[Resistance Rank]] is a representation of your reputation on the Bozjan southern front. As your rank increases, the Resistance&#039;s front line will advance, allowing you to explore new areas on the southern front.&lt;br /&gt;
&lt;br /&gt;
Current Resistance rank and mettle earned can be viewed at any time via the HUD.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front4.png]]&lt;br /&gt;
&lt;br /&gt;
====Penalties====&lt;br /&gt;
After reaching Resistance rank 5, players will begin to lose mettle upon being incapacitated. Players will also lose a large amount of mettle if they return to the encampment or leave the instance without being revived.&lt;br /&gt;
* Resistance rank cannot go down from losing mettle.&lt;br /&gt;
* Because of the large penalty for &amp;quot;releasing&amp;quot;, it is recommended for incapacitated players to use /shout chat and provide their current coordinates to signal to others they need to be resurrected.&lt;br /&gt;
&lt;br /&gt;
===Encounters on the Bozjan Southern Front===&lt;br /&gt;
Players must assist the soldiers of Bozja by participating in skirmishes and critical engagements. Contributions to these battles will earn players the following rewards:&lt;br /&gt;
&lt;br /&gt;
*[[Mettle]]&lt;br /&gt;
*[[Allagan Tomestones]] (For jobs at level cap)&lt;br /&gt;
*[[Experience Points]] (For jobs below level cap)&lt;br /&gt;
Victory in these battles is essential to pushing the front line forward and ultimately routing the imperial forces.&lt;br /&gt;
&lt;br /&gt;
====Skirmishes====&lt;br /&gt;
[[File:The Bozjan Southern Front6.png|300px|right]]&lt;br /&gt;
These battles appear throughout the instance, and can be joined by any number of players. Most skirmishes are commenced randomly in the field, with some being triggered by the defeat of certain enemies.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front5.png]]&lt;br /&gt;
&lt;br /&gt;
====Critical Engagements====&lt;br /&gt;
[[File:The Bozjan Southern Front8.jpg|300px|right]]&lt;br /&gt;
These battles are triggered by the defeat of certain enemies or victory in skirmishes, allowing only a limited number of combatants.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front7.png]]&lt;br /&gt;
&lt;br /&gt;
Critical engagements do not require you to be present in the field to participate. Instead, players must request deployment via the Resistance Recruitment window.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front9.png]]&lt;br /&gt;
&lt;br /&gt;
====Joining Critical Engagements====&lt;br /&gt;
[[File:The Bozjan Southern Front10.png|300px|right]]&lt;br /&gt;
Once battle has commenced, critical engagements will appear in the Resistance Recruitment window. There, players can confirm whether the Resistance is enlisting more combatants to join the fray, the maximum number of participants, as well as the time remaining for the encounter.&lt;br /&gt;
&lt;br /&gt;
Critical engagements take place in three phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Registration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players will have one minute after a critical engagement has been initiated to request deployment. If there are more requests for deployment than are permitted for an engagement, however, participants will be selected at random.&lt;br /&gt;
* When joined in a party, the party leader must request deployment on behalf of their party. In the event participants are selected at random, the party will be accepted or declined as a whole.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Preparing for Battle&#039;&#039;&#039;&lt;br /&gt;
[[File:The Bozjan Southern Front11.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
Players selected for deployment will have two minutes to prepare for battle. When ready, they can be transported to the battlefield via the Resistance Recruitment window.&lt;br /&gt;
&lt;br /&gt;
Should the maximum number of combatants not be reached before the preparation phase, the Resistance will call for reinforcements, at which point players may again request deployment.&lt;br /&gt;
* When requesting deployment as reinforcements, all players must apply separately, even if they are in a party. Furthermore, combatants will be selected in the order in which they applied rather than by lottery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Battle Commences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the preparation phase ends, players must take up arms and do battle with imperial forces.&lt;br /&gt;
&lt;br /&gt;
====Priority Deployment====&lt;br /&gt;
It is possible to gain priority deployment for critical engagements. This can be accomplished in one of two ways:&lt;br /&gt;
&lt;br /&gt;
=====Combatant&#039;s Priority Deployment=====&lt;br /&gt;
Players who contribute to the initiation of a critical engagement may receive priority when registering for their next deployment.&lt;br /&gt;
&lt;br /&gt;
=====Quartermaster&#039;s Priority Deployment=====&lt;br /&gt;
Players may receive priority deployment in exchange for Bozjan clusters by speaking to the Resistance quartermaster at Utya&#039;s Aegis (X:14.2 Y:29.6). It should be noted that those with combatant&#039;s priority deployment are more likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
* When registering as a party, all party members must have the same type of priority deployment for it to be recognized.&lt;br /&gt;
* If the number of players requesting priority deployment exceeds the maximum number of combatants, they will be selected by lottery.&lt;br /&gt;
&lt;br /&gt;
===Bozjan Clusters===&lt;br /&gt;
[[File:The Bozjan Southern Front12.png|300px|right]]&lt;br /&gt;
When defeating enemies on the Bozjan southern front, there is a chance players will come across {{Bozjan cluster}} [[Bozjan Cluster]]s. These crystals can be traded to the [[Resistance Quartermaster]] at [[Utya&#039;s Aegis]] (X:14.2 Y:29.6) for various goods and services.&lt;br /&gt;
&lt;br /&gt;
The number of Bozjan clusters in your possession can be confirmed via the HUD.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front13.png]]&lt;br /&gt;
&lt;br /&gt;
===Lockboxes===&lt;br /&gt;
[[File:The Bozjan Southern Front14.png|300px|right]]&lt;br /&gt;
While battling on the southern front, players will also come across [[Southern Front Lockbox]]es. They can be appraised by the [[Resistance Locksmith]] at [[Utya&#039;s Aegis]] (X:15.2 Y:29.7).&lt;br /&gt;
&lt;br /&gt;
===Lost Actions===&lt;br /&gt;
{{main|Lost Actions}}&lt;br /&gt;
Lost actions are a special type of duty action exclusive to the Bozjan southern front. They have various effects, including those used for attacking, healing, and reviving allies. Their effective use may turn the tide of battle in your fight against the [[IVth Imperial Legion]].&lt;br /&gt;
* Lost actions are unlocked after reaching Resistance rank 2 and progressing the quest line.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front15.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
====Forgotten Fragments and the Lost Finds Cache====&lt;br /&gt;
[[File:The Bozjan Southern Front16.png|300px|right]]&lt;br /&gt;
During their expeditions into the front, players will obtain items known as [[Forgotten Fragments]]. These can be examined by a [[Resistance Appraiser]] at Utya&#039;s Aegis (X:15.3 Y:30.1), transforming them into lost actions.&lt;br /&gt;
&lt;br /&gt;
While unidentified fragments can be placed in your inventory, those transformed into lost actions are stored in the [[Lost Finds Cache]], which can hold up to 200 copies of any lost action.&lt;br /&gt;
&lt;br /&gt;
====Lost Finds Holster====&lt;br /&gt;
To use lost actions in battle, they must first be moved from the lost finds cache to the lost finds holster.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front17.png|500px]]&lt;br /&gt;
&lt;br /&gt;
It should be noted, however, that the lost finds holster has a limited capacity. While this limit can be increased with a higher Resistance rank, you must choose carefully which actions to take into battle.&lt;br /&gt;
&lt;br /&gt;
Up to 10 combinations of your favorite lost actions can be saved as sets.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front18.png]]&lt;br /&gt;
&lt;br /&gt;
Once a set has been loaded, your selection of actions can be confirmed in the Lost Finds Holster window.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front19.png]]&lt;br /&gt;
&lt;br /&gt;
====Using Lost Actions====&lt;br /&gt;
While most lost actions must be converted into duty actions before they are used, some can be used directly from the holster as items.&lt;br /&gt;
&lt;br /&gt;
Using as Duty Actions&lt;br /&gt;
Lost actions are kept in the lost finds holster until they are assigned as duty actions.&lt;br /&gt;
* Lost actions assigned as duty actions will not be lost upon exiting the Bozjan southern front.&lt;br /&gt;
&lt;br /&gt;
[[File:The Bozjan Southern Front20.png]]&lt;br /&gt;
&lt;br /&gt;
When two duty actions are set, the controls are as follows:&lt;br /&gt;
&lt;br /&gt;
*Duty Action 1&lt;br /&gt;
RT + Right Thumb-click (R2 + R3)&lt;br /&gt;
*Duty Action 2&lt;br /&gt;
LT + Right Thumb-click (L2 + R3)&lt;br /&gt;
&lt;br /&gt;
Using as Items&lt;br /&gt;
Lost actions categorized as items can be used directly from the lost finds holster to activate their effects. They may also be assigned to your hotbar, making them ideal for use in emergencies.&lt;br /&gt;
&lt;br /&gt;
===[[Field Records]]===&lt;br /&gt;
As you progress through quests on the Bozjan southern front, a field record will be added to your collection. Furthermore, completion of certain quests, skirmishes, and critical engagements in the Bozjan southern front will earn you sheaves of notes. These notes can then be used to add entries to the field record.&lt;br /&gt;
&lt;br /&gt;
If you should find sheaves of notes already added to your field record, they can be traded to the [[Resistance Historian]] at [[Utya&#039;s Aegis]] (X:15.0 Y:29.1) for various goods.&lt;br /&gt;
&lt;br /&gt;
{{#lsth:Field Records|Southern Front}}&lt;br /&gt;
===Notoriety===&lt;br /&gt;
[[File:Notoriety1.png|right]]&lt;br /&gt;
Notoriety is a parameter added in [[patch 5.5]] that influences a player&#039;s chances of being selected to duel enemies.&lt;br /&gt;
&lt;br /&gt;
In the event a player is not chosen to duel, participation in the prerequisite critical engagement will earn them notoriety. As notoriety increases, so too will their chances of being chosen to duel. The player with the highest notoriety when the duelist is selected will be chosen to take part in the duel.  If two or more players have equal notoriety levels, a random player from those with the highest notoriety will be selected.  It should be noted, however, that all notoriety is lost when selected for a duel.&lt;br /&gt;
&lt;br /&gt;
==Advancement - Mettle and Resistance Rank==&lt;br /&gt;
Mettle and Resistance rank are similar in concept to experience and leveling, respectively. Mettle is earned by completing skirmishes and critical engagements, and on reaching a certain amounts of mettle, you will be able to increase your resistance rank by talking to the commander. Increasing your Resistance Rank is needed to progress within the front, and unlocks additional features.&lt;br /&gt;
&lt;br /&gt;
===Features unlocked by Resistance Rank===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Completion of the quest {{questlink|feature|Let Me Holster That for You}} grants an additional 10 capacity to the maximum holster capacity shown below.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Mettle Required !! Maximum Holster Capacity || New Features / Content Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || - || Starting Rank, {{questlink|feature|An Expected Engagement}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{mettle|300}} || 30 || {{questlink|feature|Lost No Longer}}, can appraise {{item icon|Forgotten Fragment of Skill}}, {{item icon|Forgotten Fragment of Preparation}}, and {{item icon|Forgotten Fragment of Caution}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{mettle|1100}} || 35 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{mettle|2200}} || 40 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{mettle|3800}} || 44 || {{questlink|feature|On the Offensive}}, Access to [[Old Bozja]] (Second Area), can appraise {{item icon|Forgotten Fragment of Awakening}}, {{item icon|Forgotten Fragment of Ingenuity}}, and {{item icon|Forgotten Fragment of Care}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{mettle|9400}} || 47 || {{questlink|feature|Time to Focus}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{mettle|18000}} || 50 || {{questlink|feature|Third Time&#039;s the Charm}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{mettle|32000}} || 53 || {{questlink|feature|Pressing Forward}}, Access to [[The Alermuc Climb]] (Third Area), can appraise {{item icon|Forgotten Fragment of Violence}}, {{item icon|Forgotten Fragment of Resolve}}, {{item icon|Forgotten Fragment of Support}}, and {{item icon|Forgotten Fragment of Compassion}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{mettle|51300}} || 56 || {{questlink|feature|Signature Acquired}}, {{questlink|feature|Picking Up the Trail}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{mettle|78000}} || 59 || {{questlink|feature|The Lady of Blades}}, Access to {{questlink|ce-assault|Castrum Lacus Litore}}, Continuation of the [[Save the Queen]] storyline leading to {{questlink|del-reg|Delubrum Reginae}} and {{questlink|zadnor|Zadnor}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{mettle|106000}} || 61 || Can appraise {{item icon|Forgotten Fragment of Mastery}} and {{item icon|Forgotten Fragment of Superstition}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{mettle|157400}} || 63 || Can appraise {{item icon|Forgotten Fragment of Sagacity}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{mettle|252000}} || 65 || Can appraise {{item icon|Forgotten Fragment of Becoming}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{mettle|416000}} || 67 || Can appraise {{item icon|Forgotten Fragment of Transcendence}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{mettle|703200}} || 70 || Access to [[Delubrum Reginae (Savage)]], can appraise {{item icon|Forgotten Fragment of Caprice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overworld Enemies==&lt;br /&gt;
===Zone 1: [[Southern Entrenchment]]===&lt;br /&gt;
*(I) [[Bozjan Nepenthes]]&lt;br /&gt;
*(I) [[Bozjan Orobon]]&lt;br /&gt;
*(I) [[4th Legion Slasher]]&lt;br /&gt;
*(II) [[Bozjan Korrigan]]&lt;br /&gt;
*(II) [[Bozjan Mudpuppy]]&lt;br /&gt;
*(II) [[4th Legion Nimrod]]&lt;br /&gt;
*(II) {{weather icon|dust storms}} [[Earth Sprite]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Bozjan Geshunpest]]&lt;br /&gt;
*(III) [[Bozjan Matamata]]&lt;br /&gt;
*(III) [[4th Legion Roader]]&lt;br /&gt;
*(III) [[4th Legion Death Claw]]&lt;br /&gt;
*(III) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(IV) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Bozjan Wraith]]&lt;br /&gt;
*(V) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(★) [[Tideborn Angel]]&lt;br /&gt;
*(★) [[Fern Flower]]&lt;br /&gt;
*(★) [[Ink Claw]]&lt;br /&gt;
&lt;br /&gt;
===Zone 2: [[Old Bozja]]===&lt;br /&gt;
*(I) [[Bozjan Doblyn]]&lt;br /&gt;
*(I) [[Bozjan Sabotender]]&lt;br /&gt;
*(I) [[4th Legion Vanguard]]&lt;br /&gt;
*(II) [[Red Chocobo]]&lt;br /&gt;
*(II) [[Bozjan Tormentor]]&lt;br /&gt;
*(II) [[4th Legion Avenger]]&lt;br /&gt;
*(II) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(III) [[Bozjan Worm]]&lt;br /&gt;
*(III) [[Bozjan Antlion]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Bozjan Wight]]&lt;br /&gt;
*(III) [[4th Legion Gunship]]&lt;br /&gt;
*(III) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(IV) [[Bozjan Bandersnatch]]&lt;br /&gt;
*(IV) [[Bozjan Biast]]&lt;br /&gt;
*(IV) [[Bozjan Taipan]]&lt;br /&gt;
*(IV) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Bozjan Dullahan]]&lt;br /&gt;
*(V) {{weather icon|dust storms}} [[Earth Sprite]]&lt;br /&gt;
*(★) [[Psoglav]]&lt;br /&gt;
*(★) [[Viy]]&lt;br /&gt;
*(★) [[Smok]]&lt;br /&gt;
&lt;br /&gt;
===Zone 3: [[The Alermuc Climb]]===&lt;br /&gt;
*(I) [[Bozjan Screamer]]&lt;br /&gt;
*(I) [[Bozjan Elbst]]&lt;br /&gt;
*(I) [[4th Legion Hexadrone]]&lt;br /&gt;
*(II) [[Bozjan Phobosuchus]]&lt;br /&gt;
*(II) [[Bozjan Ranunculus]]&lt;br /&gt;
*(II) [[4th Legion Scorpion]]&lt;br /&gt;
*(II) {{weather icon|thunder}} [[Lightning Sprite]]&lt;br /&gt;
*(III) [[Bozjan Ochu]]&lt;br /&gt;
*(III) [[Bozjan Monitor]]&lt;br /&gt;
*(III) {{weather icon|night}} [[Bozjan Gravekeeper]]&lt;br /&gt;
*(III) [[4th Legion Armored Weapon]]&lt;br /&gt;
*(III) {{weather icon|rain}} [[Water Sprite]]&lt;br /&gt;
*(IV) [[Bozjan Snake]]&lt;br /&gt;
*(IV) [[Bozjan Wadjet]]&lt;br /&gt;
*(IV) [[Bozjan Goobbue]]&lt;br /&gt;
*(IV) {{weather icon|dust storms}} [[Earth Sprite]]&lt;br /&gt;
*(V) [[Bozjan Anzu]]&lt;br /&gt;
*(V) [[Bozjan Doll]]&lt;br /&gt;
*(V) [[Bozjan Elasmoth]]&lt;br /&gt;
*(V) {{weather icon|night}} [[Bozjan Rider]]&lt;br /&gt;
*(V) {{weather icon|wind}} [[Wind Sprite]]&lt;br /&gt;
*(★) [[Patty]]&lt;br /&gt;
*(★) [[Clingy Clare]]&lt;br /&gt;
*(★) [[Bird of Barathrum]]&lt;br /&gt;
&lt;br /&gt;
==Bozja events==&lt;br /&gt;
===Skirmishes===&lt;br /&gt;
Skirmishes are functionally identical to FATEs. They require groups of players to travel to certain locations within the battlefield and complete various objective, such as killing mobs, killing a boss, or collecting supplies. Skirmishes grant mettle, experience, {{tomestone|poetics}}[[Allagan Tomestones of Poetics]], and a chance for various other rewards.&lt;br /&gt;
&lt;br /&gt;
===Critical Engagements===&lt;br /&gt;
Critical engagements are similar to skirmishes, with some key differences. They are limited in the number of players who can participate (Either 24 or 48, depending on the engagement). To participate, you need to register through the UI. If more than the maximum allowed number of players register, players will be chosen at random to participate.&lt;br /&gt;
&lt;br /&gt;
If you are chosen to participate, click the Commence button in the Resistance Recruitment list to teleport to the arena. The arena will have a wall placed around it, preventing players from entering or leaving while the engagement is in progress. Critical engagements are generally more challenging than skirmishes, and grant greater rewards when completed, including mettle, experience, {{tomestone|poetics}}[[Allagan Tomestones of Poetics]], and a chance for various other rewards.&lt;br /&gt;
&lt;br /&gt;
Most critical engagements contain a single boss enemy, similar to a [[raid]] or [[trial]], while others will have waves of several enemies. Being hit with any avoidable AoEs will inflict a stack of {{status effect|vulnerability up}} [[Vulnerability Up]] that lasts indefinitely for the rest of the engagement or until the player dies.&lt;br /&gt;
&lt;br /&gt;
===[[File:critical engagement solo (map icon).png|link=|32px]] Solo Engagements (Duels)===&lt;br /&gt;
If you do not die and not receive any {{status effect|vulnerability up}} Vulnerability Up stacks (i.e., not be hit with any avoidable AoEs) during certain critical engagements, you will be offered a chance to register for a solo engagement. Solo engagements, or duels, are a special type of engagement that only one player can participate in, and require you to fight a powerful boss. When fought normally, they are &#039;&#039;&#039;very&#039;&#039;&#039; difficult, and only well-prepared players can complete them. There are 3 different solo engagements in the Bozjan Southern Front, and beating each one grants 99 lockboxes, an exclusive achievement and a title. They also are guaranteed to drop certain rare [[Field Notes]] that otherwise have low drop rates from other sources.  When a duel is successfully completed, every player in the instance that chose to watch the duel will receive a 100% buff to mettle gain for one hour.&lt;br /&gt;
*There are methods (&amp;quot;duel cheesing&amp;quot;) using certain combinations of [[Lost Actions]] to easily complete most duels.&lt;br /&gt;
&lt;br /&gt;
==={{questlink|ce-assault|Castrum Lacus Litore|large}}===&lt;br /&gt;
{{main|Castrum Lacus Litore}}&lt;br /&gt;
Castrum Lacus Litore is a special engagement that takes place on a separate map and serves as the &amp;quot;finale&amp;quot; to the Bozjan Southern Front. Available after reaching Resistance Rank 10 and completing the prerequisite quests, it is a raid dungeon that allows up to a maximum of 48 players, and is accessed in the same way as a critical engagement. When it pops, click the Register button in the Resistance Recruitment list, and if you are selected, click Commence. Defeating bosses within Castrum Lacus Litore grants {{item icon|Bozjan Coin}}s, which can be exchanged for special armor sets.&lt;br /&gt;
&lt;br /&gt;
==FATEs==&lt;br /&gt;
{{see also|The Bozjan Southern Front FATEs}}&lt;br /&gt;
{{:The Bozjan Southern Front FATEs}}&lt;br /&gt;
&lt;br /&gt;
==[[Lost Actions]]==&lt;br /&gt;
&#039;&#039;&#039;[[Offensive Lost Actions|Offensive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Defensive Lost Actions|Defensive]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Restorative Lost Actions|Restorative]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Beneficial Lost Actions|Beneficial]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tactical Lost Actions|Tactical]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Detrimental Lost Actions|Detrimental]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Item-related Lost Actions|Item-related]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Forgotten Fragments]]==&lt;br /&gt;
{{#lsth:Forgotten Fragments|Ranks 1-15}}&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
{{merchant list|The Bozjan Southern Front}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*{{Bozjan cluster}} [[Bozjan Cluster]]s&lt;br /&gt;
*{{Item icon|Southern Front Lockbox}}&lt;br /&gt;
*{{Item icon|Bozjan Coin}}s&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land I}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land II}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land III}}&lt;br /&gt;
{{achievement table row|No Man&#039;s Land IV}}&lt;br /&gt;
{{achievement table row|Critical Role I}}&lt;br /&gt;
{{achievement table row|Critical Role II}}&lt;br /&gt;
{{achievement table row|Critical Role III}}&lt;br /&gt;
{{achievement table row|Critical Role IV}}&lt;br /&gt;
{{achievement table row|Missing an Angel}}&lt;br /&gt;
{{achievement table row|Lyon&#039;s Share}}&lt;br /&gt;
{{achievement table row|Burn Baby Burn}}&lt;br /&gt;
{{achievement table row|Close Encounters}}&lt;br /&gt;
{{achievement table row|Sharper than Blades}}&lt;br /&gt;
{{achievement table row|Operation: Eagle&#039;s Nest I}}&lt;br /&gt;
{{achievement table row|Operation: Eagle&#039;s Nest II}}&lt;br /&gt;
{{achievement table row|Operation: Eagle&#039;s Nest III}}&lt;br /&gt;
{{achievement table row|No Need for Triage I}}&lt;br /&gt;
{{achievement table row|No Need for Triage II}}&lt;br /&gt;
{{achievement table row|No Need for Triage III}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Bozjan Southern Front}}&lt;br /&gt;
{{achievement table row|Annals of War}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Differences from [[Eureka]]==&lt;br /&gt;
*Mettle is not awarded from killing the mobs, but clusters exclusively drop from them. Therefore, some amount of mob farming will be required, but this will not advance your resistance rank. For that, Skirmishes and Critical Engagements should be prioritized.&lt;br /&gt;
*Increasing Resistance Rank is required to progress the storyline and unlock new areas, similar to Eureka Elemental Level. However, unlike Elemental Level, Resistance Rank is not directly tied to player power. The primary means of progression is [[Zadnor#Resistance Honors|Resistance Honors]], which is only unlocked after completing the storyline.&lt;br /&gt;
*It is not possible to &amp;quot;de-rank&amp;quot; after Mettle loss on death, unlike Elemental Levels, due to Mettle being treated as an expendable resource similar to a currency.&lt;br /&gt;
*To alleviate &amp;quot;early pulling&amp;quot; issues with Notorious Monsters in Eureka, Critical Engagements in Bozja are more structured versions of Notorious Monsters with a time window to sign up and take place in enclosed arenas. Because of this, there is no expectation (nor is it possible) to pull them at a player-designated time to allow other players to arrive, unlike with Notorious Monsters.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
BSF Concept Art 1.jpg&lt;br /&gt;
BSF Concept Art 2.jpg&lt;br /&gt;
BSF Glamor Shot 1.jpg&lt;br /&gt;
BSF Glamor Shot 2.jpg&lt;br /&gt;
The Bozjan Southern Front1.jpg&lt;br /&gt;
The Bozjan Southern Front8.jpg&lt;br /&gt;
BSF Glamor Shot 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=225px widths=400px mode=packed&amp;gt; &lt;br /&gt;
BSF Gear.jpg&lt;br /&gt;
BSF guide map1.jpg&lt;br /&gt;
Bozjan Southern Front map.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/e/2PACX-1vTBt7Gb6qjwpi7YTBsCA1K6s_xVz_Zv_FAaz1qzLldsRY_4SrbMTM39EWHKPnAJshESFxDiG-_0Gt8l/pubhtml Bozja Ultimate spreadsheet by Vega Novus]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/12OTz5WzRtuNDrRRuvu9OSl-5SQkIEyN6SsySf0BLESQ/edit#gid=1138845215 EXP and Mettle acquisition spreadsheet]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Field Operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Operations]] [[Category:Shadowbringers]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=725596</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=725596"/>
		<updated>2024-04-08T06:58:25Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: note additional ways to get resurrected in DRS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = Delubrum Reginae (Savage).png&lt;br /&gt;
| type = BSF&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| unsync = n&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = A Seaside Story&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
| no-footer-text = y&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Field Operations}}&lt;br /&gt;
[[Delubrum Reginae (Savage)]] is a 24-48 player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named {{questlink|feature|A Seaside Story}}.&lt;br /&gt;
&lt;br /&gt;
*Completed the {{questlink|feature|Fit for a Queen}} quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Currently holding at least {{mettle|700000}} [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 24-48 player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to [[File:Resurrection restricted icon1.png|link=Resurrect#Limitations]] &#039;&#039;&#039;[[Resurrect#Limitations|Resurrection Restricted]]&#039;&#039;&#039;, a status effect that prevents resurrection by certain means. Raise effects granted via a Healer-based {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] 3 or {{item icon|Lost Sacrifice}} are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff ([[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who fails specific mechanics, converting into a fatal {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; has been reached, [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Note that both versions of the debuff only expire &#039;&#039;&#039;at the end of the encounter&#039;&#039;&#039; (instead of lasting for 2 minutes like in the normal duty.) Seeing as the {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by &#039;&#039;&#039;{{action icon|Resistance Reraiser}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Sacrifice}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Arise}}&#039;&#039;&#039; (only when used by players with &#039;&#039;&#039;{{action icon|Pure Essence of the Divine}}&#039;&#039;&#039;), or a healer-based {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} &#039;&#039;&#039;[[Limit Break]] 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Seeker]]==&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
Initiated once the Trinity Seeker has been reduced to 60% health after certain mechanics, or after the phase&#039;s mechanics have finished. &lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Warrior]] (Optional)==&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; or &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely maneuvering towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;, leaving only a cross-shaped area near the center trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Dahu]]==&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Queen&#039;s Guard]]==&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Bozjan Phantom]]==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;{{action icon|Lost Banish III}}&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Avowed]]==&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Lord]]==&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[The Queen]]==&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, as well as a dispellable {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the center in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to preemptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
It is important to note that Delubrum Reginae (Savage) uses &#039;&#039;&#039;Personal Loot&#039;&#039;&#039;, so you have to be sure to click and loot each chest yourself.&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Slimes &amp;amp; Golems]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Seeker]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Dahu]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Warrior]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Queen&#039;s Guard]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
Successful duel:&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Bozjan Phantom]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Avowed]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Lord]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Queen]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Save the Princess|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords I}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords II}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Field Operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.4 Features]] [[Category:Shadowbringers]] [[Category:Field Operations]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dynamis_Dice&amp;diff=725595</id>
		<title>Dynamis Dice</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dynamis_Dice&amp;diff=725595"/>
		<updated>2024-04-08T06:52:31Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Added probability table, estimated based on a sample size of 400 dice with gambler and 400 dice without gambler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Dynamis Dice&lt;br /&gt;
| icon = Dynamis Dice.png&lt;br /&gt;
| description = Place your faith in the goddess Nymeia as she spins the wheel of fate.&lt;br /&gt;
| facts = {{action fact|Can only be executed while in combat.}}&lt;br /&gt;
| acquired = tank, healer, melee dps, physical ranged dps, magic ranged dps&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = item&lt;br /&gt;
| lost-action-type = item-related&lt;br /&gt;
| number = 1&lt;br /&gt;
| uses = 1&lt;br /&gt;
| weight = 11&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 180&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions = Resistance Potion, Resistance Elixir, Pure Essence of the Gambler&lt;br /&gt;
| req-quest =&lt;br /&gt;
| unlock-item = Forgotten Fragment of Caprice&lt;br /&gt;
| targeting = self&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Causes one of the following effects:&lt;br /&gt;
* {{buff|haste}} [[Haste]] + (+6 haste, 1 min)&lt;br /&gt;
* [[File:High wire icon1.png|link=]] High Wire (+30% damage, 1 min)&lt;br /&gt;
* HP &amp;amp; MP Up (30%, 3 min)&lt;br /&gt;
* Healer {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] 3&lt;br /&gt;
* {{status effect|doom}} [[Doom (status effect)|Doom]] (10s, [[Esuna|uncleansable]])&lt;br /&gt;
* [[File:Minimum icon1.png|link=]] Minimum (15s)&lt;br /&gt;
* {{status effect|pyretic}} [[Pyretic]] (10s)&lt;br /&gt;
* {{status effect|poison}} [[Poison]] (15s)&lt;br /&gt;
* [[File:Toad icon1.png|link=]] Toad (15s)&lt;br /&gt;
&lt;br /&gt;
The debuffs have an incredibly low chance of occurring, with Healer Limit Break 3 being the rarest of the positive effects.&lt;br /&gt;
When using [[Pure Essence of the Gambler]], the random effect chances are changed. The chances of receiving {{status effect|pyretic}} Pyretic, {{status effect|poison}} Poison, and [[File:Toad icon1.png|link=]] Toad are reduced to 0%, Doom is reduced slightly, and Healer Limit Break 3 is increased drastically.&lt;br /&gt;
&lt;br /&gt;
The following table shows the estimated probability of each effect, based on a sample size of 400 dice with Pure Essence of the Gambler and 400 dice without the essence:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dynamis Dice Effect Probabilities&lt;br /&gt;
|-&lt;br /&gt;
! Effect !! Normal % !! % with Gambler&lt;br /&gt;
|-&lt;br /&gt;
| High Wire || 33 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Haste || 30 || 20&lt;br /&gt;
|-&lt;br /&gt;
| HP/MP Boost || 30 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Healer LB3 || 3.5 || 34&lt;br /&gt;
|-&lt;br /&gt;
| Doom || &amp;lt; 1 || &amp;lt; 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Mini || &amp;lt; 1 || ~ 0&lt;br /&gt;
|-&lt;br /&gt;
| Poison || &amp;lt; 1 || ~ 0&lt;br /&gt;
|-&lt;br /&gt;
| Pyretic || &amp;lt; 1 || ~ 0&lt;br /&gt;
|-&lt;br /&gt;
| Toad || &amp;lt; 1 || ~ 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.35}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lost Actions]] [[Category:Item-related Lost Actions]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Dynamis_Dice_Effect_Probabilities.png&amp;diff=725593</id>
		<title>File:Dynamis Dice Effect Probabilities.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Dynamis_Dice_Effect_Probabilities.png&amp;diff=725593"/>
		<updated>2024-04-08T06:47:14Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A table listing the estimated probability of each resulting effect when using Dynamis Dice, both with and without Pure Essence of the Gambler.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eurekan_Weapons&amp;diff=701103</id>
		<title>Eurekan Weapons</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eurekan_Weapons&amp;diff=701103"/>
		<updated>2024-01-06T09:38:11Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: pagos step requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stormblood expansion content}}&lt;br /&gt;
{{Relic Weapons Heading}}&lt;br /&gt;
{{See also|The Forbidden Land, Eureka|The Forbidden Land, Eureka Gear Guide|Replica Eurekan Weapons}}&lt;br /&gt;
[[File:Eurekan Weapons banner.png|center]]&lt;br /&gt;
{{TOCRIGHT}}&lt;br /&gt;
[[Eurekan Weapons]] are the level 70 [[Relic Weapons]] for [[Stormblood]]. First released in [[patch 4.25]], players do not need to complete any [[Zodiac Weapons]] or [[Anima Weapons]] to unlock Eurekan Weapons. Unlike with the Anima Weapon questline players who have obtained the [[Zodiac Zeta Weapons]] or the [[Anima_Weapons#Lux_Anima_Weapons_.28iLvl_275.29|Lux Anima Weapons]] will not have an advantage with any step of Eurekan Weapons. However, to start the Eurekan Weapon quest chain, players must have cleared their job&#039;s Level 70 [[Job Quests|job quest]], since the Eurekan Weapons are upgraded from the weapon rewarded by the job quest. As their name implies, all the upgrading activity for these relic weapons is done inside {{questlink|eureka|The Forbidden Land, Eureka}}.&lt;br /&gt;
&lt;br /&gt;
Alongside Eurekan Weapons players can also obtain [[Eurekan Armor]]. [[Replica Eurekan Weapons|Replicas of completed Eurekan Weapons]] can be purchased from [[Staelhundr]] once players have finished the [[Anemos Weapons]] phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic weapons from past expansions are not intended for combat use, but for cosmetic, [[achievements]], and collection purposes.&#039;&#039;&#039; Weapons of similar power, for the same player level, that are much more easily obtainable and are intended for character progression can be bought with {{tomestone|Poetics}} [[Allagan Tomestones of Poetics]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The final-stage [[Physeos Weapons]] are an exception to this rule: they provide a significant [[Elemental Bonus]] within Eureka zones, making them the best-in-slot weapons for Eureka battle content.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quotation|[https://na.finalfantasyxiv.com/patch/4_2/ FFXIV Patch 4.2 Special Site]|Deep in the Glass Ocean, the great expanse of the Far East, lies an island recorded on no navigational charts. An island that seemingly appeared one day─an island that should not be. Recognizing its potential as a trading post, the brave and ambitious ventured forth to explore and claim it, only to discover an untamed land teeming with strange, monstrous beasts...}}&lt;br /&gt;
&lt;br /&gt;
==Antiquated Weapons==&lt;br /&gt;
Antiquated weapons are acquired by completing the Stormblood job quest line for your given job, up through the level 70 quest.  They serve as the starting tier relic weapons for Stormblood, and are upgraded in the Eureka zones.  If you misplaced or discarded your Antiquated weapon, you can purchase a replacement for {{gil|1000}} from the [[Calamity Salvager]] in any of the three starting cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you can&#039;t find your Antiquated weapon and are not sure if you discarded it, you can type &amp;lt;code&amp;gt;/isearch Antiquated&amp;lt;/code&amp;gt; to search for any Antiquated weapons across all of your inventory containers (Including bags, chocobo saddlebag, armoury, retainers, etc.).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Antiquated Weapons (IL 290)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Galatyn Anemos.png|40px|link=Antiquated Galatyn|Antiquated Galatyn]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Antiquated Galatyn]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Evalach Anemos.png|40px|link=Antiquated Evalach|Antiquated Evalach]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Antiquated Evalach]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Sudarshana Chakra Anemos.png|40px|link=Antiquated Sudarshana Chakra|Antiquated Sudarshana Chakra]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Antiquated Sudarshana Chakra]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farsha Anemos.png|40px|link=Antiquated Farsha|Antiquated Farsha]] &lt;br /&gt;
| [[Antiquated Farsha]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:Ryunohige Anemos.png|40px|link=Antiquated Ryunohige|Antiquated Ryunohige]]&lt;br /&gt;
| [[Antiquated Ryunohige]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:Failnaught Anemos.png|40px|link=Antiquated Failnaught|Antiquated Failnaught]]&lt;br /&gt;
| [[Antiquated Failnaught]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nagi Anemos.png|40px|link=Antiquated Nagi|Antiquated Nagi]]&lt;br /&gt;
| [[Antiquated Nagi]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:Aymur Anemos.png|40px|link=Antiquated Aymur|Antiquated Aymur]] &lt;br /&gt;
| [[Antiquated Aymur]] ([[White Mage|WHM]])&lt;br /&gt;
| [[File:Vanargand Anemos.png|40px|link=Antiquated Vanargand|Antiquated Vanargand]]&lt;br /&gt;
| [[Antiquated Vanargand]] ([[Black Mage|BLM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lemegeton Anemos.png|40px|link=Antiquated Lemegeton|Antiquated Lemegeton]]&lt;br /&gt;
| [[Antiquated Lemegeton]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:Organum Anemos.png|40px|link=Antiquated Organum|Antiquated Organum]]&lt;br /&gt;
| [[Antiquated Organum]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:Caladbolg Anemos.png|40px|link=Antiquated Caladbolg|Antiquated Caladbolg]] &lt;br /&gt;
| [[Antiquated Caladbolg]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Outsider Anemos.png|40px|link=Antiquated Outsider|Antiquated Outsider]]&lt;br /&gt;
| [[Antiquated Outsider]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:Pleiades Anemos.png|40px|link=Antiquated Pleiades|Antiquated Pleiades]]&lt;br /&gt;
| [[Antiquated Pleiades]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:Kiku-ichimonji Anemos.png|40px|link=Antiquated Kiku-ichimonji|Antiquated Kiku-ichimonji]]&lt;br /&gt;
| [[Antiquated Kiku-ichimonji]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Murgleis Anemos.png|40px|link=Antiquated Murgleis|Antiquated Murgleis]]&lt;br /&gt;
| [[Antiquated Murgleis]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Antiquated Artifact Weapons (Stormblood)|Antiquated]] || 290 || Acquired from level 70 job quest&amp;lt;br/&amp;gt;If lost, replacement available at Calamity Salvager for {{gil|1000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Anemos Weapons==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{See also|The Forbidden Land, Eureka Anemos}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
To unlock the quest chain, players need to be level 70 and complete the [[Main Scenario Quest]] {{questlink|main|Stormblood (Quest)}}. Additionally they need to complete the quest {{questlink|feature|And We Shall Call It Eureka}}.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item Quick Reference&lt;br /&gt;
! Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Protean Crystal.png|32px|link=Protean Crystal|Protean Crystal]] x1300&lt;br /&gt;
| [[File:Pazuzu&#039;s Feather.png|32px|link=Pazuzu&#039;s Feather|Pazuzu&#039;s Feather]] x3&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Protean Crystal.png|32px|link=Protean Crystal|Protean Crystal]] x19500&lt;br /&gt;
| [[File:Pazuzu&#039;s Feather.png|32px|link=Pazuzu&#039;s Feather|Pazuzu&#039;s Feather]] x45&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Anemos Weapons (IL 355)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Galatyn Anemos.png|40px|link=Galatyn Anemos|Galatyn Anemos]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Galatyn Anemos]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Evalach Anemos.png|40px|link=Evalach Anemos|Evalach Anemos]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Evalach Anemos]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Sudarshana Chakra Anemos.png|40px|link=Sudarshana Chakra Anemos|Sudarshana Chakra Anemos]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Sudarshana Chakra Anemos]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Farsha Anemos.png|40px|link=Farsha Anemos|Farsha Anemos]] &lt;br /&gt;
| [[Farsha Anemos]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:Ryunohige Anemos.png|40px|link=Ryunohige Anemos|Ryunohige Anemos]]&lt;br /&gt;
| [[Ryunohige Anemos]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:Failnaught Anemos.png|40px|link=Failnaught Anemos|Failnaught Anemos]]&lt;br /&gt;
| [[Failnaught Anemos]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nagi Anemos.png|40px|link=Nagi Anemos|Nagi Anemos]]&lt;br /&gt;
| [[Nagi Anemos]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:Vanargand Anemos.png|40px|link=Vanargand Anemos|Vanargand Anemos]]&lt;br /&gt;
| [[Vanargand Anemos]] ([[Black Mage|BLM]])&lt;br /&gt;
| [[File:Aymur Anemos.png|40px|link=Aymur Anemos|Aymur Anemos]] &lt;br /&gt;
| [[Aymur Anemos]] ([[White Mage|WHM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lemegeton Anemos.png|40px|link=Lemegeton Anemos|Lemegeton Anemos]]&lt;br /&gt;
| [[Lemegeton Anemos]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:Organum Anemos.png|40px|link=Organum Anemos|Organum Anemos]]&lt;br /&gt;
| [[Organum Anemos]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:Caladbolg Anemos.png|40px|link=Caladbolg Anemos|Caladbolg Anemos]] &lt;br /&gt;
| [[Caladbolg Anemos]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Outsider Anemos.png|40px|link=Outsider Anemos|Outsider Anemos]]&lt;br /&gt;
| [[Outsider Anemos]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:Pleiades Anemos.png|40px|link=Pleiades Anemos|Pleiades Anemos]]&lt;br /&gt;
| [[Pleiades Anemos]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:Kiku-ichimonji Anemos.png|40px|link=Kiku-ichimonji Anemos|Kiku-ichimonji Anemos]]&lt;br /&gt;
| [[Kiku-ichimonji Anemos]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Murgleis Anemos.png|40px|link=Murgleis Anemos|Murgleis Anemos]]&lt;br /&gt;
| [[Murgleis Anemos]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Eureka Artifact Weapons|Starter]] || 335 || [[File:Protean Crystal.png|24px|link=Protean Crystal|Protean Crystal]] x100&lt;br /&gt;
|-&lt;br /&gt;
| [[Eureka Artifact Weapons +1|Starter +1]] || 340 || [[File:Protean Crystal.png|24px|link=Protean Crystal|Protean Crystal]] x400&lt;br /&gt;
|-&lt;br /&gt;
| [[Eureka Artifact Weapons +1|Starter +2]] || 345 || [[File:Protean Crystal.png|24px|link=Protean Crystal|Protean Crystal]] x800&lt;br /&gt;
|-&lt;br /&gt;
| [[Anemos Weapons|Anemos]] || 355 || [[File:Pazuzu&#039;s Feather.png|24px|link=Pazuzu&#039;s Feather|Pazuzu&#039;s Feather]] x3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
*{{item icon|Protean Crystal}}s: Kill Notorious Monsters in [[The Forbidden Land, Eureka Anemos]] to earn {{item icon|Anemos Crystal}}s, then turn them in to Gerolt to exchange for 2 to 5 Protean Crystals for each Anemos Crystal turned in. Protean crystals will also drop randomly from trash mobs of equal or higher elemental level to your own. In [[Eureka]], a notorious monster is essentially a Kill Boss [[FATE]].&lt;br /&gt;
*{{item icon|Pazuzu&#039;s Feather}}s: 3 feathers will drop each time you complete the FATE {{questlink|eureka-nm|Wail in the Willows}} with gold medal credit in Eureka Anemos, which requires you to kill the notorious monster Pazuzu.  Feathers can also be purchased from the [[Expedition Birdwatcher]] for 300 {{item icon|Protean Crystal}}s each.&lt;br /&gt;
&lt;br /&gt;
Note that you must be on the matching job in order to augment your +2 weapon to an Anemos weapon, otherwise the menu option will not appear when speaking with Gerolt.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapons==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{See also|The Forbidden Land, Eureka Pagos}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An upgrade to Anemos weapons. Weapons will have a new model.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item Quick Reference&lt;br /&gt;
! Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Frosted_protean_crystal_icon1.png|32px|link=Frosted Protean Crystal|Frosted Protean Crystal]] x31&lt;br /&gt;
| [[File:pagos crystal icon1.png|32px|link=Pagos Crystal|Pagos Crystal]] x500&lt;br /&gt;
| [[File:Louhi&#039;s_Ice.png|32px|link=Louhi&#039;s Ice|Louhi&#039;s Ice]] x5&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Frosted_protean_crystal_icon1.png|32px|link=Frosted Protean Crystal|Frosted Protean Crystal]] x465&lt;br /&gt;
| [[File:pagos crystal icon1.png|32px|link=Pagos Crystal|Pagos Crystal]] x7500&lt;br /&gt;
| [[File:Louhi&#039;s_Ice.png|32px|link=Louhi&#039;s Ice|Louhi&#039;s Ice]] x75&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Elemental Weapons (IL 370)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_sword_icon1.png|40px|link=Elemental Sword|Elemental Sword]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Elemental Sword]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_shield_icon1.png|40px|link=Elemental Shield|Elemental Shield]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Elemental Shield]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_knuckles_icon1.png|40px|link=Elemental Knuckles|Elemental Knuckles]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Elemental Knuckles]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_battleaxe_icon1.png|40px|link=Elemental Battleaxe|Elemental Battleaxe]] &lt;br /&gt;
| [[Elemental Battleaxe]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:Elemental_lance_icon1.png|40px|link=Elemental Lance|Elemental Lance]]&lt;br /&gt;
| [[Elemental Lance]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:Elemental_harp_bow_icon1.png|40px|link=Elemental Harp Bow|Elemental Harp Bow]]&lt;br /&gt;
| [[Elemental Harp Bow]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_knives_icon1.png|40px|link=Elemental Knives|Elemental Knives]]&lt;br /&gt;
| [[Elemental Knives]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:Elemental_cane_icon1.png|40px|link=Elemental Cane|Elemental Cane]] &lt;br /&gt;
| [[Elemental Cane]] ([[White Mage|WHM]])&lt;br /&gt;
| [[File:Elemental_rod_icon1.png|40px|link=Elemental Rod|Elemental Rod]]&lt;br /&gt;
| [[Elemental Rod]] ([[Black Mage|BLM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_grimoire_icon1.png|40px|link=Elemental Grimoire|Elemental Grimoire]]&lt;br /&gt;
| [[Elemental Grimoire]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:Elemental_codex_icon1.png|40px|link=Elemental Codex|Elemental Codex]]&lt;br /&gt;
| [[Elemental Codex]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:Elemental_guillotine_icon1.png|40px|link=Elemental Guillotine|Elemental Guillotine]] &lt;br /&gt;
| [[Elemental Guillotine]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_handgonne_icon1.png|40px|link=Elemental Handgonne|Elemental Handgonne]]&lt;br /&gt;
| [[Elemental Handgonne]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:Elemental_astrometer_icon1.png|40px|link=Elemental Astrometer|Elemental Astrometer]]&lt;br /&gt;
| [[Elemental Astrometer]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:Elemental_blade_icon1.png|40px|link=Elemental Blade|Elemental Blade]]&lt;br /&gt;
| [[Elemental Blade]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_tuck_icon1.png|40px|link=Elemental Tuck|Elemental Tuck]]&lt;br /&gt;
| [[Elemental Tuck]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Pagos Weapons|Pagos]] || 360 || [[File:Frosted_protean_crystal_icon1.png|24px|link=Frosted Protean Crystal|Frosted Protean Crystal]] x5&lt;br /&gt;
|-&lt;br /&gt;
| [[Pagos Weapons +1|Pagos +1]] || 365 || [[File:Frosted_protean_crystal_icon1.png|24px|link=Frosted Protean Crystal|Frosted Protean Crystal]] x10, [[File:pagos crystal icon1.png|24px|link=Pagos Crystal|Pagos Crystal]] x500&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Weapons|Elemental]] || 370 || [[File:Frosted_protean_crystal_icon1.png|24px|link=Frosted Protean Crystal|Frosted Protean Crystal]] x16, [[File:Louhi&#039;s_Ice.png|24px|link=Louhi&#039;s Ice|Louhi&#039;s Ice]] x5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
*{{item icon|Frosted Protean Crystal}}: Collect vitiated aether by killing Notorious Monsters and level-appropriate trash mobs in Eureka Pagos, then turn it in at the [[Crystal Forge]] in Eureka Pagos (6.0, 21.5). You will receive one {{item icon|Frosted Protean Crystal}} for each full charge of vitiated aether.&lt;br /&gt;
** You must have acquired the vitiated aether kettle from Gerolt by completing the level 25 quest in Eureka Pagos &#039;&#039;&#039;and&#039;&#039;&#039; obtaining at least one Anemos weapon before you can receive vitiated aether. However, you do not need to have the weapon of interest equipped to obtain vitiated aether.&lt;br /&gt;
** The kettle can hold a maximum of 9 charges of vitiated aether.  If it starts to get full, be sure to turn it in so none gets wasted!&lt;br /&gt;
*{{item icon|Pagos Crystal}}: These are acquired by killing Notorious Monsters in Eureka Pagos. The higher level the Notorious Monster, the more crystals it will drop.&lt;br /&gt;
*{{item icon|Louhi&#039;s Ice}}: 2 chunks will drop each time you complete the FATE {{questlink|eureka-nm|Louhi on Ice}} with gold medal credit in Eureka Pagos, which requires you to kill the notorious monster Louhi. Louhi&#039;s Ice can also be purchased from the [[Expedition Birdwatcher]] for 50 {{item icon|Pagos Crystal}}s each.&lt;br /&gt;
&lt;br /&gt;
==Pyros Weapons==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{see also|The Forbidden Land, Eureka Pyros}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An upgrade to Elemental weapons. Weapons will have a white-blue flame particle effect.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item Quick Reference&lt;br /&gt;
! Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Pyros_crystal_icon1.png|32px|link=Pyros Crystal|Pyros Crystal]] x650&lt;br /&gt;
| [[File:Penthesileas_flame_icon1.png|32px|link=Penthesilea&#039;s Flame|Penthesilea&#039;s Flame]] x5&lt;br /&gt;
| [[File:Logos manipulator map icon.png|32px|link=The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]] x30&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Pyros_crystal_icon1.png|32px|link=Pyros Crystal|Pyros Crystal]] x9750&lt;br /&gt;
| [[File:Penthesileas_flame_icon1.png|32px|link=Penthesilea&#039;s Flame|Penthesilea&#039;s Flame]] x75&lt;br /&gt;
| [[File:Logos manipulator map icon.png|32px|link=The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]] x30&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Pyros Weapons (IL 385)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_sword_icon1.png|40px|link=Pyros Sword|Pyros Sword]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Pyros Sword]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_shield_icon1.png|40px|link=Pyros Shield|Pyros Shield]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Pyros Shield]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Elemental_knuckles_icon1.png|40px|link=Pyros Knuckles|Pyros Knuckles]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Pyros Knuckles]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_battleaxe_icon1.png|40px|link=Pyros Battleaxe|Pyros Battleaxe]] &lt;br /&gt;
| [[Pyros Battleaxe]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:Elemental_lance_icon1.png|40px|link=Pyros Lance|Pyros Lance]]&lt;br /&gt;
| [[Pyros Lance]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:Elemental_harp_bow_icon1.png|40px|link=Pyros Harp Bow|Pyros Harp Bow]]&lt;br /&gt;
| [[Pyros Harp Bow]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_knives_icon1.png|40px|link=Pyros Knives|Pyros Knives]]&lt;br /&gt;
| [[Pyros Knives]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:Elemental_cane_icon1.png|40px|link=Pyros Cane|Pyros Cane]] &lt;br /&gt;
| [[Pyros Cane]] ([[White Mage|WHM]])&lt;br /&gt;
| [[File:Elemental_rod_icon1.png|40px|link=Pyros Rod|Pyros Rod]]&lt;br /&gt;
| [[Pyros Rod]] ([[Black Mage|BLM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_grimoire_icon1.png|40px|link=Pyros Grimoire|Pyros  Grimoire]]&lt;br /&gt;
| [[Pyros Grimoire]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:Elemental_codex_icon1.png|40px|link=Pyros Codex|Pyros Codex]]&lt;br /&gt;
| [[Pyros  Codex]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:Elemental_guillotine_icon1.png|40px|link=Pyros Guillotine|Pyros Guillotine]] &lt;br /&gt;
| [[Pyros Guillotine]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_handgonne_icon1.png|40px|link=Pyros Handgonne|Pyros Handgonne]]&lt;br /&gt;
| [[Pyros Handgonne]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:Elemental_astrometer_icon1.png|40px|link=Pyros Astrometer|Pyros Astrometer]]&lt;br /&gt;
| [[Pyros Astrometer]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:Elemental_blade_icon1.png|40px|link=Pyros Blade|Pyros Blade]]&lt;br /&gt;
| [[Pyros Blade]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elemental_tuck_icon1.png|40px|link=Pyros Tuck|Pyros Tuck]]&lt;br /&gt;
| [[Pyros Tuck]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Weapons +1|Elemental +1]] || 375 || [[File:Pyros_crystal_icon1.png|24px|link=Pyros Crystal|Pyros Crystal]] x150, must have unlocked 10 [[File:Logos manipulator map icon.png|24px|link=The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]] [[The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Weapons +2|Elemental +2]] || 380 || [[File:Pyros_crystal_icon1.png|24px|link=Pyros Crystal|Pyros Crystal]] x200, must have unlocked 20 [[File:Logos manipulator map icon.png|24px|link=The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]] [[The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyros Weapons|Pyros]] || 385 || [[File:Pyros_crystal_icon1.png|24px|link=Pyros Crystal|Pyros Crystal]] x300, [[File:Penthesileas_flame_icon1.png|24px|link=Penthesilea&#039;s Flame|Penthesilea&#039;s Flame]] x5, must have unlocked 30 [[File:Logos manipulator map icon.png|24px|link=The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]] [[The Forbidden Land, Eureka Pyros#Logos Actions|Logos Actions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
*{{item icon|Pyros Crystal}}: These are acquired by killing Notorious Monsters in Eureka Pyros.  The higher level the Notorious Monster, the more crystals it will drop.&lt;br /&gt;
*{{item icon|Penthesilea&#039;s Flame}}: 3 chunks will drop each time you complete the FATE {{questlink|eureka-nm|Lost Epic}} with gold medal credit in Eureka Pyros, which requires you to kill the notorious monster [[Penthesilea]]. Penthesilea&#039;s Flames can also be purchased from the [[Expedition Birdwatcher]] for 50 {{item icon|Pyros Crystal}}s each.&lt;br /&gt;
&lt;br /&gt;
==Eureka Weapons==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{see also|The Forbidden Land, Eureka Hydatos}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An upgrade to Pyros weapons. Weapons will have a new model and swirling particle effects.  This step grants the weapon&#039;s final appearance and maxes out its stats, excluding elemental stats that are effective in Eureka zones only.  If you only care about the earning the glamour and don&#039;t care about the elemental stats, you can stop after completing this step.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item Quick Reference&lt;br /&gt;
! Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Hydatos_crystal_icon1.png|32px|link=Hydatos Crystal|Hydatos Crystal]] x350&lt;br /&gt;
| [[File:Crystalline_scale_icon1.png|32px|link=Crystalline Scale|Crystalline Scale]] x5&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Hydatos_crystal_icon1.png|32px|link=Hydatos Crystal|Hydatos Crystal]] x5250&lt;br /&gt;
| [[File:Crystalline_scale_icon1.png|32px|link=Crystalline Scale|Crystalline Scale]] x75&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Eureka Weapons (IL 405)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:I&#039;ve_got_it_antea_eureka_&amp;amp;_bellerophon_eureka_icon1.png|40px|link=Antea Eureka|Antea Eureka]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Antea Eureka]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Bellerophon_icon1.png|40px|link=Bellerophon Eureka|Bellerophon Eureka]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Bellerophon Eureka]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:I&#039;ve_got_it_dumuzis_eureka_icon1.png|40px|link=Dumuzis Eureka|Dumuzis Eureka]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Dumuzis Eureka]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_shamash_eureka_icon1.png|40px|link=Shamash Eureka|Shamash Eureka]] &lt;br /&gt;
| [[Shamash Eureka]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_daboya_eureka_icon1.png|40px|link=Daboya Eureka|Daboya Eureka]]&lt;br /&gt;
| [[Daboya Eureka]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_circinae_eureka_icon1.png|40px|link=Circinae Eureka|Circinae Eureka]]&lt;br /&gt;
| [[Circinae Eureka]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_kasasagi_eureka_icon1.png|40px|link=Kasasagi Eureka|Kasasagi Eureka]]&lt;br /&gt;
| [[Kasasagi  Eureka]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_rose_couverte_eureka_icon1.png|40px|link=Rose Couverte Eureka|Rose Couverte Eureka]] &lt;br /&gt;
| [[Rose Couverte Eureka]] ([[White Mage|WHM]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_paikea_eureka_icon1.png|40px|link=Paikea Eureka|Paikea Eureka]]&lt;br /&gt;
| [[Paikea Eureka]] ([[Black Mage|BLM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_tuah_eureka_icon1.png|40px|link=Tuah Eureka|Tuah Eureka]]&lt;br /&gt;
| [[Tuah Eureka]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_jebat_eureka_icon1.png|40px|link=Jebat Eureka|Jebat Eureka]]&lt;br /&gt;
| [[Jebat Eureka]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_xiphias_eureka_icon1.png|40px|link=Xiphias Eureka|Xiphias Eureka]] &lt;br /&gt;
| [[Xiphias Eureka]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_mollfrith_eureka_icon1.png|40px|link=Mollfrith Eureka|Mollfrith Eureka]]&lt;br /&gt;
| [[Mollfrith Eureka]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_albireo_eureka_icon1.png|40px|link=Albireo Eureka|Albireo Eureka]]&lt;br /&gt;
| [[Albireo Eureka]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_torigashira_eureka_icon1.png|40px|link=Torigashira Eureka|Torigashira Eureka]]&lt;br /&gt;
| [[Torigashira Eureka]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_brunello_eureka_icon1.png|40px|link=Brunello Eureka|Brunello Eureka]]&lt;br /&gt;
| [[Brunello Eureka]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydatos Weapons|Hydatos]] || 390 || [[File:Hydatos_crystal_icon1.png|24px|link=Hydatos Crystal|Hydatos Crystal]] x50&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydatos Weapons +1|Hydatos +1]] || 395 || [[File:Hydatos_crystal_icon1.png|24px|link=Hydatos Crystal|Hydatos Crystal]] x100&lt;br /&gt;
|-&lt;br /&gt;
| [[Eureka Weapons (base)|Base Eureka]] || 400 || [[File:Hydatos_crystal_icon1.png|24px|link=Hydatos Crystal|Hydatos Crystal]] x100&lt;br /&gt;
|-&lt;br /&gt;
| [[Eureka Weapons|Eureka]] || 405 || [[File:Hydatos_crystal_icon1.png|24px|link=Hydatos Crystal|Hydatos Crystal]] x100, [[File:Crystalline_scale_icon1.png|24px|link=Crystalline Scale|Crystalline Scale]] x5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
*{{item icon|Hydatos Crystal}}: These are acquired by killing Notorious Monsters in Eureka Hydatos. The higher level the Notorious Monster, the more crystals it will drop. While fewer crystals are needed compared to prior steps, Notorious Monsters in Hydatos also drop fewer crystals. A good source of crystals is the FATE {{questlink|eureka-nm|The Baldesion Arsenal: Expedition Support}}, although this only spawns when there is an ongoing run of {{questlink|eureka|The Baldesion Arsenal}}.&lt;br /&gt;
*{{item icon|Crystalline Scale}}: 3 scales will drop each time you complete the FATE {{questlink|eureka-nm|Crystalline Provenance}} with gold medal credit in Eureka Hydatos, which requires you to kill the notorious monster Provenance Watcher. This is the only way to obtain the item as they are not sold by the [[Expedition Birdwatcher]].&lt;br /&gt;
&lt;br /&gt;
==Physeos Weapons==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{see also|The Baldesion Arsenal}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An upgrade to Eureka weapons. Stats and appearances are identical to Eureka weapons, except that they have extra [[Elemental Bonus]] stats that increase the weapons&#039; power in Eureka zones only (including {{questlink|eureka|The Baldesion Arsenal}}).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item Quick Reference&lt;br /&gt;
! Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Eureka_fragment_icon1.png|32px|link=Eureka Fragment|Eureka Fragment]] x100&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Eureka_fragment_icon1.png|32px|link=Eureka Fragment|Eureka Fragment]] x1500&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Physeos Weapons (IL 405)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:I&#039;ve_got_it_antea_eureka_&amp;amp;_bellerophon_eureka_icon1.png|40px|link=Antea Physeos|Antea Physeos]] &lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Antea Physeos]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:Bellerophon_icon1.png|40px|link=Bellerophon Physeos|Bellerophon Physeos]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Bellerophon Physeos]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;42px&amp;quot;| [[File:I&#039;ve_got_it_dumuzis_eureka_icon1.png|40px|link=Dumuzis Physeos|Dumuzis Physeos]]&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Dumuzis Physeos]] ([[Monk|MNK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_shamash_eureka_icon1.png|40px|link=Shamash Physeos|Shamash Physeos]] &lt;br /&gt;
| [[Shamash Physeos]] ([[Warrior|WAR]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_daboya_eureka_icon1.png|40px|link=Daboya Physeos|Daboya Physeos]]&lt;br /&gt;
| [[Daboya Physeos]] ([[Dragoon|DRG]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_circinae_eureka_icon1.png|40px|link=Circinae Physeos|Circinae Physeos]]&lt;br /&gt;
| [[Circinae Physeos]] ([[Bard|BRD]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_kasasagi_eureka_icon1.png|40px|link=Kasasagi Physeos|Kasasagi Physeos]]&lt;br /&gt;
| [[Kasasagi  Physeos]] ([[Ninja|NIN]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_rose_couverte_eureka_icon1.png|40px|link=Rose Couverte Physeos|Rose Couverte Physeos]] &lt;br /&gt;
| [[Rose Couverte Physeos]] ([[White Mage|WHM]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_paikea_eureka_icon1.png|40px|link=Paikea Physeos|Paikea Physeos]]&lt;br /&gt;
| [[Paikea Physeos]] ([[Black Mage|BLM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_tuah_eureka_icon1.png|40px|link=Tuah Physeos|Tuah Physeos]]&lt;br /&gt;
| [[Tuah Physeos]] ([[Summoner|SMN]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_jebat_eureka_icon1.png|40px|link=Jebat Physeos|Jebat Physeos]]&lt;br /&gt;
| [[Jebat Physeos]] ([[Scholar|SCH]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_xiphias_eureka_icon1.png|40px|link=Xiphias Physeos|Xiphias Physeos]] &lt;br /&gt;
| [[Xiphias Physeos]] ([[Dark Knight|DRK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_mollfrith_eureka_icon1.png|40px|link=Mollfrith Physeos|Mollfrith Physeos]]&lt;br /&gt;
| [[Mollfrith Physeos]] ([[Machinist|MCH]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_albireo_eureka_icon1.png|40px|link=Albireo Physeos|Albireo Physeos]]&lt;br /&gt;
| [[Albireo Physeos]] ([[Astrologian|AST]])&lt;br /&gt;
| [[File:I&#039;ve_got_it_torigashira_eureka_icon1.png|40px|link=Torigashira Physeos|Torigashira Physeos]]&lt;br /&gt;
| [[Torigashira Physeos]] ([[Samurai|SAM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:I&#039;ve_got_it_brunello_eureka_icon1.png|40px|link=Brunello Physeos|Brunello Physeos]]&lt;br /&gt;
| [[Brunello Physeos]] ([[Red Mage|RDM]])&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Tier !! IL !! Items needed&lt;br /&gt;
|-&lt;br /&gt;
| [[Physeos Weapons|Physeos]] || 405 || [[File:Eureka_fragment_icon1.png|24px|link=Eureka Fragment|Eureka Fragment]] x100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
*{{item icon|Eureka Fragment}}: These are exclusively acquired inside {{questlink|eureka|The Baldesion Arsenal}}. A complete clear yields 28 fragments total, with each boss defeated dropping a portion of that total amount. It requires a total of four runs, assuming all of them are successful, to obtain enough fragments for one weapon.&lt;br /&gt;
&lt;br /&gt;
==Secondary Stats==&lt;br /&gt;
[[File:Eurekan weapons example roll.png|right|thumb|An example roll with 5 &amp;quot;lines&amp;quot;]]&lt;br /&gt;
Eurekan Weapons at the Pyros, Eureka, or Physeos stages can have their secondary stats upgraded at the [[Mnemeworks Station]], near Gerolt in Pyros. A weapon&#039;s secondary stats will be carried forward to any future item level upgrades. Intermediate-stage weapons in Hydatos (Hydatos, Hydatos +1, Base Eureka) cannot have their secondary stats modified.&lt;br /&gt;
&lt;br /&gt;
These stats are rolled randomly, at the cost of 2 {{item icon|Smoldering Protean Crystal}}s. Each weapon starts with one &amp;quot;line&amp;quot; of stats that it can randomly roll, and a total of 5 can be unlocked by repeatedly using the Mnemeworks Station. Each time the station is used, all unlocked lines reroll, and if 5 lines are not unlocked, an additional line may be unlocked and rolled as well. The reroll can be canceled, leaving the weapon with its stats unmodified, but the 2 {{item icon|Smoldering Protean Crystal}}s spent will not be refunded, and if the reroll unlocked an additional line the weapon will not retain it.&lt;br /&gt;
&lt;br /&gt;
As of the [[patch 6.0]] stat squish:&amp;lt;ref&amp;gt;https://i.imgur.com/17gnPy3.png&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Each line can give up to 84 of a stat.&lt;br /&gt;
** Paladin swords and shields are limited to 60, and 24 respectively.&lt;br /&gt;
* The same stat can be randomly rolled on multiple lines. For example, if line 1 gives 48 [[Critical Hit]], line 2 gives 30 Critical Hit, and line 3 gives 54 [[Skill Speed]], the total stat bonuses are 78 Critical Hit and 54 Skill Speed.&lt;br /&gt;
* Any stat bonuses totaling above 114 will be synced down to 114 inside of Eureka zones. These limits are 81 and 33 for paladin swords and shields, respectively. This means that bonuses larger than 114 will be partially &amp;quot;wasted&amp;quot;.&lt;br /&gt;
* There are 10 possible values for a given line, depending on the type of weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Two-handed weapon&#039;&#039;&#039; &lt;br /&gt;
| 30 || 36 || 42 || 48 || 54 || 60 || 66 || 72 || 78 || 84&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;PLD sword&#039;&#039;&#039;&lt;br /&gt;
| 24 || 28 || 32 || 36 || 40 || 44 || 48 || 52 || 56 || 60&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;PLD shield&#039;&#039;&#039;&lt;br /&gt;
| 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The available substats depend on the [[job]] the weapon is for:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! {{PLD}} {{WAR}} {{DRK}}&lt;br /&gt;
! {{WHM}} {{SCH}} {{AST}}&lt;br /&gt;
! {{MNK}} {{DRG}} {{NIN}} {{SAM}}&lt;br /&gt;
! {{BRD}} {{MCH}}&lt;br /&gt;
! {{BLM}} {{SMN}} {{RDM}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Critical Hit]]&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Determination]]&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Direct Hit Rate]]&lt;br /&gt;
|  ||  || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Skill Speed]]&lt;br /&gt;
| {{Yes}} ||  || {{Yes}} || {{Yes}} || &lt;br /&gt;
|-&lt;br /&gt;
! [[Spell Speed]]&lt;br /&gt;
|  || {{Yes}} ||  ||  || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Piety]]&lt;br /&gt;
|  || {{Yes}} ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
! [[Tenacity]]&lt;br /&gt;
| {{Yes}} ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to acquire items to upgrade===&lt;br /&gt;
* {{item icon|Smoldering Protean Crystal}}: Collect vitiated aether by killing Notorious Monsters and level-appropriate trash mobs in Eureka Pyros, then turn it in at the [[Mark II Crystal Forge]] in Eureka Pyros (22.3, 6.0). You will receive one {{item icon|Smoldering Protean Crystal}} for each full charge of vitiated aether.&lt;br /&gt;
** You must have acquired a Pyros Weapon before you can receive vitiated aether. You do not need to have the weapon equipped to obtain it.&lt;br /&gt;
** The kettle can hold a maximum of 9 charges of vitiated aether. If it starts to get full, be sure to turn it in so none gets wasted!&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
*Similar to [[Materia Melding|materia melding]], the most desirable substats to prioritize are generally: Critical Hit &amp;gt; Direct Hit Rate/Determination &amp;gt; Skill Speed/Spell Speed &amp;gt; Tenacity/Piety, although this varies depending on the job.&lt;br /&gt;
*For example, a &amp;quot;perfect&amp;quot; roll for Melee DPS would be Critical Hit ≥ 114 (2 lines), Determination + 84, Direct Hit + 84, Skill Speed +84.&lt;br /&gt;
**A good but not perfect roll could be Critical Hit ≥ 114 (2 lines), any Determination bonus (2 lines), any Direct Hit bonus (1 line).&lt;br /&gt;
*Due to the random nature of substat rolls, achieving an optimal set of rolls can be very time-consuming. These substats are only useful for slightly increasing player power within Eureka zones, which is marginal compared to [[Elemental Bonus]] derived from Physeos Weapons, [[Eureka Elemental Armor 2|Elemental Armor +2]], and [[Kirin&#039;s Osode Armor]].&lt;br /&gt;
&lt;br /&gt;
==Eureka Weapon Types==&lt;br /&gt;
{{Relic Weapons Table|sb}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ddSph13LecE|350|right|Video presentation of all Eurekan weapons}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=700px widths=368px mode=packed&amp;gt;&lt;br /&gt;
File:Stormblood Relic Comparison.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Eureka Weapons Achievements]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eurekan Weapons are associated with several [[achievements]].&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;
{{End Game Progression}}&lt;br /&gt;
[[Category:Guides]] [[Category:Relic Weapons]] [[Category:Patch 4.2 Features]] [[Category:Patch 4.3 Features‎]] [[Category:Patch 4.4 Features‎]] [[Category:Patch 4.5 Features‎]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ridorana_Lighthouse&amp;diff=692145</id>
		<title>The Ridorana Lighthouse</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Ridorana_Lighthouse&amp;diff=692145"/>
		<updated>2023-11-24T14:25:49Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Add a note on Yiazmat HP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| name = The Ridorana Lighthouse&lt;br /&gt;
| description = South of Rabanastre, in a remote corner of the Valnard Sea gapes a fathomless maw that, for centuries, has slowly devoured the world around it: Ridorana. Whether you believe the cataract natural wonder or demon-torn gate to the very underworld, journeys to her edge should be made with that utmost caution, seeing as none who have stumbled into the darkness have ever returned to tell their tale. An ancient spire once used by the Dalmascans as a lighthouse rises defiantly above the churning waters to warn forethoughtful and foolhardy alike. It is into this spire that the transformed Ba&#039;Gamnan has fled. It is into this hell that you must follow.&lt;br /&gt;
| image = TheRidoranaLighthouse.PNG&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 335&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = alliance&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Alliance Raids (Stormblood)&lt;br /&gt;
| roulette = alliance raid&lt;br /&gt;
| tomestones = 100 poetics + 80 causality + 10 comedy&lt;br /&gt;
| entrance = The Prima Vista Bridge&lt;br /&gt;
| entrance-coordinates = 6.3, 6.1&lt;br /&gt;
| location = The Ridorana Lighthouse&lt;br /&gt;
| region = ???&lt;br /&gt;
| req-quest = Annihilation&lt;br /&gt;
| patch = 4.3&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}} It is the second part of [[Return to Ivalice]].&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
#Defeat [[Famfrit the Darkening Cloud|Famfrit, the Darkening Cloud]]: 0/1&lt;br /&gt;
#Clear Spire Ravel: 0/1&lt;br /&gt;
#Defeat [[Belias, the Gigas]]: 0/1&lt;br /&gt;
#Clear the Walk of Divine Ascent: 0/1&lt;br /&gt;
#Defeat [[Construct 7]]: 0/1&lt;br /&gt;
#Arrive in the Clockwork Colliseum: 0/1&lt;br /&gt;
#Defeat [[Yiazmat]]: 0/1&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Famfrit the Darkening Cloud|Famfrit, the Darkening Cloud]]===&lt;br /&gt;
{{#ev:youtube|yQk1HYmdN5U|350|right|Video Guide}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tide Pod:&#039;&#039;&#039; Tankbuster.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Water IV:&#039;&#039;&#039; Significant arena-wide AoE damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny Cannonade:&#039;&#039;&#039; Mark player with an AoE circle. Damage to all players inside the AoE.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tsunami:&#039;&#039;&#039; AoE knockback, followed by Famfrit charging its amphora with water (visual effect) and releasing a large cone-shaped AoE. This deals massive damage and repeated knockback toward the edge of the arena, which is also a damage zone. It&#039;s possible to escape with {{item icon|Surecast}} or the like, but very difficult even then, so try to avoid it entirely. Famfrit will do this more than once. The visual of the amphora will indicate the direction of the AoE. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dark Ewer:&#039;&#039;&#039; Famfrit spawns a number of amphorae, that will downpour and move around. Getting hit by any of it will result in medium damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dark Rain:&#039;&#039;&#039; A number of AoE circles will be placed around the arena.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkening Rainfall:&#039;&#039;&#039; Famfrit spawns three (or more, later into the fight) &#039;&#039;Dark Rain&#039;&#039; adds. Expect &#039;&#039;Water IV&#039;&#039; shortly after the spawn. Having failed to kill all adds may result in several dead players or even a wipe. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dark Cannonade:&#039;&#039;&#039; Players are marked with red triangle. After a short time players will be tossed into the air and take moderate damage. Grouping together negates the toss and reduces the damage -- you only need to group with one other marked player! More doesn&#039;t hurt, but don&#039;t put in extra effort just to make a larger stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Add &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dark Rain:&#039;&#039;&#039; Blob-like add. Must be killed in about 30 seconds. If not killed in time, it will cast &#039;&#039;Explosion&#039;&#039; and deal significant arena-wide damage and inflict one stack of {{status effect|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Belias, the Gigas]]===&lt;br /&gt;
&lt;br /&gt;
Belias may split in two. Both will charge in a linear fashion. Note the arrow marker. Both Belias will charge to such a marker and from it in the direction of the arrow. The Belias will stop for about 3 seconds at such a marker. Getting hit by the charge will deal damage and inflict one stack of {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|slow}} &#039;&#039;&#039;[[Slow]]&#039;&#039;&#039;. It might be prudent to stand in the centre tile and move from there if necessary.&lt;br /&gt;
In general, expect to be inflicted by {{status effect|vulnerability up}}  &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; if you fail to avoid an avoidable damaging ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire:&#039;&#039;&#039; Prepare for &#039;&#039;Fire IV&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire IV:&#039;&#039;&#039; Arena-wide AoE, significant damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Eruption:&#039;&#039;&#039; Places nine rectangle shaped AoEs. The AoEs look like clock faces, with fast or slow spinning hands. Fast spinning will explode first, slower second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Hand of Time:&#039;&#039;&#039; Standing marker, tethered to players. After a short grace period, tethered players suffer Burn and Slow (more stacks the closer they are) and any player who contacts the tether suffers Stop.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rise, loyal minions. Heed my call!:&#039;&#039;&#039; Summons three &#039;&#039;Gigas&#039;&#039;. Charges &#039;&#039;Mana&#039;&#039; meter as long as the adds are alive. If they&#039;re near each other, they tether and gain {{buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039;, so tanks need to spread them apart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hellfire:&#039;&#039;&#039; Ultimate. Damage according to the charged &#039;&#039;Mana&#039;&#039; meter.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Bomb:&#039;&#039;&#039; Places four meteor markers. Clockwork hand will indicate the direction of the AoE, which can be rotated 90 degrees by having a player step into the circle. The hand will not rotate if a player is already standing in the circle, and the impact itself does not deal damage. Getting hit will inflict {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Add &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gigas:&#039;&#039;&#039; Mob has proximity shield that lowers damage suffered. It is necessary to pull them away from Belias and each other.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Construct 7]]===&lt;br /&gt;
{{quotation|Crude Scrawling at (X:10.5, Y:13.8)|A wise artithmetican once said the primes were the most lonesome of numbers. To that I say bollocks! 2, 3, 5, 7, 11, 13, 17, 19, 23, 31 ... and so on to eternity. There are enough digits here to start a fellowship!}}&lt;br /&gt;
&lt;br /&gt;
Construct 7 has two modes:&lt;br /&gt;
# &#039;&#039;&#039;Annihilation Mode&#039;&#039;&#039; - it will use its normal damage abilities. It starts in this mode.&lt;br /&gt;
# &#039;&#039;&#039;Computation Mode&#039;&#039;&#039; - it will execute a mathematical examination but will do nothing otherwise. See further down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Destroy:&#039;&#039;&#039; Tankbuster.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accelerate:&#039;&#039;&#039; Places large AoE circles under some players. Marks one player with a &#039;&#039;stack marker&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pulverize:&#039;&#039;&#039; Circular AoE around Construct 7, then four additional circle AoEs beneath random players. Followed by &#039;&#039;Compress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compress:&#039;&#039;&#039; Linear AoE from Construct 7 in a random direction. Later in the fight, this will be X-shaped linear AoEs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The construct cogs begin to whirr.:&#039;&#039;&#039; Places six AoE circles (cog wheels like, later blue). Construct 7 will charge the arena in a linear fashion. Places AoE circles under players and finally places a meteor arena-wide AoE in the centre of the arena.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lithobrake:&#039;&#039;&#039; Meteor AoE in &#039;&#039;The construct cogs begin to whirr.&#039;&#039; phase. Damage according to proximity to centre of the AoE. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dispose:&#039;&#039;&#039; Medium sized cone-shaped AoE (approximately 45° wide) shortly after &#039;&#039;Lithobrake&#039;&#039;. Construct 7 will jump to the centre of the arena and start using this ability, rotating clockwise or counterclockwise as it charges (which indicates the rotation Construct 7 will be doing during the execution). &#039;&#039;&#039;Be very wary of this ability. It is lethal.&#039;&#039;&#039; Further, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; will be inflicted on a hit. It is suggested that players &#039;&#039;rush&#039;&#039; to Construct 7 after &#039;&#039;Lithobrake&#039;&#039; and stay at its back at all time during &#039;&#039;Dispose&#039;&#039;. While Construct 7 is glowing red, he rotates faster and fires off more attacks.&lt;br /&gt;
** If you do get caught by Dispose, run &#039;&#039;into&#039;&#039; the direction of rotation. This will ensure you do not get hit more than once by letting Construct 7 rotate away from you, rather than trying to outrun him.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Computation Mode:&#039;&#039;&#039; This is a minigame phase. Player health is set to a single digit value. This is the base value for the mathematical operation. Stepping into one of the circles (1, 2, 3, 4) will add the respective value to the health of the player. The player is asked to step into a circle so that the player health, plus, possibly, the value of that circle, can be divided by a given number. Sometimes stepping into such a circle is not required, if the player health already fulfills the equation. Failure will apply one (1) stack of &#039;&#039;Computation Error&#039;&#039;. Success will apply one (1) stack of &#039;&#039;Computation Boost&#039;&#039;. Construct 7 will follow up with &#039;&#039;Incinerate&#039;&#039; after this phase, making it very important for healers to top off the raid as soon as the &#039;&#039;Subtract&#039;&#039; debuff ends.&lt;br /&gt;
** &#039;&#039;&#039;Subtract:&#039;&#039;&#039; Preparation for &#039;&#039;Computation Mode&#039;&#039;. Set player health to a single digit value. The player&#039;s health remains a single digit after the debuff wears off.&lt;br /&gt;
** &#039;&#039;&#039;Divide by Four:&#039;&#039;&#039; Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by four.&lt;br /&gt;
** &#039;&#039;&#039;Divide by Five:&#039;&#039;&#039; Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by five.&lt;br /&gt;
** &#039;&#039;&#039;Divide by Three:&#039;&#039;&#039; Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) can be divided by three.&lt;br /&gt;
** &#039;&#039;&#039;Indivisible:&#039;&#039;&#039; Step into one of the circles, so that the value of your current health plus the value of the circle (1 - 4) is a prime number (2, 3, 5, 7, 11, 13). 1 [https://en.wikipedia.org/wiki/Prime_number#Primality_of_one is not a prime number]!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tartarean Protocol Loaded:&#039;&#039;&#039; Add phase. Kill the &#039;&#039;Construct 7.1&#039;&#039; in time and step into the bluish orb in between the three arenas. Failure will result in the death of the player in this arena.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incinerate:&#039;&#039;&#039; Arena-wide AoE.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ventilate:&#039;&#039;&#039; Minor damage and knockback around Construct 7. Seems to have no real significance other than indicating that Construct 7&#039;s rotation is repeating. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Add &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Construct 7.1:&#039;&#039;&#039; Depending on your alliance, each Construct 7.1 performs a different mechanic.&lt;br /&gt;
** &#039;&#039;Alliance A&#039;&#039;: Marks players with + and - polarity, and tethers each player. If tethered to a player with the same polarity, get close. If tethered to a player with opposite polarity, get as far away from each other as possible.&lt;br /&gt;
** &#039;&#039;Alliance B&#039;&#039;: Missiles will spawn on the sides of the arena. Avoid them to prevent any unnecessary explosive damage.&lt;br /&gt;
** &#039;&#039;Alliance C&#039;&#039;: Uses &#039;&#039;Acceleration Bomb&#039;&#039;. Same as Ozma, dice-like debuff icon. Do not move or act in any way once the countdown (4s) is finished.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Yiazmat]]===&lt;br /&gt;
Yiazmat starts the fight with a greatly inflated HP due to his &#039;&#039;&#039;The One Dragon&#039;&#039;&#039; buff - his actual HP is 20% of that shown prior to the ultimate phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The One Dragon:&#039;&#039;&#039; A permanent buff on Yiazmat that drastically increases his maximum HP. Yiazmat begins the fight with this status buff, and it is only removed once the raid destroys the &#039;&#039;&#039;Heart of the Dragon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rake:&#039;&#039;&#039; Tankbuster. In addition to the cast bar, Yiazmat telegraphs this ability by shouting &amp;quot;I&#039;ll tear you limb from limb!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stone Breath:&#039;&#039;&#039; Yiazmat turns away from the tank and stands on his hind legs. A cone shaped AoE in the direction Yiazmat is facing will follow shortly after this animation. Being hit inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and {{status effect|petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039;. Yiazmat telegraphs this ability by shouting &amp;quot;Escape this!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dust Storm:&#039;&#039;&#039; Arena wide AoE, medium damage. Yiazmat telegraphs this ability by shouting &amp;quot;Agony and sorrow!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;White Breath:&#039;&#039;&#039; Yiazmat breathes icy breath around the entire platform, dealing heavy damage and inflicting {{status effect|slow}} &#039;&#039;&#039;[[Slow]]&#039;&#039;&#039;. The only safe zone is within Yiazmat&#039;s hitbox. Yiazmat telegraphs this ability by shouting &amp;quot;Your suffering is not yet over.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magnetic Lysis:&#039;&#039;&#039; Marks player with +/-, divides arena into +/- zones. Players should stay in the opposite zone of the player mark. Yiazmat telegraphs this ability by shouting &amp;quot;You will not know mercy!&amp;quot;&lt;br /&gt;
** &#039;&#039;Magnetic Lysis +&#039;&#039;: Signified by two reddish + signs around the player. Stay on the bluish ground.&lt;br /&gt;
** &#039;&#039;Magnetic Lysis -&#039;&#039;: Signified by two bluish - signs around the player. Stay on the reddish ground.&lt;br /&gt;
** &#039;&#039;Dust Storm&#039;&#039; will follow and deal more damage if the player is raised up from the ground, i.e. not in the correct half of the arena. &lt;br /&gt;
** Being on the same-colour side of the field inflicts a levitation debuff. The &#039;&#039;only&#039;&#039; way to remove this debuff is to step onto the opposite-colour side -- if Magnetic Lysis ends, the debuff will remain! (See &#039;&#039;&#039;Cyclone&#039;&#039;&#039; for why this is bad.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rake (Version 2):&#039;&#039;&#039; An arrow marker is placed on the ground. Yiazmat will charge to the arrow marker slowly and then continue to charge around the arena. Getting hit by Yiazmat will deal significant damage and inflict {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. Yiazmat telegraphs this ability by shouting &amp;quot;Like a knife through butter!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Summon:&#039;&#039;&#039; Summons three &#039;&#039;Wind Azer&#039;&#039;s, which will tether to 3 random players and shoot column AoEs in their direction. Yiazmat telegraphs the summoning by shouting &amp;quot;Your pain is my pleasure!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cyclone:&#039;&#039;&#039; AoE whirling all players around, significant damage. Group should be above 50% health. If a player has the floating debuff from &#039;&#039;&#039;Magnetic Lysis&#039;&#039;&#039; when this attack executes, they will be thrown out of the arena, resulting in instant death. Yiazmat telegraphs this ability by moving the center of the arena and shouting &amp;quot;Feel the wrath of my brothers!&amp;quot;.&lt;br /&gt;
** First time will be the prelude to the ultimate phase. Spawns three &#039;&#039;Archaeodemon&#039;&#039;s shortly after the players are on the ground again. The spawnpoints are in a triangle around Yiazmat. The first is right at the entrance, number two and three are in the north north west and north north east quadrant. As long as the &#039;&#039;Archaeodemon&#039;&#039;s are alive, the &#039;&#039;Mana&#039;&#039; meter will be charged. If the three &#039;&#039;Archaeodemon&#039;&#039;s are dead, the &#039;&#039;Heart of the Dragon&#039;&#039; becomes available, which must be destroyed before the &#039;&#039;Mana&#039;&#039; meter fills. Yiazmat begins this phase by moving to the center of the arena and shouting &amp;quot;You will pay for what you have done...with blood!&amp;quot;.&lt;br /&gt;
** Second time will be followed by &#039;&#039;Death Strike&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solar Storm:&#039;&#039;&#039; Ultimate. At fully charged &#039;&#039;Mana&#039;&#039; meter, this will deal 300,000 points of damage. Can be reduced by shields, though.  Anything above a 75% charged &#039;&#039;Mana&#039;&#039; meter will be some serious damage. Yiazmat shouts &amp;quot;Scream louder! I want to remember this!&amp;quot; as the ability is cast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death Strike:&#039;&#039;&#039; &#039;&#039;Stack marker&#039;&#039; on a player. Yiazmat telegraphs this ability by shouting &amp;quot;Armageddon will deliver the king&#039;s justice!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Growing Threat:&#039;&#039;&#039; {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; buff on Yiazmat, also making him glow orange. Yiazmat telegraphs this ability by shouting &amp;quot;My wounds...give me strength!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Add &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wind Azer:&#039;&#039;&#039; Tether with one player. Uses &#039;&#039;Ancient Aero&#039;&#039; - line shaped AoE in the direction of the tethered player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaeodemon:&#039;&#039;&#039; Summoned in ultimate phase. Must be killed in time to destroy the dragon&#039;s heart and end this phase. If two of them are close to each other, both will be buffed with &#039;&#039;Invulnerability&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Karma:&#039;&#039;&#039; Large, cone-shaped AoE.&lt;br /&gt;
*** &#039;&#039;&#039;Unholy Darkness:&#039;&#039;&#039; Circular AoE, placed under player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heart of the Dragon:&#039;&#039;&#039; Must be killed to end the ultimate phase. It might be prudent to use any LB available. Destroying this also removes Yiazmat&#039;s &#039;&#039;&#039;The One Dragon&#039;&#039;&#039; buff, greatly reducing his max HP.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Ivalician Armor (iLvl 360)}}&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Famfrit the Darkening Cloud|Famfrit, the Darkening Cloud]]===&lt;br /&gt;
*{{Item reward|10|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Famfrit the Darkening Cloud}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Belias, the Gigas]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Belias, the Gigas}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|link=]] [[Construct 7]]===&lt;br /&gt;
*{{Item reward|30|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Construct 7}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[Yiazmat]]===&lt;br /&gt;
*{{Item reward|40|Allagan Tomestone of Poetics}}&lt;br /&gt;
{{Drops list|Yiazmat}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Construct 8 (Minion)}}&lt;br /&gt;
{{Drops table row|Yiazmat Card}}&lt;br /&gt;
{{Drops table row|The Mystery of Giruvegan Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Apoplexy Orchestrion Roll}}&lt;br /&gt;
{{Drops table row|Flash of Steel Orchestrion Roll}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
When originally released, players could receive only one gear reward per week for completing duties in the Ridorana Lighthouse. Weekly restrictions were lifted in [[patch 4.4]].&lt;br /&gt;
&lt;br /&gt;
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.&lt;br /&gt;
* Players cannot open a treasure chest belonging to another party.&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|Didn&#039;t Stop, Made It Pop}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Ridorana Lighthouse}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&amp;lt;gallery heights=225px widths=400px mode=packed&amp;gt; &lt;br /&gt;
File:The Ridorana Lighthouse Gear1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Raid Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Image:The Ridorana Lighthouse1.jpg&lt;br /&gt;
Image:The Ridorana Lighthouse2.jpg&lt;br /&gt;
Image:The Ridorana Lighthouse3.png&lt;br /&gt;
Image:The Ridorana Lighthouse4.jpg&lt;br /&gt;
Image:The Ridorana Lighthouse5.jpg&lt;br /&gt;
Image:The Ridorana Lighthouse6.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Construct 7.png|[[Construct 7]]&lt;br /&gt;
File:FFXIV PUB Patch4 3 24 1.png|Fending&lt;br /&gt;
File:FFXIV PUB Patch4 3 24 2.png|Striking&lt;br /&gt;
File:FFXIV PUB Patch4 3 24 3.png|Aiming&lt;br /&gt;
File:FFXIV PUB Patch4 3 24 4.png|Casting&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The story for this raid was written by guest creator Yasumi Matsuno, director and writer of titles such as FINAL FANTASY TACTICS and FINAL FANTASY XII. The boss designs are from guest creator Keita Amemiya, creator and director of the GARO series. &lt;br /&gt;
*This location is directly based on the [https://finalfantasy.fandom.com/wiki/Pharos_(Final_Fantasy_XII) Pharos of Ridorana], an enormous tower dungeon, from [https://finalfantasy.fandom.com/wiki/Final_Fantasy_XII &#039;&#039;Final Fantasy XII&#039;&#039;].&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;br /&gt;
[[Category:Raids]] [[Category:Stormblood]] [[Category:Patch 4.3 Features]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=682664</id>
		<title>A Frosty Reception</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=682664"/>
		<updated>2023-11-01T18:02:28Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: logging out also clears the checkpoint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = A Frosty Reception&lt;br /&gt;
| image = A Frosty Reception.png&lt;br /&gt;
| description = [[Tataru]] is desperately trying to retain her composure as she prepares to see you off on another perilous journey. &lt;br /&gt;
| quest-giver = Tataru&lt;br /&gt;
| location = The Lochs&lt;br /&gt;
| location-x = 36.4&lt;br /&gt;
| location-y = 32.1&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 82&lt;br /&gt;
| exp = 462000&lt;br /&gt;
| gil = 2698&lt;br /&gt;
| unlocks = lc Garlemald, aet Camp Broken Glass&lt;br /&gt;
| prev-quest = Best of the Best&lt;br /&gt;
| next-quest = Tracks in the Snow, Bear Baiting, Your Inventory Is Not Full, The Culture of Ceruleum&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Upon speaking with the Ironworks Pilot, a solo duty will start. The duty (including cutscenes) is around &#039;&#039;&#039;25-35 minutes&#039;&#039;&#039; long, so plan your time accordingly.&lt;br /&gt;
&lt;br /&gt;
The solo duty consists of 3 phases as described below. The duty is also &#039;&#039;&#039;checkpointed&#039;&#039;&#039;, meaning that if you fail at any phase, you may restart from that phase (instead of having to restart from the beginning.) Note that this checkpoint is lost if you log out or enter any other instanced duty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 1&#039;&#039;&#039;: You fight as Thancred and have to sneak through a camp and set explosives. You need to use sneak past the troops without them seeing you too often.  Sneak up to guards and incapacitate them. With the dogs you have to use a bomb. Once explosives are set there is an exit right beside you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 2&#039;&#039;&#039;: Next you will play as yourself defending the carriages. You will progress forward three times to progress through this part of the battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 3&#039;&#039;&#039;:  Finally, you will help the rest. This phase takes place in a closed arena. The boss will do checked attacks. She then will do area AOE circles that spread out. At around 30% health she will retreat and call adds to attack the two khun chuluus; defend them until Sadu completes her &#039;&#039;&#039;Falling Dusk&#039;&#039;&#039; cast to complete the duty.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the [[Ironworks Pilot|Ironworks pilot]].&lt;br /&gt;
* Speak with [[Alphinaud]].&lt;br /&gt;
* Speak with [[Y&#039;shtola]].&lt;br /&gt;
* Speak with [[G&#039;raha Tia]].&lt;br /&gt;
* Speak with [[Lucia]].&lt;br /&gt;
* Speak with [[Alisaie]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Tataru is desperately trying to retain her composure as she prepares to see you off on another perilous journey.&lt;br /&gt;
&lt;br /&gt;
*You stand on the cusp of another adventure into parts unknown, where Tataru&#039;s lovingly woven garments may be your only protection against the unforgiving climate of the frozen north. Thankfully, most of the journey will be made by airship, and your pilot stands at the ready.&lt;br /&gt;
&lt;br /&gt;
*Almost immediately after landing in Ilsabard, you are drawn into a confrontation with a sizable force of tempered imperials. Thancred&#039;s bravery and ingenuity are instrumental in tipping the scales in your favor, although Vergilia and her IIIrd Legion troops prove stiff opposition nonetheless. Having taken them into custody in order to cure them of their tempering, your contingent marches onward to Garlemald.&lt;br /&gt;
&lt;br /&gt;
*Your party decides to make use of an abandoned village to establish a temporary base of operations, which is granted the moniker of Camp Broken Glass for the constant sound of ice cracking underfoot.&lt;br /&gt;
**※You can now travel to Garlemald by speaking with the Ironworks pilot in the Ala Mhigan Quarter.&lt;br /&gt;
&lt;br /&gt;
*With the airships safely moored and the tempered imperials receiving treatment, Alphinaud informs you that Lucia wishes to decide on a course of action with the Scions. Before that, you must round up Y&#039;shtola and G&#039;raha Tia, who have been exploring the vicinity.&lt;br /&gt;
&lt;br /&gt;
*Y&#039;shtola is particularly sensitive to disturbances in ambient aether, and since drawing close to the imperial capital, she has been beset by a strange malaise. She posits that it is likely caused by the monstrous tower looming on the horizon, where she senses vast amounts of aether gathering. Fortunately, she should still be well enough to participate in the meeting, and she agrees to join you soon.&lt;br /&gt;
&lt;br /&gt;
*G&#039;raha Tia has busied himself investigating the nearby residences, and his findings strongly suggest that much, if not all of the local populace, has been tempered. Without any villagers present to verify this theory, however, the current evidence can only be considered circumstantial at best. Putting aside his work for the time being, he makes his way towards the meeting place.&lt;br /&gt;
&lt;br /&gt;
*Now that you have successfully infiltrated Garlemald, Lucia outlines the contingent&#039;s plans for scouting the vicinity. She assigns you, Alisaie, and Alphinaud the task of searching for survivors in the outskirts of the capital, which despite being within the city walls, are largely covered in vast swathes of ice and snow.&lt;br /&gt;
&lt;br /&gt;
*Alisaie, like many members of the contingent, has yet to acclimatize herself to the unrelenting cold of Ilsabard. As she points out, even the people of Garlemald would soon perish in such conditions if deprived of warmth. Though you know not what awaits in the frozen wastes, you grit your teeth and prepare to venture forth.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Voidcast_Dais&amp;diff=614882</id>
		<title>The Voidcast Dais</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Voidcast_Dais&amp;diff=614882"/>
		<updated>2023-07-23T17:10:54Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Fixed attack name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the story-mode [[Main Scenario]] [[trial]]|the level 90 challenge-mode [[trial]]|The Voidcast Dais (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Having opened a voidgate of enormous proportions in Mare Lamentorum, you successfully cross over to the moon of the Thirteenth, beneath whose sanguine surface you find the imprisoned Azdaja. Alas, just when it seems the great wyrm&#039;s liberation is in sight, you are forced to watch as she is twisted into a being of Darkness by her captor Golbez. So it is that you sally forth into the black-clad villain&#039;s conjured stage, there to end his unholy crusade and free Azdaja from her torment.&lt;br /&gt;
| image = The Voidcast Dais.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 615&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = Trials (Endwalker)&lt;br /&gt;
| roulette = Trials&lt;br /&gt;
| tomestones = 12 causality + 8 comedy&lt;br /&gt;
| location = The Voidcast Dais&lt;br /&gt;
| region = ???&lt;br /&gt;
| entrance = The Voidcast Dais (Zone)&lt;br /&gt;
| entrance-coordinates = 6.1, 6.1&lt;br /&gt;
| req-quest = Abyssal Dark&lt;br /&gt;
| patch = 6.4&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|f0h9cB0AOqg|350|right|Trial Guide by MTQcapture}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Knight in Black: [[Golbez]]===&lt;br /&gt;
Note that players can fall off the edge of the arena to their death, although they can be resurrected after a moderate delay.&lt;br /&gt;
&lt;br /&gt;
====Phase 1====&lt;br /&gt;
*&#039;&#039;&#039;Terrastorm&#039;&#039;&#039;: Forms rock above random corner. Move away to avoid.&lt;br /&gt;
*&#039;&#039;&#039;Crescent Blade&#039;&#039;&#039;: Frontal cleave towards random player. Move behind.&lt;br /&gt;
*&#039;&#039;&#039;Arctic Assault&#039;&#039;&#039;: Targets opposite sides of the room. Stand behind &amp;quot;arrows&amp;quot; to avoid.&lt;br /&gt;
*&#039;&#039;&#039;Void Meteor&#039;&#039;&#039;: Targets both tanks (regardless of emnity). Multiple hits = cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Lingering Spark&#039;&#039;&#039;: Multiple circle attacks under players. Move away.&lt;br /&gt;
*&#039;&#039;&#039;Binding Cold&#039;&#039;&#039;: Raid-wide damage + {{status effect|Frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039;. Cooldowns, heals, and shields.&lt;br /&gt;
&lt;br /&gt;
====Phase 2====&lt;br /&gt;
*&#039;&#039;&#039;Azdaja&#039;s Shadow&#039;&#039;&#039;: Phase transition&lt;br /&gt;
*&#039;&#039;&#039;Black Fang&#039;&#039;&#039;: Massive raid-wide damage. Cooldowns, heals, and shields.&lt;br /&gt;
*&#039;&#039;&#039;Azdaja&#039;s Shadow&#039;&#039;&#039;: Powers up blade. Next &#039;&#039;&#039;Crescent Blade&#039;&#039;&#039; will become &#039;&#039;&#039;Shadow Crescent&#039;&#039;&#039; and have extra circle attack.&lt;br /&gt;
*&#039;&#039;&#039;Burning Shade&#039;&#039;&#039;: Spread markers on all players. Do not overlap.&lt;br /&gt;
*&#039;&#039;&#039;Meteor Phase&#039;&#039;&#039;: Soak towers in East and West. One healer = knockback marker.&lt;br /&gt;
**Knockback healer stands still near/south of center.&lt;br /&gt;
**All other players get knocked into towers to soak.&lt;br /&gt;
**Healer tethered to dragon after knockback.&lt;br /&gt;
**Line attack in that direction - pull away from raid.&lt;br /&gt;
*&#039;&#039;&#039;Double Meteor&#039;&#039;&#039;: Proximity-damage from north or south corners. Move to opposite side to minimize damage.&lt;br /&gt;
*&#039;&#039;&#039;Gale Sphere&#039;&#039;&#039;: Spawns four clones in random order. Clones attack in order they spawn&lt;br /&gt;
**Each clone blasts across platform. Find &amp;quot;safe&amp;quot; lane between orbs during each round.&lt;br /&gt;
*&#039;&#039;&#039;Void Stardust&#039;&#039;&#039;: Two circle telegraphs appear in opposite corners. Move down platform edges and return through center.&lt;br /&gt;
*&#039;&#039;&#039;Eventide Fall&#039;&#039;&#039;: Targets each healer for line attack. Split into light parties to share damage.&lt;br /&gt;
*&#039;&#039;&#039;Immolating Shade&#039;&#039;&#039;: One player marked for stack-up. Stack up to share damage.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item icon|Golbez Card}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
The Voidcast Dais NM.png&lt;br /&gt;
The Voidcast Dais boss.png&lt;br /&gt;
The Voidcast Dais1.jpg&lt;br /&gt;
The Voidcast Dais2.jpg&lt;br /&gt;
Golbez1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520716</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520716"/>
		<updated>2023-01-29T03:00:52Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: fixing my wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Delubrum Reginae|Adventuring Forays}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = Delubrum Reginae (Savage).png&lt;br /&gt;
| type = BSF&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = A Seaside Story&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
| no-footer-text = y&lt;br /&gt;
}} [[Delubrum Reginae (Savage)]] is a 24-48 player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named {{questlink|feature|A Seaside Story}}.&lt;br /&gt;
&lt;br /&gt;
*Completed the {{questlink|feature|Fit for a Queen}} quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Currently holding at least {{mettle|700000}} [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 24-48 player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff ([[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who fails specific mechanics, converting into a fatal {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; has been reached, [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Note that both versions of the debuff only expire &#039;&#039;&#039;at the end of the encounter&#039;&#039;&#039; (instead of lasting for 2 minutes like in the normal duty.) Seeing as the {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Seeker]]==&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Warrior]] (Optional)==&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; or &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely maneuvering towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;, leaving only a cross-shaped area near the center trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Dahu]]==&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Queen&#039;s Guard]]==&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Bozjan Phantom]]==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;{{action icon|Lost Banish III}}&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Avowed]]==&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Lord]]==&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[The Queen]]==&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, as well as a dispellable {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the center in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to preemptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
It is important to note that Delubrum Reginae (Savage) uses &#039;&#039;&#039;Personal Loot&#039;&#039;&#039;, so you have to be sure to click and loot each chest yourself.&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Slimes &amp;amp; Golems]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Seeker]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Dahu]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Warrior]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Queen&#039;s Guard]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
Successful duel:&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Bozjan Phantom]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Avowed]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Lord]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Queen]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Save the Princess|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords I}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords II}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|adventuring foray}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.4 Features]] [[Category:Shadowbringers]] [[Category:Adventuring Forays]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520712</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520712"/>
		<updated>2023-01-29T02:57:37Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Delubrum Reginae|Adventuring Forays}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = Delubrum Reginae (Savage).png&lt;br /&gt;
| type = BSF&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = A Seaside Story&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
| no-footer-text = y&lt;br /&gt;
}} [[Delubrum Reginae (Savage)]] is a 24-48 player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named {{questlink|feature|A Seaside Story}}.&lt;br /&gt;
&lt;br /&gt;
*Completed the {{questlink|feature|Fit for a Queen}} quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Currently holding at least {{mettle|700000}} [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 24-48 player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff ([[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who fails specific mechanics, converting into a fatal {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; has been reached, [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Note that both of these debuffs only expire &#039;&#039;&#039;at the end of the encounter&#039;&#039;&#039; (instead of lasting for 2 minutes like in the normal version.) Seeing as the {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Seeker]]==&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Warrior]] (Optional)==&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; or &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely maneuvering towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;, leaving only a cross-shaped area near the center trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Dahu]]==&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Queen&#039;s Guard]]==&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Bozjan Phantom]]==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;{{action icon|Lost Banish III}}&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Avowed]]==&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Lord]]==&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[The Queen]]==&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, as well as a dispellable {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the center in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to preemptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
It is important to note that Delubrum Reginae (Savage) uses &#039;&#039;&#039;Personal Loot&#039;&#039;&#039;, so you have to be sure to click and loot each chest yourself.&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Slimes &amp;amp; Golems]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Seeker]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Dahu]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Warrior]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Queen&#039;s Guard]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
Successful duel:&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Bozjan Phantom]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Avowed]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Lord]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Queen]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Save the Princess|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords I}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords II}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|adventuring foray}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.4 Features]] [[Category:Shadowbringers]] [[Category:Adventuring Forays]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520709</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=520709"/>
		<updated>2023-01-29T02:55:48Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Ruin stacks do not expire after 2 minutes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Delubrum Reginae|Adventuring Forays}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = Delubrum Reginae (Savage).png&lt;br /&gt;
| type = BSF&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = A Seaside Story&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
| no-footer-text = y&lt;br /&gt;
}} [[Delubrum Reginae (Savage)]] is a 24-48 player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named {{questlink|feature|A Seaside Story}}.&lt;br /&gt;
&lt;br /&gt;
*Completed the {{questlink|feature|Fit for a Queen}} quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Currently holding at least {{mettle|700000}} [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 24-48 player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff ([[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who fails avoidable mechanics, converting into a fatal {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039; has been reached, [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Note that both of these debuffs only expire &#039;&#039;&#039;at the end of the encounter&#039;&#039;&#039; (instead of lasting for 2 minutes like in the normal version.) Seeing as the {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Seeker]]==&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Warrior]] (Optional)==&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; or &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely maneuvering towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;, leaving only a cross-shaped area near the center trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Dahu]]==&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the [[File:Pride of the lioness icon1.png|link=]] &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Queen&#039;s Guard]]==&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Bozjan Phantom]]==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;{{action icon|Lost Banish III}}&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Avowed]]==&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Lord]]==&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;, &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;{{action icon|Arm&#039;s Length}}&#039;&#039;&#039; and &#039;&#039;&#039;{{action icon|Surecast}}&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies [[File:Twice-come ruin icon1.png|link=]] &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;{{action icon|Lost Perception}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[The Queen]]==&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty {{status effect|bleed}} &#039;&#039;&#039;[[Bleed]]&#039;&#039;&#039;, as well as a dispellable {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;{{action icon|Esuna}}&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;{{action icon|Provoke}}&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the center in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;{{action icon|Lost Dispel}}&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;{{action icon|Lost Reflect}}&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to preemptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;{{action icon|Lost Aethershield}}&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
It is important to note that Delubrum Reginae (Savage) uses &#039;&#039;&#039;Personal Loot&#039;&#039;&#039;, so you have to be sure to click and loot each chest yourself.&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Slimes &amp;amp; Golems]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Seeker]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Dahu]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Warrior]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Queen&#039;s Guard]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
Successful duel:&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Bozjan Phantom]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Avowed]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Lord]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Queen]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Save the Princess|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords I}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords II}}&lt;br /&gt;
{{achievement table row|Savage Queen of Swords III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|adventuring foray}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.4 Features]] [[Category:Shadowbringers]] [[Category:Adventuring Forays]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thou_Must_Live,_Die,_and_Know&amp;diff=470613</id>
		<title>Thou Must Live, Die, and Know</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Thou_Must_Live,_Die,_and_Know&amp;diff=470613"/>
		<updated>2022-10-07T09:17:56Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Thou Must Live, Die, and Know&lt;br /&gt;
| image = &lt;br /&gt;
| description = [[Venat]] is watching you in quiet contemplation.&lt;br /&gt;
| quest-giver = Venat&lt;br /&gt;
| location = Elpis&lt;br /&gt;
| location-x = 30.9&lt;br /&gt;
| location-y = 22.4&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 87&lt;br /&gt;
| exp = 495000&lt;br /&gt;
| gil = 1152&lt;br /&gt;
| unlocks = ach Carrying Our Song&lt;br /&gt;
| prev-quest = Caging the Messenger&lt;br /&gt;
| next-quest = As the Heavens Burn, Fish Time Forgot&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Upon speaking with Venat and returning, a sequence of cutscenes will play. The cutscene sequence will take between &#039;&#039;&#039;18-20 minutes&#039;&#039;&#039;, depending on text advance speeds. Plan your time accordingly.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with [[Venat]].&lt;br /&gt;
* Report to [[Krile]] in the main hall of [[the Baldesion Annex]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Venat is watching you in quiet contemplation.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Caging_the_Messenger&amp;diff=470612</id>
		<title>Caging the Messenger</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Caging_the_Messenger&amp;diff=470612"/>
		<updated>2022-10-07T08:07:25Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Added long cutscene warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While not mentioned, there is a cutscene approximately &#039;&#039;&#039;30 minutes&#039;&#039;&#039; long immediately after exiting the dungeon, with the first 17 minutes being auto-advanced and cannot be paused. Plan your time accordingly. &lt;br /&gt;
&lt;br /&gt;
{{Quest infobox&lt;br /&gt;
| title = Caging the Messenger&lt;br /&gt;
| image = Caging the Messenger.png&lt;br /&gt;
| description = [[Hythlodaeus]] is pondering what to do next.&lt;br /&gt;
| quest-giver = Hythlodaeus&lt;br /&gt;
| location = Elpis&lt;br /&gt;
| location-x = 31.6&lt;br /&gt;
| location-y = 15.4&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 87&lt;br /&gt;
| exp = 495000&lt;br /&gt;
| gil = 4000&lt;br /&gt;
| unlocks = dg Ktisis Hyperboreia, cur Aether Current&lt;br /&gt;
| prev-quest = Follow&amp;amp;comma; Wander&amp;amp;comma; Stumble&amp;amp;comma; Listen&lt;br /&gt;
| next-quest = Thou Must Live&amp;amp;comma; Die&amp;amp;comma; and Know&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with [[Venat]].&lt;br /&gt;
* Enter [[Ktisis Hyperboreia]].&lt;br /&gt;
* Speak with [[Venat]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Hythlodaeus is pondering what to do next.&lt;br /&gt;
&lt;br /&gt;
*Hermes has taken refuge within the observational facility of Ktisis Hyperboreia. Although the reasons to do so are as diverse as the company you keep, it is decided that you will chase down and confront the chief overseer and his creation.&lt;br /&gt;
&lt;br /&gt;
*You arrive at the front door to find the facility in a state of alert. The scholars milling outside seem oblivious as to who sounded the alarum or why, but for you and your companions, the circumstances of this emergency are crystal clear. Wary of what other obstacles Hermes may have placed in your path, you assign roles, square your shoulders, and prepare to march into the magically expanded environs of Ktisis Hyperboreia.&lt;br /&gt;
**※Speak with your companion NPCs outside the instance entrance if you wish to enlist them for this duty.&lt;br /&gt;
**※Use the Duty Finder if you wish to complete the instance alongside fellow players.&lt;br /&gt;
&lt;br /&gt;
*You fight your way through the many fields and floors of the facility until at last you reach the highest platform in Ktisis Hyperboreia. There awaits an unrepentant and transformed Hermes, who refuses to surrender Meteion into the Convocation&#039;s custody. A tempestuous battle ensues, but in the end, your efforts to subdue the chief overseer prove successful...&lt;br /&gt;
&lt;br /&gt;
*Silent until now, Hermes&#039;s question about happiness amongst the stars prompts Meteion to step forward and describe the anguished desperation of the races she encountered. She declares her intention to relieve all life of the burden of existence, and Hermes, after binding your companny in chains of aether, accepts this ultimatum as a challenge to the worthiness of mankind. In order to ensure the &amp;quot;fairness&amp;quot; of the determination, the chief summons Kairos to alter the memories of everyone present, such that all that occurred since your arrival in Elpis would be wiped clean. Before the process begins, however, he bids Meteion escape to the edge of the universe, knowing that he will soon believe her and her sisters to have perished in an accident. It is then that Venat breaks her shackles and chases the entelechy into the sky. Likewise freed of your bonds, you and Hythlodaeus distract Hermes, while Emet-Selch tears a hole in the spatial confluence to afford you and escape route. Venat returns from her failed pursuit just in time to have Argos bear you both through the portal and evade the Kairos-induced amnesia. Hythlodaeus and Emet-Selch are not so fortunate, and now it falls to you and Venat to remember - and safeguard - your respective realities.&lt;br /&gt;
&lt;br /&gt;
*Rested somewhat from the encounter, you listen in sadness as Venat explains what will likely become of Hermes now that Meteion is gone. In an instant, it seems that so much was lost, but there is much that remains for you to do...&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
???&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=In_from_the_Cold&amp;diff=468167</id>
		<title>In from the Cold</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=In_from_the_Cold&amp;diff=468167"/>
		<updated>2022-10-02T17:12:55Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = In from the Cold&lt;br /&gt;
| image = In from the Cold.png&lt;br /&gt;
| description = [[Lucia]] has further news for you.&lt;br /&gt;
| quest-giver = Lucia&lt;br /&gt;
| location = Garlemald&lt;br /&gt;
| location-x = 14.4&lt;br /&gt;
| location-y = 29.8&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 83&lt;br /&gt;
| exp = 468600&lt;br /&gt;
| gil = 2000&lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = Strange Bedfellows&lt;br /&gt;
| next-quest = Gateway of the Gods&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This is a long quest - allocate up to &#039;&#039;&#039;45 minutes&#039;&#039;&#039; starting from the point you trigger the cutscene.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
* The goal is to avoid attention as much as possible.  Walk behind hostiles to avoid attracting attention.&lt;br /&gt;
* While you can fight, you have no passive health regeneration, and active healing options are limited.  Magitek units in particular are nearly impossible to kill.&lt;br /&gt;
* If you do manage to attract the attention of a hostile, even a Magitek unit, you &#039;&#039;can&#039;&#039; get them to de-aggro and reset by running far enough away, provided you can avoid aggroing other hostiles while you flee.&lt;br /&gt;
* There are a number of clickable objects, corpses, and magitek wrecks around the area.  The majority of them contain medkits, buffs, or nothing at all.  Medkits can be used from the duty actions interface, restoring approximately half of the soldier&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
* First, you must defeat the soldier that walked to the left (east) from where you jump down off the bridge.  This shouldn&#039;t be difficult.&lt;br /&gt;
** Remember to use Fight or Flight (second hotbar slot) and Rampart (third hotbar slot)to increase your damage done and reduce your damage taken, respectively.&lt;br /&gt;
** This fight will leave you relatively low on health, but you should easily survive it, as long as you dodge the attack telegraphs from the imperial soldier.&lt;br /&gt;
** Interact with the soldier&#039;s corpse, then inspect it to receive a medkit, which you can use to restore some of the HP you lost.&lt;br /&gt;
** Interact with the soldier&#039;s corpse again and pay your respects before moving on, while you&#039;re warned that you need to avoid attracting attention to survive.&lt;br /&gt;
&lt;br /&gt;
* Your next task is to find a way to exit the large initial area you are confined within.&lt;br /&gt;
** Look for and interact with an Immobilized Magitek Reaper south of the start point, at (23.6, 16.9).  You must click this Magitek Reaper wreck to proceed with the other two tasks.&lt;br /&gt;
** The building immediately north of and slightly to the west of the Immobilized Magitek Reaper contains an injured imperial soldier, who gives you keys to the Magitek Reaper outside.&lt;br /&gt;
** On the east side of the area, at (27.4, 13.4), you&#039;ll find a Fuel-concealing Wreckage.  Interacting with it (only &#039;&#039;after&#039;&#039; having interacted with the Immobilized Magitek Reaper) will give you a Ceruleum Tank, which you must then carry back to the Immobilized Magitek Reaper.  Note that your hands will be full while doing so, and you will not be able to use any of your abilities. If you are damaged while carrying the tank, you will drop it there and have to pick it back up when the threat is handled.&lt;br /&gt;
&lt;br /&gt;
* Once you have the keys and the fuel for the Reaper, board it.&lt;br /&gt;
** The reaper has 3 abilities:&lt;br /&gt;
*** Slot 1 is Magitek Cannon, a ground-target AoE with a short cast time and no cooldown.  The cast time means you generally have to lead moving targets a bit to hit them.&lt;br /&gt;
*** Slot 2 is Diffractive Magitek Cannon, a line-attack AoE with a short cast time and a short cooldown.&lt;br /&gt;
*** Slot 3 is High-power Magitek Cannon, an instant ground-target AoE with a much larger radius than the Slot 1 ability, but with a short cooldown.&lt;br /&gt;
*** All 3 abilities do 5000 damage, which one-shots all of the Magitek units involved in this combat sequence.&lt;br /&gt;
** There will be a large pack of Magitek units to the west, in front of the shimmering curtain of light blocking your way.  Use the Reaper&#039;s abilities to defeat them.  After the first wave is down, several more waves will spawn.&lt;br /&gt;
** From the center will spawn packs of 5-7 small Magitek Slasher units.  The reaper&#039;s first ability is sufficient for these, though you can also use the other two&lt;br /&gt;
** Occasionally on the right, a larger Magitek Vanguard will spawn and start using Drill Cannons, a telegraphed line attack on the Reaper&#039;s location.  This can be taken out easily using the first or third ability.&lt;br /&gt;
** From the left, directly next to the curtain, will spawn Magitek Death Claws, who will slowly walk towards you in a line.  Use the second Reaper&#039;s ability, as the line attack will clear out the entire line all of the Death Claws in a single shot.&lt;br /&gt;
&lt;br /&gt;
* After the waves have been defeated, dismount the Reaper using the last ability in the hotbar, then make your way towards where the shimmering curtain used to be.  Two tempered imperial soldiers will spawn and begin patrolling north-and-south in the area.  Avoid then by walking behind them and make your way south, then west under the broken bridge segments.&lt;br /&gt;
* You&#039;ll be instructed to kill a number of creatures that are attacking imperial soldiers in the area as you make your way northwest.  Most will focus on their imperial soldier targets, so it&#039;s a simple matter of using your first-slot ability repeatedly until they&#039;re all dead.&lt;br /&gt;
* Continue north until you enter a circular area.  Tempered imperial soldiers will spawn and attack, while several mechanics go out.  Remember to use your medkits if your health gets low.&lt;br /&gt;
** Each allied soldier will have a circle placed on them, in several waves.  Simply don&#039;t stand in any other circles.&lt;br /&gt;
** A line stack marker will appear on you.  All of the NPC soldiers will beeline it to your location, so you don&#039;t have to move anywhere for it.&lt;br /&gt;
** A room-wide AoE with a small circular safe-zone in the middle will appear.  It takes a while to go off (10-15s), but be in the middle safe zone when it does.&lt;br /&gt;
** The explosion will ignite the ceruleum tanks near the center, which will then explode, leaving you very low on health (regardless of how much HP you had) and toss you a distance before you black out.&lt;br /&gt;
&lt;br /&gt;
* A quick-time event will start, where you need to repeatedly press your keyboard/controller buttons to &amp;quot;retain consciousness&amp;quot;.  As long as the meter does not empty before the time runs out, you succeed.&lt;br /&gt;
* You spawn laying on the ground, heavily injured, and are instructed to crawl halfway across the zone to Camp Broken Glass.  You move very slowly, but accelerate a bit as stacks of your debuff fall off.  Fortunately, you do not need to crawl the entire way there, just down to the end of the street (until your debuff counts down to zero) before the duty is considered complete and a cutscene plays.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Speak with [[Y&#039;shtola]].&amp;lt;br&amp;gt;※ Upon speaking with Y&#039;shtola several cutscenes and Solo Duty will commence in sequence.&lt;br /&gt;
*Speak with [[Alisaie]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Lucia has further news for you.&lt;br /&gt;
&lt;br /&gt;
*Lucia tells you that the contingent has made excellent progress in their plans to provide heat and sustenance for the remaining Garleans. As there is nothing so dire as to require your expertise, she asks that you check on Y&#039;shtola.&lt;br /&gt;
&lt;br /&gt;
*After speaking with Y&#039;shtola, you settle in for a restful supper with comrades old and new. Alas, the moment of peace is shattered by a great wave of aether from the Tower of Babil. Though members of the contingent are protected by their warding scales, the imperials are not so fortunate, and wail as the tempering force begins to twist and torment their minds. You move to help, but are caught off guard by the sudden appearance of Fandaniel, who puts you to sleep and whisks you away...&lt;br /&gt;
&lt;br /&gt;
:When you awaken, you find yourself seated at a table set for dinner across from Zenos, as a smirking Fandaniel looks on. It is then you realize that your body is not your own, your soul having been extracted and placed within borrowed flesh. Your hosts then proceed to wax poetic about the primal Anima─summoned with the corpse of Varis himself, Fandaniel reveals─and Zenos&#039;s unflagging desire to cross swords with you once again.&lt;br /&gt;
&lt;br /&gt;
*To spur you to accept his demand for a rematch, Zenos takes control of your true body, and you are forced to pursue him through half of Regio Urbanissima to prevent him from deceiving and harming your comrades. You catch up to him in the nick of time, but it appears there will be no celebrating this small victory, as Fandaniel gleefully announces that the Final Days are soon to begin. Having at last returned to Camp Broken Glass─and yourself─you take a moment to settle back into your body before reassuring your comrades that all is well.&lt;br /&gt;
&lt;br /&gt;
*Alisaie, like the others, is less than pleased with recent events, and more motivated than ever to put a stop to the cruel machinations of the Telophoroi. The time to defeat Fandaniel and Zenos once and for all draws nigh!&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467666</id>
		<title>A Frosty Reception</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467666"/>
		<updated>2022-09-28T10:12:22Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = A Frosty Reception&lt;br /&gt;
| image = A Frosty Reception.png&lt;br /&gt;
| description = [[Tataru]] is desperately trying to retain her composure as she prepares to see you off on another perilous journey. &lt;br /&gt;
| quest-giver = Tataru&lt;br /&gt;
| location = The Lochs&lt;br /&gt;
| location-x = 36.4&lt;br /&gt;
| location-y = 32.1&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 82&lt;br /&gt;
| exp = 462000&lt;br /&gt;
| gil = 2698&lt;br /&gt;
| unlocks = lc Camp Broken Glass&lt;br /&gt;
| prev-quest = Best of the Best&lt;br /&gt;
| next-quest = Tracks in the Snow, Bear Baiting, Your Inventory Is Not Full, The Culture of Ceruleum&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Upon speaking with the Ironworks Pilot, a solo duty will start. The duty (including cutscenes) is around &#039;&#039;&#039;25-35 minutes&#039;&#039;&#039; long, so plan your time accordingly.&lt;br /&gt;
&lt;br /&gt;
The solo duty consists of 3 phases as described below. The duty is also &#039;&#039;&#039;checkpointed&#039;&#039;&#039;, meaning that if you fail at any phase, you may restart from that phase (instead of having to restart from the beginning.) Note that this checkpoint is lost if you enter any other instanced duty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 1&#039;&#039;&#039;: You fight as Thancred and have to sneak through a camp and set explosives. You need to use sneak past the troops without them seeing you too often.  Sneak up to guards and incapacitate them. With the dogs you have to use a bomb. Once explosives are set there is an exit right beside you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 2&#039;&#039;&#039;: Next you will play as yourself defending the carriages. You will progress forward three times to progress through this part of the battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 3&#039;&#039;&#039;:  Finally, you will help the rest. This phase takes place in a closed arena. The boss will do checked attacks. She then will do area AOE circles that spread out. At around 30% health she will retreat and call adds to attack the two khun chuluus; defend them until Sadu completes her &#039;&#039;&#039;Falling Dusk&#039;&#039;&#039; cast to complete the duty.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the [[Ironworks Pilot|Ironworks pilot]].&amp;lt;br&amp;gt;※ Upon speaking with Ironworks Pilot several cutscenes and Solo Duty will commence in sequence.&lt;br /&gt;
* Speak with [[Alphinaud]].&lt;br /&gt;
* Speak with [[Y&#039;shtola]].&lt;br /&gt;
* Speak with [[G&#039;raha Tia]].&lt;br /&gt;
* Speak with [[Lucia]].&lt;br /&gt;
* Speak with [[Alisaie]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Tataru is desperately trying to retain her composure as she prepares to see you off on another perilous journey.&lt;br /&gt;
&lt;br /&gt;
*You stand on the cusp of another adventure into parts unknown, where Tataru&#039;s lovingly woven garments may be your only protection against the unforgiving climate of the frozen north. Thankfully, most of the journey will be made by airship, and your pilot stands at the ready.&lt;br /&gt;
&lt;br /&gt;
*Almost immediately after landing in Ilsabard, you are drawn into a confrontation with a sizable force of tempered imperials. Thancred&#039;s bravery and ingenuity are instrumental in tipping the scales in your favor, although Vergilia and her IIIrd Legion troops prove stiff opposition nonetheless. Having taken them into custody in order to cure them of their tempering, your contingent marches onward to Garlemald.&lt;br /&gt;
&lt;br /&gt;
*Your party decides to make use of an abandoned village to establish a temporary base of operations, which is granted the moniker of Camp Broken Glass for the constant sound of ice cracking underfoot.&lt;br /&gt;
**※You can now travel to Garlemald by speaking with the Ironworks pilot in the Ala Mhigan Quarter.&lt;br /&gt;
&lt;br /&gt;
*With the airships safely moored and the tempered imperials receiving treatment, Alphinaud informs you that Lucia wishes to decide on a course of action with the Scions. Before that, you must round up Y&#039;shtola and G&#039;raha Tia, who have been exploring the vicinity.&lt;br /&gt;
&lt;br /&gt;
*Y&#039;shtola is particularly sensitive to disturbances in ambient aether, and since drawing close to the imperial capital, she has been beset by a strange malaise. She posits that it is likely caused by the monstrous tower looming on the horizon, where she senses vast amounts of aether gathering. Fortunately, she should still be well enough to participate in the meeting, and she agrees to join you soon.&lt;br /&gt;
&lt;br /&gt;
*G&#039;raha Tia has busied himself investigating the nearby residences, and his findings strongly suggest that much, if not all of the local populace, has been tempered. Without any villagers present to verify this theory, however, the current evidence can only be considered circumstantial at best. Putting aside his work for the time being, he makes his way towards the meeting place.&lt;br /&gt;
&lt;br /&gt;
*Now that you have successfully infiltrated Garlemald, Lucia outlines the contingent&#039;s plans for scouting the vicinity. She assigns you, Alisaie, and Alphinaud the task of searching for survivors in the outskirts of the capital, which despite being within the city walls, are largely covered in vast swathes of ice and snow.&lt;br /&gt;
&lt;br /&gt;
*Alisaie, like many members of the contingent, has yet to acclimatize herself to the unrelenting cold of Ilsabard. As she points out, even the people of Garlemald would soon perish in such conditions if deprived of warmth. Though you know not what awaits in the frozen wastes, you grit your teeth and prepare to venture forth.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467665</id>
		<title>A Frosty Reception</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467665"/>
		<updated>2022-09-28T10:09:36Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: further additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = A Frosty Reception&lt;br /&gt;
| image = A Frosty Reception.png&lt;br /&gt;
| description = [[Tataru]] is desperately trying to retain her composure as she prepares to see you off on another perilous journey. &lt;br /&gt;
| quest-giver = Tataru&lt;br /&gt;
| location = The Lochs&lt;br /&gt;
| location-x = 36.4&lt;br /&gt;
| location-y = 32.1&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 82&lt;br /&gt;
| exp = 462000&lt;br /&gt;
| gil = 2698&lt;br /&gt;
| unlocks = lc Camp Broken Glass&lt;br /&gt;
| prev-quest = Best of the Best&lt;br /&gt;
| next-quest = Tracks in the Snow, Bear Baiting, Your Inventory Is Not Full, The Culture of Ceruleum&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Upon speaking with the Ironworks Pilot, a solo duty will start. The duty (including cutscenes) is around &#039;&#039;&#039;25-35 minutes&#039;&#039;&#039; long, so plan your time accordingly.&lt;br /&gt;
&lt;br /&gt;
The solo duty consists of 3 phases as described below. The duty is also &#039;&#039;&#039;checkpointed&#039;&#039;&#039;, meaning that if you fail at any phase, you may restart from that phase (instead of having to restart from the beginning.) Note that this checkpoint is lost if you enter any other instanced duty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 1&#039;&#039;&#039;: You fight as Thancred and have to sneak through a camp and set explosives. You need to use sneak past the troops without them seeing you too often.  Sneak up to guards and incapacitate them. With the dogs you have to use a bomb. Once explosives are set there is an exit right beside you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 2&#039;&#039;&#039;: Next you will play as yourself defending the carriages. You will progress forward three times to progress through this part of the battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phase 3&#039;&#039;&#039;:  Finally, you will help the rest. This phase takes place in a closed arena. The boss will do checked attacks. She then will do area AOE circles that spread out. At around 30% health she will retreat and call adds to attack the two big rocks; defend them until time runs out to complete the duty.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the [[Ironworks Pilot|Ironworks pilot]].&amp;lt;br&amp;gt;※ Upon speaking with Ironworks Pilot several cutscenes and Solo Duty will commence in sequence.&lt;br /&gt;
* Speak with [[Alphinaud]].&lt;br /&gt;
* Speak with [[Y&#039;shtola]].&lt;br /&gt;
* Speak with [[G&#039;raha Tia]].&lt;br /&gt;
* Speak with [[Lucia]].&lt;br /&gt;
* Speak with [[Alisaie]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Tataru is desperately trying to retain her composure as she prepares to see you off on another perilous journey.&lt;br /&gt;
&lt;br /&gt;
*You stand on the cusp of another adventure into parts unknown, where Tataru&#039;s lovingly woven garments may be your only protection against the unforgiving climate of the frozen north. Thankfully, most of the journey will be made by airship, and your pilot stands at the ready.&lt;br /&gt;
&lt;br /&gt;
*Almost immediately after landing in Ilsabard, you are drawn into a confrontation with a sizable force of tempered imperials. Thancred&#039;s bravery and ingenuity are instrumental in tipping the scales in your favor, although Vergilia and her IIIrd Legion troops prove stiff opposition nonetheless. Having taken them into custody in order to cure them of their tempering, your contingent marches onward to Garlemald.&lt;br /&gt;
&lt;br /&gt;
*Your party decides to make use of an abandoned village to establish a temporary base of operations, which is granted the moniker of Camp Broken Glass for the constant sound of ice cracking underfoot.&lt;br /&gt;
**※You can now travel to Garlemald by speaking with the Ironworks pilot in the Ala Mhigan Quarter.&lt;br /&gt;
&lt;br /&gt;
*With the airships safely moored and the tempered imperials receiving treatment, Alphinaud informs you that Lucia wishes to decide on a course of action with the Scions. Before that, you must round up Y&#039;shtola and G&#039;raha Tia, who have been exploring the vicinity.&lt;br /&gt;
&lt;br /&gt;
*Y&#039;shtola is particularly sensitive to disturbances in ambient aether, and since drawing close to the imperial capital, she has been beset by a strange malaise. She posits that it is likely caused by the monstrous tower looming on the horizon, where she senses vast amounts of aether gathering. Fortunately, she should still be well enough to participate in the meeting, and she agrees to join you soon.&lt;br /&gt;
&lt;br /&gt;
*G&#039;raha Tia has busied himself investigating the nearby residences, and his findings strongly suggest that much, if not all of the local populace, has been tempered. Without any villagers present to verify this theory, however, the current evidence can only be considered circumstantial at best. Putting aside his work for the time being, he makes his way towards the meeting place.&lt;br /&gt;
&lt;br /&gt;
*Now that you have successfully infiltrated Garlemald, Lucia outlines the contingent&#039;s plans for scouting the vicinity. She assigns you, Alisaie, and Alphinaud the task of searching for survivors in the outskirts of the capital, which despite being within the city walls, are largely covered in vast swathes of ice and snow.&lt;br /&gt;
&lt;br /&gt;
*Alisaie, like many members of the contingent, has yet to acclimatize herself to the unrelenting cold of Ilsabard. As she points out, even the people of Garlemald would soon perish in such conditions if deprived of warmth. Though you know not what awaits in the frozen wastes, you grit your teeth and prepare to venture forth.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467664</id>
		<title>A Frosty Reception</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=A_Frosty_Reception&amp;diff=467664"/>
		<updated>2022-09-28T10:04:29Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Added solo duty details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = A Frosty Reception&lt;br /&gt;
| image = A Frosty Reception.png&lt;br /&gt;
| description = [[Tataru]] is desperately trying to retain her composure as she prepares to see you off on another perilous journey. &lt;br /&gt;
| quest-giver = Tataru&lt;br /&gt;
| location = The Lochs&lt;br /&gt;
| location-x = 36.4&lt;br /&gt;
| location-y = 32.1&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Endwalker Main Scenario Quests&lt;br /&gt;
| level = 82&lt;br /&gt;
| exp = 462000&lt;br /&gt;
| gil = 2698&lt;br /&gt;
| unlocks = lc Camp Broken Glass&lt;br /&gt;
| prev-quest = Best of the Best&lt;br /&gt;
| next-quest = Tracks in the Snow, Bear Baiting, Your Inventory Is Not Full, The Culture of Ceruleum&lt;br /&gt;
| release = Endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Upon speaking with the Ironworks Pilot, a solo duty will start. The duty (including cutscenes) is around ```25-35 minutes``` long, so plan your time accordingly.&lt;br /&gt;
&lt;br /&gt;
The solo duty consists of 3 phases as described below. Note that the duty is &#039;&#039;&#039;checkpointed&#039;&#039;&#039;, meaning that if you fail at any phase, you may restart from that phase (instead of having to restart from the beginning.) Note that this checkpoint is lost if you enter any other instanced duty.&lt;br /&gt;
&lt;br /&gt;
* Phase 1: You fight as Thancred and have to sneak through a camp and set explosives. You need to use sneak past the troops without them seeing you too often.  Sneak up to guards and incapacitate them. With the dogs you have to use a bomb.  Once explosives are set there is an exit right beside you.&lt;br /&gt;
&lt;br /&gt;
* Phase 2: Next you will play as yourself defending the carriages. You will progress forward three times to progress through this part of the battle.&lt;br /&gt;
&lt;br /&gt;
* Phase 3:  Finally, you will help the rest. This phase takes place in a closed arena. The boss will do checked attacks. She then will do area AOE circles that spread out. She will also call many adds; kill them to complete the duty.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the [[Ironworks Pilot|Ironworks pilot]].&amp;lt;br&amp;gt;※ Upon speaking with Ironworks Pilot several cutscenes and Solo Duty will commence in sequence.&lt;br /&gt;
* Speak with [[Alphinaud]].&lt;br /&gt;
* Speak with [[Y&#039;shtola]].&lt;br /&gt;
* Speak with [[G&#039;raha Tia]].&lt;br /&gt;
* Speak with [[Lucia]].&lt;br /&gt;
* Speak with [[Alisaie]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Tataru is desperately trying to retain her composure as she prepares to see you off on another perilous journey.&lt;br /&gt;
&lt;br /&gt;
*You stand on the cusp of another adventure into parts unknown, where Tataru&#039;s lovingly woven garments may be your only protection against the unforgiving climate of the frozen north. Thankfully, most of the journey will be made by airship, and your pilot stands at the ready.&lt;br /&gt;
&lt;br /&gt;
*Almost immediately after landing in Ilsabard, you are drawn into a confrontation with a sizable force of tempered imperials. Thancred&#039;s bravery and ingenuity are instrumental in tipping the scales in your favor, although Vergilia and her IIIrd Legion troops prove stiff opposition nonetheless. Having taken them into custody in order to cure them of their tempering, your contingent marches onward to Garlemald.&lt;br /&gt;
&lt;br /&gt;
*Your party decides to make use of an abandoned village to establish a temporary base of operations, which is granted the moniker of Camp Broken Glass for the constant sound of ice cracking underfoot.&lt;br /&gt;
**※You can now travel to Garlemald by speaking with the Ironworks pilot in the Ala Mhigan Quarter.&lt;br /&gt;
&lt;br /&gt;
*With the airships safely moored and the tempered imperials receiving treatment, Alphinaud informs you that Lucia wishes to decide on a course of action with the Scions. Before that, you must round up Y&#039;shtola and G&#039;raha Tia, who have been exploring the vicinity.&lt;br /&gt;
&lt;br /&gt;
*Y&#039;shtola is particularly sensitive to disturbances in ambient aether, and since drawing close to the imperial capital, she has been beset by a strange malaise. She posits that it is likely caused by the monstrous tower looming on the horizon, where she senses vast amounts of aether gathering. Fortunately, she should still be well enough to participate in the meeting, and she agrees to join you soon.&lt;br /&gt;
&lt;br /&gt;
*G&#039;raha Tia has busied himself investigating the nearby residences, and his findings strongly suggest that much, if not all of the local populace, has been tempered. Without any villagers present to verify this theory, however, the current evidence can only be considered circumstantial at best. Putting aside his work for the time being, he makes his way towards the meeting place.&lt;br /&gt;
&lt;br /&gt;
*Now that you have successfully infiltrated Garlemald, Lucia outlines the contingent&#039;s plans for scouting the vicinity. She assigns you, Alisaie, and Alphinaud the task of searching for survivors in the outskirts of the capital, which despite being within the city walls, are largely covered in vast swathes of ice and snow.&lt;br /&gt;
&lt;br /&gt;
*Alisaie, like many members of the contingent, has yet to acclimatize herself to the unrelenting cold of Ilsabard. As she points out, even the people of Garlemald would soon perish in such conditions if deprived of warmth. Though you know not what awaits in the frozen wastes, you grit your teeth and prepare to venture forth.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Death_Unto_Dawn&amp;diff=464225</id>
		<title>Death Unto Dawn</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Death_Unto_Dawn&amp;diff=464225"/>
		<updated>2022-09-18T09:19:08Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Death Unto Dawn&lt;br /&gt;
| image = Death Unto Dawn.png&lt;br /&gt;
| description = Kan-E-Senna seems determined not to let the disappointment of Sharlayan&#039;s rejection distract her from the task at hand.&lt;br /&gt;
| quest-giver = Kan-E-Senna&lt;br /&gt;
| location = Lotus Stand&lt;br /&gt;
| location-x = 6.2&lt;br /&gt;
| location-y = 6.1&lt;br /&gt;
| type = main scenario&lt;br /&gt;
| quest-line = Post-Shadowbringers Main Scenario Quests&lt;br /&gt;
| level = 80&lt;br /&gt;
| exp = 22440&lt;br /&gt;
| gil = 0&lt;br /&gt;
| unlocks = em Shush, ach Under the Darkened Moon&lt;br /&gt;
| prev-quest = On Official Business&lt;br /&gt;
| next-quest = The Next Ship to Sail&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| patch = 5.55&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with [[Alphinaud]] outside [[the Carline Canopy]].&lt;br /&gt;
* Speak with [[Alisaie]]. &amp;lt;br/&amp;gt;※ Solo Duty will commence upon speaking with Alisaie.&lt;br /&gt;
* Speak with [[Aymeric]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* Your discussion with Kan–E–Senna is interrupted by the arrival of a flustered sylph bearing urgent news from Xelphatol. It would seem the Telophoroi have marched straight through the Ixal&#039;s homeland, scattering all before them, on their way to the Carteneau Flats. Wasting no time, the Elder Seedseer orders the Twin Adders to ready their airships, and bids you join them on their journey to the battlefield.&lt;br /&gt;
* Outside the airship port, you are surprised to find Arenvald, whom Fordola has brought all the way from Ul&#039;dah in the hope of speaking with Alphinaud. Your happiness soon gives way to shock, however, when you discover that the youth is now confined to a wheelchair due to the injuries he sustained in the tower at Paglth&#039;an. Having apparently resigned himself to the fact that he can no longer join the other Scions on their adventures, he asks Alphinaud to fight on in his stead and be the hero that he cannot. While these well-meaning words only add to the─largely self-inflicted─weight of expectations with which Alphinaud has been struggling, he seems grateful for the encouragement with battle just around the corner.&lt;br /&gt;
* Their numbers bolstered by tempered beastmen and lunar primals, the legions of the Telophoroi test the newly forged Grand Company of Eorzea to its breaking point. As you and your fellow Scions descend upon the field of combat, it becomes apparent that the enemy have set their sights on an aetherial confluence buried deep beneath the ground, though their true designs remain a mystery. Knowing only that they must be stopped, you divide your forces and engage a nigh-endless army of foes, drawing upon hitherto untapped reserves of strength, and succeed at length in driving the Telophoroi hordes from their prize.&lt;br /&gt;
* Heart still pounding, you look up to the heavens to find Fandaniel staring down at you intently. Making light of his failure, he declares that while the day may be yours, your efforts have earned you no more than a brief stay of execution, and with that he takes his leave. Whether the Ascian is right only time will tell, but the fact remains that when tested, the Grand Company of Eorzea emerged unbroken, which is surely cause to celebrate in itself. You permit yourself a weary smile, and troop from the field. Soon after, a grateful Lord Aymeric offers to fly you and your comrades back to the Rising Stones─where it becomes clear he has much to discuss.&lt;br /&gt;
* Reasoning that the Grand Company of Eorzea can be relied upon to keep the Telophoroi at bay, Lord Aymeric requests that the Scions search instead for a means to neutralize the threat of the towers. Given Sharlayan&#039;s preeminence in the field of aetherological research, it is agreed that the solution will most likely be found there; along, perhaps, with knowledge pertaining to the Final Days. Unfortunately, you will not be able to confirm your suspicions until Krile has obtained permission for you all to set foot in the infamously insular nation, and a long wait seems in prospect.&lt;br /&gt;
*Sometime later, you accompany Y&#039;shtola and the others on an expedition to investigate the mechanism by which the towers absorb aether, and learn to your dismay that they are draining the lifeblood of the land itself. As you grimly turn for home, you hear an ephemeral voice call out to you and you alone...&lt;br /&gt;
* It warns that the end draws nigh...and that the fate of the star is in your hands.&lt;br /&gt;
** ※ The next main scenario quest will be available from Alphinaud once you have met the following requirements:&lt;br /&gt;
** ※ You must have registered a product key for FINAL FANTASY XIV: Endwalker to your service account.&lt;br /&gt;
** ※ You must have completed the main scenario quest &amp;quot;Death Unto Dawn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
===Duty Walkthrough===&lt;br /&gt;
This duty is long in gameplay, so it is best to set aside sufficient time (around &#039;&#039;&#039;30-45 minutes&#039;&#039;&#039;) to complete it.&lt;br /&gt;
* For the first part of the duty, you will fight as yourself along with Alphinaud, Alisaie, G&#039;raha Tia, Urianger, Y&#039;shtola, Thancred, and Estinien.&lt;br /&gt;
* You will immediately fight a horde of enemies. Once the numbers thin, everyone will split up. Follow Alphinaud and Estinien to start the second part of the duty.&lt;br /&gt;
* For the second part, you will fight as Alisaie, alongside G&#039;raha Tia. Remember to heal yourself and G&#039;raha Tia when necessary.&lt;br /&gt;
* After defeating the minor enemies, you will fight Telotek Gamma. It will use many AOE circle attacks.&lt;br /&gt;
* When Alisaie is marked with a target, run to the side of the field opposite of G&#039;raha Tia, then run back after the marker is placed on the ground to reduce damamge. Heal afterwards.&lt;br /&gt;
* Once Telotek Gamma is defeated, interact with Angelo to initiate the third part of the duty.&lt;br /&gt;
* For the third part, you will fight as Urianger, alongside Thancred and Y&#039;shtola.&lt;br /&gt;
* Focus on healing yourself, your allies and the Confluence. Let your allies damage Lunar Odin.&lt;br /&gt;
* When Y&#039;shtola is chained up, let Thancred damage the chain. Use &#039;&#039;&#039;Fixed Sign&#039;&#039;&#039; to cast a damage reducing barrier.&lt;br /&gt;
* Following that, Lunar Odin will use circular wide AOE attacks and a rush attack that covers one side of the battlefield. Take care to heal throughout the onslaught.&lt;br /&gt;
* Afterwards, Thancred will get chained up and Odin will target the Confluence. Free Thancred to redude the damage the Confluence will take. It also helps to cast &#039;&#039;&#039;Fixed Sign&#039;&#039;&#039; at this point.&lt;br /&gt;
* The fight will then continue as normal, but when Lunar Odin starts casting &#039;&#039;&#039;Ultimate Zantetsuken&#039;&#039;&#039;, he must be defeated before he finishes or else you will fail the duty.&lt;br /&gt;
* You will then head back to Alisaie and G&#039;raha Tia, this time fighting as G&#039;raha Tia against Lunar Ravana.&lt;br /&gt;
* When adds appear, cast &#039;&#039;&#039;Break&#039;&#039;&#039; to freeze them in place. Then defeat them quickly before they attack the Confluence.&lt;br /&gt;
* When Lunar nails appear, they cast linear AOE&#039;s.&lt;br /&gt;
* When Lunar Ravana is near defeat, he will make himself invulnerable. Cast &#039;&#039;&#039;Break&#039;&#039;&#039; on Ravana&#039;s Will to keep them from moving, and defeat them until Alisaie breaks through his defense.&lt;br /&gt;
* Defeat Lunar Ravana to initiate the final part of the duty, fighting as yourself alongside Alphinaud and Estinien against Lunar Ifrit.&lt;br /&gt;
* When Infernal Nails appear, destroy them before Lunar Ifrit casts &#039;&#039;&#039;Hellfire&#039;&#039;&#039;.&lt;br /&gt;
* Lunar Ifrit will share moves with Lunar Odin in terms of linear and circular AOE&#039;s.&lt;br /&gt;
* When Lunar Ifrit is defeated, the duty will be completed.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
Alphinaud: Throughout my childhood, I remember Grandfather arguing with my father over Sharlayan&#039;s policy of nonintervention. And this time, it was my turn to play the role.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: But if even my grandfather could not win him over, what chance had I? If words exist that may sway him, I know not what they are...&lt;br /&gt;
&lt;br /&gt;
Alisaie: With their knowledge, Sharlayan could have done so much for the cause! They could have helped us to uncover the secrets of the towers and save the tempered captives within, and yet─ &#039;&#039;Gods!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grahatia: The Forum includes representatives from all of Sharlayan&#039;s central institutions. With them hindering Krile&#039;s investigation, she will struggle to make any headway on her own.&lt;br /&gt;
&lt;br /&gt;
silent conjurer: Have you more to discuss with the Elder Seedseer?&lt;br /&gt;
&lt;br /&gt;
Kanesenna: While Sharlayan&#039;s stance is indeed disappointing, we cannot allow ourselves to be distracted from the challenge before us. There is much and more to be done.&lt;br /&gt;
&lt;br /&gt;
Kanesenna: I shall begin by sharing the Forum&#039;s response with my counterparts in the Alliance. Meanwhile, I would ask that the Scions─&lt;br /&gt;
&lt;br /&gt;
sylphic servant: (-???-)Grave tidings, walking ones! Grave, &#039;&#039;grave&#039;&#039; tidings!&lt;br /&gt;
&lt;br /&gt;
Kanesenna: Calm yourself, my gentle friend. What has occurred?&lt;br /&gt;
&lt;br /&gt;
sylphic servant: These ones who went to see feathered ones send terrible news! Destroying ones have appeared in Xelphatol!&lt;br /&gt;
&lt;br /&gt;
sylphic servant: Destroying ones and captured ones and even frightful godly ones! Feathered ones didn&#039;t stand a chance and were sent flapping and squawking!&lt;br /&gt;
&lt;br /&gt;
Alisaie: When did this happen!? Is it too late to help them?&lt;br /&gt;
&lt;br /&gt;
sylphic servant: Too late, yes, much too late! But luckily, destroying ones were only passing through, and continued on west. Feathered ones who did not fight were left unharmed.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: West... That would be Coerthas.&lt;br /&gt;
&lt;br /&gt;
Bodyguard04066: My lady, the Ishgardians report that the Telophoroi have emerged from the eastern highlands of Coerthas and are marching at speed.&lt;br /&gt;
&lt;br /&gt;
Bodyguard04066: Though their purpose has yet to be determined, the Carteneau Flats would seem their most likely destination. Lord Aymeric has already dispatched his forces, and requests our immediate support.&lt;br /&gt;
&lt;br /&gt;
Kanesenna: Tell him he shall have it. The time is come for the Grand Company of Eorzea to prove its worth.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: Well...mayhap it is a mercy that we do not have time to stew upon our misfortunes. Come, my friends, let us make haste to Carteneau!&lt;br /&gt;
&lt;br /&gt;
sylphic servant: W-Wait! This one almost forgot! Destroying ones were said to be led by cackling robed one! This one must see that all walking ones know! Farewell!&lt;br /&gt;
&lt;br /&gt;
Grahatia: Fandaniel?&lt;br /&gt;
&lt;br /&gt;
Alisaie: Who else. It was only a matter of time before that grinning maniac showed himself again.&lt;br /&gt;
&lt;br /&gt;
Kanesenna: I shall have an airship readied to bear you to Carteneau. Pray see to your preparations and report to the landing with all haste.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: At once, my lady. Let us away.&lt;br /&gt;
&lt;br /&gt;
Kanesenna: The airship will be ready to depart ere long. I bid you make for the landing as soon as you are able. And may the Twelve keep you.&lt;br /&gt;
&lt;br /&gt;
Grahatia: I have apprised our comrades at the Rising Stones of the situation. They will head directly to Carteneau.&lt;br /&gt;
&lt;br /&gt;
Alisaie: Alphinaud has been unexpectedly delayed... But you should probably go and see for yourself. He&#039;s by the entrance.&lt;br /&gt;
&lt;br /&gt;
Fordola: Come on. This&#039;ll only take a moment, all right?&lt;br /&gt;
&lt;br /&gt;
Alphinaud: [Forename]. It would seem Fordola here has come all the way to Gridania to find us.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: I have explained the situation, but she &#039;&#039;insists&#039;&#039; her business is urgent.&lt;br /&gt;
&lt;br /&gt;
Fordola: Aye, and it&#039;ll be over sooner if you shut up and come with me.&lt;br /&gt;
&lt;br /&gt;
Grahatia: After Paglth&#039;an, I had assumed the Telophoroi would continue to target settlements, but it is plain they considered Xelphatol a mere obstacle on the road to Carteneau. What, then, draws them to the Flats? ...We must keep a close eye on their movements.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: I rather doubt that Fordola obtained the chirurgeons&#039; permission before bringing Arenvald halfway across the realm.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: ...And solely to deliver a message at that. They should both have known better! But what&#039;s done is done...and I will not soon forget his words.&lt;br /&gt;
&lt;br /&gt;
Alisaie: You can tell me later what that was all about, but judging by the set of Alphinaud&#039;s jaw, it appears to have done him some good.&lt;br /&gt;
&lt;br /&gt;
Alisaie: Thancred and the others have already left the Rising Stones. And according to the communications officer, Amalj&#039;aa and kobold forces are also bound for Carteneau as we speak.&lt;br /&gt;
&lt;br /&gt;
Alisaie: They mean to keep the promise they made in Ala Mhigo, and we must do the same, by saving as many of their tempered kin as possible.&lt;br /&gt;
&lt;br /&gt;
Alisaie: Anyway, the airship is ready to depart. We should get going.&lt;br /&gt;
&lt;br /&gt;
Yshtola: Do you see that?&lt;br /&gt;
&lt;br /&gt;
Alisaie: The glyph? Yes. How worried should we be?&lt;br /&gt;
&lt;br /&gt;
Yshtola: Listen well, and judge for yourself. Though I can see aetherial currents, I had not thoroughly examined those that flow through the heart of Carteneau. But now that I am here, things have become clear.&lt;br /&gt;
&lt;br /&gt;
Yshtola: The Flats conceal an aetheric confluence, like to the pillars of the Azim Steppe, but greater in scale. Far greater.&lt;br /&gt;
&lt;br /&gt;
Yshtola: The glyphs that Fandaniel has conjured reach into its very midst...&lt;br /&gt;
&lt;br /&gt;
Yshtola: ...And I believe I know their purpose. Should the lunar primals destroy them, it would spark a chain reaction with the potential to obliterate the confluence entirely.&lt;br /&gt;
&lt;br /&gt;
Yshtola: The resultant disruption to the flow of aether would sow chaos among the elements, prompting earthquakes, floods, and tempests large enough to lay waste to the realm.&lt;br /&gt;
&lt;br /&gt;
Urianger: That he would go so far cometh as little surprise. We must needs protect the confluence at all costs.&lt;br /&gt;
&lt;br /&gt;
Alisaie: The tempered that we were able to treat will be taken to the city–states for observation. As soon as the Alliance is satisfied that they&#039;re fully recovered, they will be free to return home.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: At the close of the battle, when the clouds parted and the moon shone down on us all...I cannot well express how I felt. Somehow, it seemed more a beginning than an ending.&lt;br /&gt;
&lt;br /&gt;
Grahatia: Throughout the battle, I could not shake the feeling that all present were performing for the amusement of Fandaniel.&lt;br /&gt;
&lt;br /&gt;
Grahatia: Nor did his blithe reaction to this latest defeat give me cause to think otherwise. I can only conclude that such failures are of little consequence to his broader scheme...whatever it may be.&lt;br /&gt;
&lt;br /&gt;
Thancred: It was decent of Lord Aymeric to bear us home aboard his airship. The gods only know how we would have squeezed this many people onto the &#039;&#039;Bonanza&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Yshtola: I will recommend that the Alliance keep a closer watch over Carteneau. The Telophoroi may have failed in their attempt to destroy the confluence this time, but there is naught to stop them trying again.&lt;br /&gt;
&lt;br /&gt;
Urianger: The Carteneau Flats seem fated to play a prominent role in the history of the realm, do they not? I wonder...might the abundance of aether that floweth through the region have led the Allagans to entomb Omega there?&lt;br /&gt;
&lt;br /&gt;
Estinien: Many though the enemy were, their numbers consisted largely of tempered beastmen, with a few lunar primals to keep things interesting. The Garleans themselves ventured little, and lost less.&lt;br /&gt;
&lt;br /&gt;
Estinien: It has ever been the Empire&#039;s way to have others fight their battles, but even they would blush at the Telophoroi&#039;s use of tempered slaves.&lt;br /&gt;
&lt;br /&gt;
Tataru: You should&#039;ve seen my face when Lord Aymeric turned up on our doorstep. Did none of you think to send word he was bringing you home?&lt;br /&gt;
&lt;br /&gt;
Aymeric: I trust you all enjoyed a comfortable flight aboard the pride of the Ishgardian fleet? Lest you worry, the &#039;&#039;Bonanza&#039;&#039; has been towed to a nearby location to be retrieved at your convenience.&lt;br /&gt;
&lt;br /&gt;
Thancred: You have thought of everything, Lord Aymeric. And may I say how much I appreciated the hospitality you afforded us on the way home.&lt;br /&gt;
&lt;br /&gt;
Aymeric: Think nothing of it. Our destination lay in the same direction─and it afforded me the perfect opportunity to learn how my errant friend has been since last he took his leave.&lt;br /&gt;
&lt;br /&gt;
Aymeric: It would seem you have finally found a place to settle down.&lt;br /&gt;
&lt;br /&gt;
Estinien: Hmph. I merely grew weary of wandering the Far East.&lt;br /&gt;
&lt;br /&gt;
Aymeric: Returning to more serious matters─while the Telophoroi have been driven from Carteneau, &#039;tis like that the bulk of their forces yet remain.&lt;br /&gt;
&lt;br /&gt;
Aymeric: On the evidence of the Grand Company of Eorzea&#039;s first joint military operation, however, I am confident that we have the potential to meet such threats head-on─even &#039;&#039;without&#039;&#039; the aid of you and yours.&lt;br /&gt;
&lt;br /&gt;
Aymeric: As such, while our forces keep the Telophoroi at bay, I would ask that you apply your talents to the task of neutralizing the towers.&lt;br /&gt;
&lt;br /&gt;
Yshtola: A sensible division of labor. While the towers remain, so too will the threat of the lunar primals.&lt;br /&gt;
&lt;br /&gt;
Yshtola: And given our expertise in the field of aetherology, we are better qualified to find the solution.&lt;br /&gt;
&lt;br /&gt;
Thancred: That we are. &#039;&#039;Especially&#039;&#039; should it happen to lie beyond the Alliance&#039;s dominion.&lt;br /&gt;
&lt;br /&gt;
Thancred: There is a time and a place for formal investigations, of course, but certain secrets are wont to hide where only enterprising individuals may venture.&lt;br /&gt;
&lt;br /&gt;
Aymeric: I could not agree more. There are none better suited to this task, nor any upon whom I would rather rely.&lt;br /&gt;
&lt;br /&gt;
Aymeric: On behalf of the Alliance, I thank you. We look forward to receiving any information you are able to uncover.&lt;br /&gt;
&lt;br /&gt;
Aymeric: And with that, I must take my leave. Should you have need of assistance, pray do not hesitate to ask. Fare you well, my friends.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: I confess, I had hoped to be able to study the towers more closely, vital as they plainly are to the Telophoroi&#039;s plans. If we can discern their ultimate function, we will be one step closer to understanding our enemy&#039;s grand scheme.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: Should we succeed in neutralizing them, of course, it is all but certain that the Telophoroi will mount an all-out invasion.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: And then it will begin. The one who awaits at the heart of the chaos will come for us. For &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alphinaud: ...Yet in the end, our &#039;&#039;true&#039;&#039; nemesis may be the calamity to end all calamities. The Final Days themselves.&lt;br /&gt;
&lt;br /&gt;
Alisaie: Yes, &#039;&#039;all right&#039;&#039;, Alphinaud. We need a plan, not portents. As Thancred so eloquently pointed out, we are in a position to seek information from all manner of places, not least...&lt;br /&gt;
&lt;br /&gt;
Grahatia: ...Sharlayan.&lt;br /&gt;
&lt;br /&gt;
Grahatia: According to Krile, the Forum have been more secretive than ever of late. While this &#039;&#039;may&#039;&#039; be related to the appearance of the Telophoroi, that remains a matter of speculation.&lt;br /&gt;
&lt;br /&gt;
Grahatia: But one thing is clear: the Forum is determined to keep us from discovering the truth. Master Fourchenault&#039;s performance at the Lotus Stand was enough to convince me of that.&lt;br /&gt;
&lt;br /&gt;
Urianger: The matter beareth further investigation, I do heartily concur.&lt;br /&gt;
&lt;br /&gt;
Urianger: Nor can I think of a more promising place to look for the answers we seek on the matter of the towers. Sharlayan hath ever been the wellspring of aetherological knowledge.&lt;br /&gt;
&lt;br /&gt;
Estinien: I care not where we go. Here or there, my lance will be ready.&lt;br /&gt;
&lt;br /&gt;
Thancred: And what of you, [Forename]? Might you be persuaded to join us?&lt;br /&gt;
&lt;br /&gt;
Alphinaud: Hear, hear! It is time we laid bare the Telophoroi&#039;s dark designs!&lt;br /&gt;
&lt;br /&gt;
Alisaie: Only after I do!&lt;br /&gt;
&lt;br /&gt;
Alisaie: If he and his friends in the Forum think we&#039;ll leave them alone if they ignore us, they&#039;re in for a shock!&lt;br /&gt;
&lt;br /&gt;
Thancred: To be frank, I myself would sooner plump for a tropical paradise. But Krile does need our help, and who knows where the trail might lead us?&lt;br /&gt;
&lt;br /&gt;
Yshtola: It appears we are in agreement. We have but to wait for Krile to secure the necessary permissions. In the meantime, there is a matter I would investigate.&lt;br /&gt;
&lt;br /&gt;
Thancred: Does it involve tall structures?&lt;br /&gt;
&lt;br /&gt;
Yshtola: By strange coincidence, it does. At present, I have only a creeping suspicion, but with your help, I will soon find out whether my fears are warranted.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=464006</id>
		<title>Delubrum Reginae (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delubrum_Reginae_(Savage)&amp;diff=464006"/>
		<updated>2022-09-17T15:33:04Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: DRS is 48 players not 24&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description =&lt;br /&gt;
| image = DelubrumReginae.png&lt;br /&gt;
| type = BSF&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 430&lt;br /&gt;
| ilvl-sync = 430&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| req-quest = Fit for a Queen&lt;br /&gt;
| entrance = Gangos&lt;br /&gt;
| entrance-coordinates = 6.6, 5.0&lt;br /&gt;
| patch = 5.45&lt;br /&gt;
| release = Shadowbringers&lt;br /&gt;
| no-footer-text = y&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Delubrum Reginae|Field Operations}}&lt;br /&gt;
[[Delubrum Reginae (Savage)]] is a 48-player [[duty]] wherein players must brave the depths of ancient Bozjan ruins, making effective use of lost actions to avoid its myriad perils and pitfalls.&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
After meeting the following requirements, players must speak with the [[Troubled Gentleman]] in [[Gangos]] (X:6.6, Y:5.0) to unlock this duty via a quest named {{questlink|feature|A Seaside Story}}.&lt;br /&gt;
&lt;br /&gt;
*Completed the {{questlink|feature|Fit for a Queen}} quest.&lt;br /&gt;
*A [[Resistance Rank]] of 15 or higher.&lt;br /&gt;
*Currently holding at least {{mettle|700000}} [[mettle]].&lt;br /&gt;
&lt;br /&gt;
==Entering Delubrum Reginae (Savage)==&lt;br /&gt;
After forming a 48-player alliance, the alliance leader must speak with the [[Troubled Gentleman]] in Gangos (X:6.6, Y:5.0) to commence the duty.&lt;br /&gt;
&lt;br /&gt;
==Duty-specific Rules==&lt;br /&gt;
The following duty-specific feature will be applied upon entering Delubrum Reginae (Savage):&lt;br /&gt;
&lt;br /&gt;
===Resurrection Restrictions===&lt;br /&gt;
While inside Delubrum Reginae (Savage), players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via limit breaks and certain lost actions are exempt from this restriction.&lt;br /&gt;
&lt;br /&gt;
After being incapacitated, if you are not revived within a certain amount of time, you will be forcibly removed from the duty. Moreover, the option to return to the start of the instance when incapacitated has been replaced with an option to abandon the duty.&lt;br /&gt;
&lt;br /&gt;
The following duty-specific rules and features are the same as those found in Delubrum Reginae:&lt;br /&gt;
&lt;br /&gt;
*Countdowns, Field Markers, and Signs&lt;br /&gt;
*Party Composition&lt;br /&gt;
*Gear Effects&lt;br /&gt;
*Lost Actions&lt;br /&gt;
*Level Sync&lt;br /&gt;
*Penalties&lt;br /&gt;
*Rewards&lt;br /&gt;
*Traps&lt;br /&gt;
&lt;br /&gt;
==Savage Differences==&lt;br /&gt;
For the most part, all encounters and pathways will be quite similar to those witnessed in the normal version, with players once again pitting themselves against the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039;, &#039;&#039;&#039;Dahu&#039;&#039;&#039;, &#039;&#039;&#039;The Queen&#039;s Guard&#039;&#039;&#039;, the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;, and &#039;&#039;&#039;The Queen&#039;&#039;&#039; - typically using improved versions of mechanics witnessed in normal mode (in different orders, combinations, or levels of severity).&lt;br /&gt;
&lt;br /&gt;
However, players will also contend with an additional mini-boss - the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; - who provides &#039;&#039;&#039;The Queen&#039;&#039;&#039; with a &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff that can only be removed by slaying the new mini-boss. Also, an optional &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; can also be accepted whilst &#039;&#039;&#039;Dahu&#039;&#039;&#039; is still alive, allowing one player to pit themselves against a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; in a 1v1 battle. Assuming a player is successful in the duel, that player can acquire a major statistical buff (&#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039;). However, if the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; has not been engaged before &#039;&#039;&#039;Dahu&#039;&#039;&#039; is defeated, the optional encounter will disappear for the rest of the duty.&lt;br /&gt;
&lt;br /&gt;
Savage mode also involves &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; - a stackable debuff applied to any player who eats specific mechanics (lasting about 2 minutes), converting into a fatal &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff if stacked three times, as the name implies. Once the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; has been reached, &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; becomes &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; - the same concept, except &#039;&#039;&#039;Doom&#039;&#039;&#039; is applied to players who acquire two stacks instead of three, upping the pressure. Seeing as the &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff from either version cannot be removed or nullified, avoiding mechanics throughout most encounters takes precedence, more so thanks to &#039;raise&#039; mechanics being limited within the duty.&lt;br /&gt;
&lt;br /&gt;
Remember - if you find yourself incapacitated for any reason, you will be forcibly removed from the duty if not resurrected by specific &#039;&#039;&#039;Lost Duty Actions&#039;&#039;&#039; or a healer-based &#039;&#039;&#039;Limit Break 3&#039;&#039;&#039;, so be sure to stand behind your designated trap-finders and exercise extra care during encounters.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Seeker]]==&lt;br /&gt;
Keep in mind that the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; will enrage after the 9 minute and 15-second mark, causing it to unleash a short-cast &#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039; (AoE) that will wipe the entire raid. Just like in normal mode, each phase is indicated by the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; using &#039;&#039;&#039;Verdant Path&#039;&#039;&#039; to swap to a different weapon. If you&#039;d like to refresh your memory regarding weapon-based mechanics, they have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercifcul Arc&#039;&#039;&#039; - a devastating cleave-buster against its primary target. As a result, the main tank should (for the most part) keep &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; facing towards the north, away from the rest of the raid.&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; - causes the boss to leap towards the arena centre (facing southward) and summon numerous clones.&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to fire straight-line AoE&#039;s towards random players.&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039; - causes &#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039; clones to appear at the outer edges of the arena and eventually charge through it. Players will need to skirt the outer edge of the arena to dodge their charges.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Seeker===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Arc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
Initiated once the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; has been reduced to 80% health, or the fight goes on long enough for &#039;&#039;&#039;Merciful Arc&#039;&#039;&#039; to be cast.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that &#039;&#039;&#039;Phantom Edge&#039;&#039;&#039; (which can affect various other mechanics) is cast in a semi-random fashion. Players will need to react differently depending on whether it was (or was not) cast, so be wary! On that note: any use of &#039;&#039;&#039;(???)&#039;&#039;&#039; indicates the time where it might be used. If you&#039;d like a refresher, said mechanics have been described on our [[Delubrum Reginae]] (Normal) page.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Impact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter &amp;amp; Dead Iron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fourth Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Firestorm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Merciful Air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy &amp;amp; Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seasons of Mercy &amp;amp; Iron Splitter &amp;amp; Iron Rose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Swathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy &amp;amp; Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Tempest&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manifest Avatar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Second Mercy &amp;amp; Burning Chains&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Third Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourth Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fourfold Mercy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phantom Edge (???)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Onslaught&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Verdant Path&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Act of Mercy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Warrior]] (Optional)==&lt;br /&gt;
From here, one player can choose to take on a solo duty involving a 1v1 duel with a &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; - a vicious minotaur that will attempt to overpower its opponent using brute strength, knockback attacks and trap-related trickery, rendering &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; as a mandatory &#039;&#039;&#039;Lost Action&#039;&#039;&#039; for the fight. Furthermore, the boss will frequently buff itself with a &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that can be dispelled using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Lastly, the presence of a DPS check means the challenger should be sporting whatever aggressive advantages they can muster.&lt;br /&gt;
&lt;br /&gt;
Shortly after the duel commences, the outer wall of the square-shaped arena will become a &#039;&#039;&#039;death wall&#039;&#039;&#039;, killing the player if they touch it for any reason. If the boss is defeated, the victorious player can click on a statue to acquire &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; - a 2hr statistical buff - giving them a huge advantage in later encounters.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics you can expect to see:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Charge&#039;&#039;&#039; - causes the boss to relentlessly charge into the player three times in a row, inflicting a moderate knockback with each collision. Due to the presence of a &#039;&#039;&#039;death wall&#039;&#039;&#039;, players must pay attention to their positioning, or use a &#039;&#039;knockback prevention&#039;&#039; skill such as &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; or &#039;&#039;&#039;Surecast&#039;&#039;&#039; to negate the knockback entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Vigor&#039;&#039;&#039; - a dispellable &#039;&#039;&#039;Damage Up&#039;&#039;&#039; buff that players should remove using &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a large point-blank AoE that is typically followed by &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; - inflicts minor damage and knocks the player away. If you have been forced to retreat from the point-blank AoE, make sure you are not too close to a death-wall when &#039;&#039;&#039;Crazed Rampage&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the boss to leap towards the northern edge of the arena and begin to charge up &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; - a room-wide cleave with the only safe location being behind the boss. To complicate matters, &#039;&#039;&#039;Entrapment&#039;&#039;&#039; causes a literal maze of lethal traps to spawn throughout the arena - detectable only by using &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;. Players will have a limited time to reveal the traps and find a safe route to the boss before &#039;&#039;&#039;Lethal Blow&#039;&#039;&#039; has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - causes all tiles within the arena to light up one after the other, indicating the order in which they will eventually explode. While not overly threatening by itself, &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; is typically overlapped by other AoE mechanics, forcing the player to weave between the explosive tiles whilst safely manoeuvring towards other safe locations. Watch your feet!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Focused Slash&#039;&#039;&#039; - causes the boss to leap to a corner of the arena and charge up another arena-cleave. Only the area directly behind the boss is safe from the attack, which can overlap &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - forcing the player to weave between the explosive tiles before moving into the safe location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour&#039;&#039;&#039; - emits a small frontal-cone AoE. If you are standing within the cone once it goes off, you will be unceremoniously devoured by the boss.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; - spawns special traps of varied types around the arena that can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;, leaving only a cross-shaped area near the centre trap-free. Shortly afterwards, the boss will begin long-casting one of three follow-up mechanics that will automatically defeat the player if they do not trigger a specific type of trap to counter the mechanic in question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; - should be avoided at all costs as they will detonate on contact with the player.&lt;br /&gt;
* &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; - transforms the player into a &#039;&#039;&#039;toad&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; - encases the player in &#039;&#039;&#039;ice&#039;&#039;&#039;, allowing them to avoid &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; - minimizes the player, allowing them to avoid &#039;&#039;&#039;Withering Curse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flood&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; within a limited amount of time. If the player has not transformed into a toad before &#039;&#039;&#039;Surging Flood&#039;&#039;&#039; has finished casting, they&#039;ll suffer an immediate death. Bear in mind that there are always two &#039;&#039;&#039;Toad Tiles&#039;&#039;&#039; so that players who successfully transform in time can then morph themselves using the other &#039;&#039;&#039;Toad Trap&#039;&#039;&#039; back into their usual form to resume combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surging Flames&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Freeze Trap&#039;&#039;&#039; within a limited amount of time. If the player has not been frozen before &#039;&#039;&#039;Surging Flames&#039;&#039;&#039; goes off, the player will be sent to an early grave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Withering Curse&#039;&#039;&#039; - can be long-cast after &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039;, forcing the player to reveal and trigger a &#039;&#039;&#039;Shrink Trap&#039;&#039;&#039; within a limited amount of time. If the player has not minimized themselves by the time &#039;&#039;&#039;Withering Curse&#039;&#039;&#039; has finished casting, they will immediately be defeated.&lt;br /&gt;
&lt;br /&gt;
Later in the fight, &#039;&#039;&#039;Inescapable Entrapment&#039;&#039;&#039; will involve the boss long-casting two deadly follow-ups one after the other. For example - once the traps have been set, the moss might long-cast &#039;&#039;&#039;Surging Flood&#039;&#039;&#039;, forcing the player to transform into a toad, then follow-up with a long-cast &#039;&#039;&#039;Surging Flames&#039;&#039;&#039;, forcing the player to freeze themselves. In all cases, players have sufficient time to reveal all traps within the arena before they need to step on the one they need, so don&#039;t panic - but don&#039;t take too long either!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falling Strike&#039;&#039;&#039; - the boss tethers itself to the player, followed by a visible left or right &#039;rotation&#039; marker spinning around the boss. After a delay, the boss will aim a cone AoE at the player which will begin to rotate in the indicated direction after the first AoE has detonated. Due to &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; overlapping abilities such as &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; - the 4x quadrants of the arena detonating in a specific order - players will need to bait the &#039;&#039;&#039;Falling Strike&#039;&#039;&#039; cone AoE in a way that allows them to avoid the spinning assault as well as the exploding arena tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaping Spark&#039;&#039;&#039; - bombards the player with three consecutive blasts of unavoidable AoE lightning, inflicting moderate damage with each zap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce&#039;&#039;&#039; - afflicts the player with a special debuff, with the debuff icon displaying an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to walk uncontrollably in the indicated direction for about 1.5 seconds. Soon after &#039;&#039;&#039;Coerce&#039;&#039;&#039; is cast, the boss will initiate a &#039;&#039;&#039;Focused Tremor&#039;&#039;&#039; and &#039;&#039;&#039;Focused Slash&#039;&#039;&#039; combo - forcing the player to allow the expiring debuff to walk them safely through the exploding tiles (without walking into a death-wall), then quickly get behind the boss to avoid the arena-wide slash once the forced movement has ended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sun&#039;s Ire&#039;&#039;&#039; - an enrage state. The goal is to defeat the boss before &#039;&#039;&#039;Sin&#039;s Ire&#039;&#039;&#039; is cast.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Dahu]]==&lt;br /&gt;
&#039;&#039;&#039;Dahu&#039;&#039;&#039; - a hyper version of &#039;&#039;&#039;Gowrow&#039;&#039;&#039; from [[Sohm Al (Hard)]] - is the second (non-optional) boss encounter in Savage. Mechanically, &#039;&#039;&#039;Dahu&#039;&#039;&#039; remains very similar to his normal counterpart, although his abilities will be done with increased severity and in a different order with a few noteworthy variations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T FORGET&#039;&#039;&#039;: If you wish to avail of the &#039;&#039;&#039;Pride of the Lioness&#039;&#039;&#039; buff from the &#039;&#039;&#039;Solo Duty&#039;&#039;&#039; against the &#039;&#039;&#039;Stygimoloch Warrior&#039;&#039;&#039; (see above), you must begin that encounter before &#039;&#039;&#039;Dahu&#039;&#039;&#039; has been defeated. Otherwise, the encounter (and chance for the buff) will disappear entirely. &lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039; - causes multiple AoE&#039;s to spawn underneath three random players three times in succession, forcing everyone to stay on their toes and dodge as necessary. Bear in mind that there will be no cast bar to indicate this - only a brief animation of &#039;&#039;&#039;Dahu&#039;&#039;&#039; unleashing a mighty roar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039; - similar to &#039;&#039;&#039;Feral Howl&#039;&#039;&#039;, all players will be viciously knocked away from &#039;&#039;&#039;Dahu&#039;&#039;&#039; and staggered for a few seconds, removing their ability to perform actions or movement for a few seconds. The raid will need to be mindful of where they&#039;re being punted, as knockbacks can be performed during mechanical overlaps that put players at risk of being pushed into a more dangerous location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039; - causes &#039;&#039;&#039;Dahu&#039;&#039;&#039; to mark and consecutively blast four players (one after the other) with a gout of flame, dealing moderate damage to each target. Seeing as the attack is capable of killing untargetable adds (which will form a full circle around the outer edge of the arena and charge up a large point-blank AoE via &#039;&#039;&#039;Hunter&#039;s Claw&#039;&#039;&#039; - making it impossible to be knocked back without being hit unless some of the adds have been killed to make space), marked players should ensure that their upcoming &#039;&#039;&#039;Spit Flame&#039;&#039;&#039; hits the adds whenever possible, preferably at cardinal or inter-cardinal positions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn&#039;&#039;&#039; - causes two players to acquire a flare marker which should be placed away from the rest of the group. &#039;&#039;&#039;Burn&#039;&#039;&#039; typically happens before a &#039;&#039;&#039;knockback&#039;&#039;&#039; mechanic, which puts players at risk due to untargetable adds at the outer edge charging up point-blank AoE&#039;s. By using &#039;&#039;&#039;Spit Flame&#039;&#039;&#039;, marked players will need to make safe locations (preferably at cardinal or inter-cardinal positions) so that players affected by &#039;&#039;&#039;Burn&#039;&#039;&#039; can be knocked back into a safe location &#039;&#039;&#039;away&#039;&#039;&#039; from the rest of the raid, who will also need to have a safe location created for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; - causes targetable adds to enter the arena and automatically tether themselves to the main tank. Soon after, all adds will pepper the tethered victim with nasty auto-attacks (which should be mitigated however possible). The adds themselves should be burned down quickly so that they do not overwhelm the target.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Dahu===&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Howl&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter’s Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crowned Marchosias&#039;&#039;&#039; (adds)&lt;br /&gt;
*&#039;&#039;&#039;Reverberating Roar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spit Flame&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hysteric Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burn (x2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rotating Firebreathe (x5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;L+R-Sided Shockwave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebreathe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to Dahu&#039;s being a mini-boss with a relatively low health pool, well-prepared groups will be capable of slaying the devious dino in around two minutes thanks to the presence of large windows of downtime. Should the fight go on longer, Dahu will enter a mechanical loop until defeated, or the raid wipes.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Queen&#039;s Guard]]==&lt;br /&gt;
Just like in normal mode, players will enter a circular arena containing four mechanical enemies - the &#039;&#039;&#039;Queen&#039;s Knight&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Soldier&#039;&#039;&#039;, the &#039;&#039;&#039;Queen&#039;s Gunner&#039;&#039;&#039;, and the &#039;&#039;&#039;Queen&#039;s Warrior&#039;&#039;&#039; - with the outer ring of the arena serving as a &#039;&#039;&#039;death wall&#039;&#039;&#039; once the battle has commenced. All guard units have their very own mechanics and provide a veritable gauntlet mode for the raid - starting with all four enemies being fought simultaneously until they reach 80% health. Unlike normal mode, players will then face off against the guards in pairs (instead of each one individually), starting with the &#039;&#039;&#039;Knight &amp;amp; Warrior&#039;&#039;&#039; combo, then the &#039;&#039;&#039;Gunner &amp;amp; Soldier&#039;&#039;&#039; combo. Once each pair has been defeated, the final phase involves a wipe-capable DPS-check, causing all guards to long-cast an enrage mechanic whilst protecting themselves with &#039;&#039;&#039;Aetherial Wards&#039;&#039;&#039; that must be destroyed within a set amount of time.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that each unit has a &#039;&#039;&#039;tankbuster&#039;&#039;&#039;, a &#039;&#039;&#039;raid-wide attack&#039;&#039;&#039; of some description, and various mechanics unique to that unit. Whilst fighting a pair of guards together, killing one will cause the other to enrage, thus the group should make an effort to defeat both units at the same time whenever possible.&lt;br /&gt;
&lt;br /&gt;
Below is a list of mechanics from each guard unit:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039; - signifies the beginning of a new set of mechanics. When fighting a pair of guards, both will cast it simultaneously.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Knight===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Knight&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword/Shield Omen&#039;&#039;&#039; - causes the knight-unit to adopt one of two stances - each of which will affect its two main mechanics: &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the knight-unit will utilize two different stances - &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; and &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;. The effects of its two main mechanics - &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; and &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - are determined by which stance the knight-unit is in while they are being executed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a small point-blank AoE after being cast. As a visual aid, &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; is indicated by three sets of blue crossed sword icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, &#039;&#039;&#039;Optimal Play&#039;&#039;&#039; will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight&#039;s hitbox. For reference, &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; is indicated by three sets of pink shield icons orbiting the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; - causes the knight-unit to become untargetable and creates a large aetherial orb in the centre of the arena. After a delay, the knight-unit will charge up the orb before performing a dive-bomb into the centre, detonating the orb in one of two ways. Players will need to react depending on what stance the knight-unit is currently in.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; stance, it will dive into the centre of the arena and detonate the orb via a massive point-blank AoE that covers most of the battlefield - except for the outermost edges.&lt;br /&gt;
&lt;br /&gt;
If the knight-unit is in &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; stance, the knight-unit will inflict a knockback against both the orb and the raid, forcing all players to position themselves so that they are knocked a safe distance from the pushed orb (without being punted into the death wall).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Warrior===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Warrior&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039; - grants the warrior-unit a potent &#039;&#039;&#039;damage up&#039;&#039;&#039; buff which players should immediately remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039; - deploys a hefty number of &#039;&#039;&#039;bombs&#039;&#039;&#039; throughout the entire arena - some of which are noticeably larger than others. Due to the volume of bombs, no true safe zone will be available on the ground. However, all bombs (and participants) will eventually be launched into the air soon after via &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; - causes the warrior-unit to tether itself to various players and bombs, reversing their weight. For example, if the warrior-unit tethers itself to a small bomb, that bomb will now be reversed (heavy), whereas any tethered large bombs will be reversed to become lighter. Similarly, any player tethered to the warrior will also have their weight reversed. After &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, all players will need to consider their weight (and that of the bomb they are standing next to) before &#039;&#039;&#039;Above Board&#039;&#039;&#039; launches everything into the air. For example, a player who has been reversed (heavy) can stand beside a non-reversed (light) small-bomb, or a reversed (light) large-bomb so that the heavy player drops to the ground before the bomb explodes. Alternatively, non-reversed (light) players can now stand beside a reversed (heavy) small-bomb, and so forth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; - creates four large AoE telegraphs around the arena - two wind-based and two lightning-based. Players will need to react depending on their weight via &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;. If untethered (non-reversed / light), players will need to stand within the lightning-based AoE, whereas tethered players (reversed / heavy) will need to stand within the wind-based AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Gunner===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Gunner&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;) and a raid-wide blast (&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039; - summons two turrets - one to the east and one to the west. If the turrets are left alive long enough, they will eventually cast &#039;&#039;&#039;Explosion&#039;&#039;&#039;, resulting in an enrage and full team wipe. &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can also cast &#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; and be buffed by &#039;&#039;&#039;Higher Power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039; - each &#039;&#039;&#039;Gun Turret&#039;&#039;&#039; aims a lethal blast towards their primary target that can only be survived via an &#039;&#039;invulnerability&#039;&#039; cooldown. Tanks beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039; - provides a &#039;&#039;Damage Up&#039;&#039; buff to existing &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; which players should remove via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039; - afflicts all players with an &#039;&#039;&#039;Unseen&#039;&#039;&#039; debuff, represented by a circular icon around the player with one empty space at either the front, back, or one of the sides. The debuff is reminiscent of &#039;&#039;&#039;Analysis&#039;&#039;&#039; from &#039;&#039;&#039;Mustadio&#039;&#039;&#039; in &#039;&#039;&#039;[[The Orbonne Monastery]]&#039;&#039;&#039; - forcing players to aim the exposed/open side of their circular icon towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; during &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and then aim the exposed side towards an &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; firing into the arena from the outside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; - causes the gunner-unit to summon turrets outside of the arena - typically in a line on opposite sides, such as multiple turrets to the east and multiple turrets to the west. After a brief delay, all turrets will fire line-AoE&#039;s into the arena in the direction they are facing - indicated by a pointer-marker. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players will need to aim the exposed side of their circular marker towards a turret as it is firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; - the above-mentioned raid-wide blast. If the raid has been affected by &#039;&#039;&#039;Reading&#039;&#039;&#039;, players must face the exposed side of their circular marker towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; before &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039; goes off.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Queen&#039;s Soldier===&lt;br /&gt;
Like all other guard-units, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; has a tank-buster (&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;) and raid-wide blast (&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;). New mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039; - creates fireballs within the arena of both small and large size - both of which will eventually explode. Keep in mind that the size of the explosion depends on the size of the fireball and that the soldier can also cast &#039;&#039;&#039;Fool&#039;s Gambit&#039;&#039;&#039; to convert the fireballs into toads which will leap around the arena to change their position before they explode. Make sure to keep an eye on them and remember the size of the fireball(s) so you can quickly determine where safe spots will be located.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icy/Fiery Portent&#039;&#039;&#039; - similar to the flaming/icy mechanics encountered in [[The Seat of Sacrifice]]. If &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; is being cast, players must ensure that they are moving when it goes off to avoid being frozen solid. If &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; is being cast, players must ensure that they are not moving at all when it goes off to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit &amp;amp; Secrets Revealed&#039;&#039;&#039; - deploys non-targetable soldier-adds around the arena which are capable of leaping to different positions. At some point, the soldier-unit will tether to some of the adds. Later on, all adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs, yet only the adds that were previously tethered to the boss will execute their AoE attack. Any add that was not tethered to the boss will emit a fake AoE instead, which is safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===DPS Check: Aetherial Wards===&lt;br /&gt;
Assuming the raid successfully defeats each pair of guards, all four enemies will eventually leap into the arena together and begin hard-casting a wipe mechanic, initiating a DPS check.&lt;br /&gt;
&lt;br /&gt;
During this time, all four units will be protecting themselves with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; that must be destroyed. Each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will periodically be affected by &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; - creating a barrier that counter-attacks players who hit it from a protected side. For example, one ward may counter players who hit it from the flanks (sides) but is unprotected from the front and rear, and so on. For reference, the counter-attacking side of each &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; causes the position of the counter-sides to change, so if you see &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039; about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, additional mechanics will take place during the DPS check, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; - creates a sphere at the north and south edge of the arena - both of which will aim a lethal blast (&#039;&#039;&#039;Spite Smite&#039;&#039;&#039;) at their primary target. Similar to &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; from the gunner, each should be picked up by an invulnerability-capable tank so that the lethal blast can be avoided. Bear in mind that two tanks have likely used their invulnerability cooldowns to handle &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; earlier in the fight, so two other tanks should consider grabbing the spheres.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; - summons twelve orbs around the arena that will eventually &#039;&#039;&#039;Fracture&#039;&#039;&#039; - creating point-blank AoE&#039;s at their current location. To meet the DPS check, players should be designated to stand within the AoE telegraphs and use &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the wards have been destroyed, the Queen&#039;s Guard signals their retreat, allowing the raid to move on to the next boss of the duty.&lt;br /&gt;
&lt;br /&gt;
===First Phase===&lt;br /&gt;
The raid will take on all four members of the queen&#039;s guard simultaneously - each one capable of performing its basic tank-buster and raid-wide AoE. Once a unit has been brought to 80% health, it will retreat from the arena until all four units have been sufficiently damaged, initiating the next phase of the battle.&lt;br /&gt;
&lt;br /&gt;
===Second Phase: Knight &amp;amp; Warrior===&lt;br /&gt;
Bear in mind that if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steelsting&#039;&#039;&#039; or &#039;&#039;&#039;Spellforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombslinger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Board&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Winds of Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimal Play&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Blood &amp;amp; Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mechanics loop once again, with the final 2x &#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; casts being followed by an &#039;&#039;&#039;(Enraged) Blood &amp;amp; Bone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Third Phase: Gunner &amp;amp; Soldier===&lt;br /&gt;
Just like before, if either unit is critically damaged before the other, the healthier unit will initiate a long-cast &#039;&#039;&#039;enrage&#039;&#039;&#039;. As a result, it is best to defeat both units at the same time to avoid any risks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great Ball of Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fool’s Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gun Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Higher Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Double Gambit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reading&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shot in the Dark + Rapid Sever&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret’s Tour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Sever&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Shot in the Dark&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;(Enraged) Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase: DPS Check===&lt;br /&gt;
All four guards will re-enter the arena at inter-cardinal positions - each one shielding itself with an &#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039; - all of which must be destroyed within 60 seconds to avoid a wipe. For a minute, the raid will contend with &#039;&#039;&#039;Spiritual Sphere&#039;&#039;&#039; and &#039;&#039;&#039;Aura Sphere&#039;&#039;&#039; mechanics, followed by two casts of &#039;&#039;&#039;Coat of Arms&#039;&#039;&#039;. The process will loop one additional time before the long-cast enrage goes off.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Bozjan Phantom]]==&lt;br /&gt;
&lt;br /&gt;
Players will take on the Bozjan Phantom in a rectangular arena with very obvious patterns that will serve as a visual aid during future mechanics. Just like normal mode, the northern and southern edges of the arena will become a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, forcing all players to avoid contact at all costs.&lt;br /&gt;
&lt;br /&gt;
The fight itself is drastically different to the normal version with only a few mechanical concepts remaining the same. Differences include frequent add-based DPS &amp;amp; Heal checks (&#039;&#039;&#039;Summon&#039;&#039;&#039;) that require players to kill (or heal) numerous adds to make the boss targetable, then immediately silence the boss to prevent it executing a long-cast &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; (enrage).&lt;br /&gt;
&lt;br /&gt;
Much like normal mode, players will also have to travel within (or get knocked into) moving donut AoE&#039;s, except this time, the arena will also be bombarded with travelling point-blank AoE&#039;s, whilst various lanes pulse with multiple AoE blasts before becoming safe to enter. For the most part, players will begin in the north, travel to the south within a travelling left or right donut AoE, then remain to the south while avoiding lane-blasts and moving AoE circles before changing into a previously blasted lane to allow the moving AoE&#039;s to pass safely.&lt;br /&gt;
&lt;br /&gt;
Newer mechanics and/or variations include:&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; - causes each of the four lanes to display two symbols at the northern side of the arena. The first row of symbols will be near the edge of the arena close to the ground, while another row will be higher up on the far side of the north wall. Each symbol indicates a mechanic that will fire down the lane. However, keep in mind that whichever symbol is &#039;&#039;&#039;glowing&#039;&#039;&#039; in that lane will fire first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Orange Donut&#039;&#039;&#039; - represents a travelling donut AoE circle. Players will need to move into the donut AoE&#039;s starting location and travel from north to south within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Green Circle&#039;&#039;&#039; - represents a travelling circle AoE which will move from north to south that should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma: Purple Square&#039;&#039;&#039; - represents a pulsing lane-AoE that will render the lane completely unsafe for a total of three quick blasts. Players should avoid standing in a lane whenever it contains a glowing purple square. However, once all three pulses have gone off, players can then move into the previously blasted lane to avoid travelling circle AoE&#039;s or other hazards.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; - a self-buff that can be removed via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;. Any player who attacks the Bozjan Phantom while it has the &#039;&#039;&#039;Ice Spikes&#039;&#039;&#039; buff will be damaged and slowed, so make sure to remove the buff as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039; - just like normal mode, the boss will turn towards a random player and aim a massive cone AoE in their direction. However, the savage version does not include an obvious telegraph, thus players should keep an eye on the cast-bar and move behind the boss whenever they see &#039;&#039;&#039;Vile Wave&#039;&#039;&#039; being charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #1&#039;&#039;&#039; - when cast for the first time, the Bozjan Phantom will become untargetable in the centre of the arena and begin to long-cast an enraged &#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039; which must be silenced at all costs. Unfortunately, this can only be accomplished once the raid defeats numerous waves of wraith-like adds -- &#039;&#039;&#039;Bloody Wraiths&#039;&#039;&#039; (which must be killed) and &#039;&#039;&#039;Misty Wraiths&#039;&#039;&#039; (which must be healed to full health). The first wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;1 x Misty&#039;&#039;&#039;. The second wave contains &#039;&#039;&#039;2 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;2 x Misty&#039;&#039;&#039;. The third wave contains &#039;&#039;&#039;3 x Bloody&#039;&#039;&#039; and &#039;&#039;&#039;3 x Misty&#039;&#039;&#039;. It is worth noting that abilities such as &#039;&#039;&#039;Benediction&#039;&#039;&#039; will instantly heal a &#039;&#039;&#039;Misty Wraith&#039;&#039;&#039; to full health, so any raids containing multiple White Mage healers should co-ordinate their oGCD&#039;s if they wish to speed-heal misty wraiths. Once all adds of both types have been defeated, the boss becomes targetable once again, allowing the raid to &#039;&#039;&#039;Silence&#039;&#039;&#039; the long-cast enrage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon #2&#039;&#039;&#039; - when cast for the second time, &#039;&#039;&#039;Summon&#039;&#039;&#039; becomes similar to that of the normal version - creating an untargetable wraith to the north or south of the arena that will eventually knock all participants from one end of the room to the other - typically overlapped by &#039;&#039;&#039;Weave Miasma&#039;&#039;&#039; lane mechanics. Bear in mind that &#039;&#039;&#039;Surecast&#039;&#039;&#039; and &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; will not prevent the knockback at all, so watch out! At this point, players will need to identify the lane mechanics and pre-position themselves before the knockback to land safely. For example, players will typically need to aim themselves so that they are knocked into a donut AoE before it begins travelling.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Bozjan Phantom===&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invert Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weave Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manipulate Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vile Wave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malediction of Agony&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;...And so on...&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the Bozjan Phantom is akin to a mini-boss, any well-prepared raid will typically defeat it before a third cast of &#039;&#039;&#039;Summon&#039;&#039;&#039; - especially if at least one player is utilizing &#039;&#039;&#039;Lost Banish&#039;&#039;&#039; to significantly improve the damage of the raid. Once the Bozjan Phantom has been defeated, players can proceed towards their next foe - &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Trinity Avowed]]==&lt;br /&gt;
Participants will be happy to know that &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; bears many similarities to the normal version. For example, the main threat of the battle still revolves around the &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039; mechanic, forcing all members of the raid to manage their temperature by intentionally being hit by mechanics to heat (or cool) themselves into a neutral state. The boss will also be flitting between three different weapons just like normal mode, except this time, each new weapon marks the beginning of a weapon-specific phase (as opposed to simply using a weapon-swap to unleash one particular mechanic like in normal mode).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the &#039;&#039;snakes &amp;amp; ladders&#039;&#039; style maze is back with a vengeance, and the boss will complicate matters further by using an &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; debuff that will alter player temperatures once it expires. Just like in normal, any player who does not regulate their temperature into a neutral state before &#039;&#039;&#039;Intemperate&#039;&#039;&#039; detonates (or receive more than two stacks of either &#039;&#039;&#039;Hot&#039;&#039;&#039; or &#039;&#039;&#039;Cold&#039;&#039;&#039;) will be knocked out.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Quick March&#039;&#039;&#039; - debuffs the player with a forced-march icon - an arrow pointing in a specific direction. Once the debuff expires, the player will be forced to uncontrollably march in the given direction. The distance is equivalent to two floor tiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that is significantly more damaging than the normal version (and also applies a nasty bleed to boot). At least one player should utilize &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; to help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; - a vicious tank-busting cleave, indicated by a noticeable red marker on the primary target, though in savage mode, the tank-buster should be soaked by three tanks at once. Keep in mind that the cone-cleave can cover most of the arena, so make sure it is never aimed towards the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unseen Eye&#039;&#039;&#039; - causes non-targetable clones of the &#039;&#039;&#039;Trinity Seeker&#039;&#039;&#039; to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously shoot through the lane they are facing. Players will need to quickly identify a safe square to stand on before it is too late.&lt;br /&gt;
&lt;br /&gt;
===Hot &amp;amp; Cold===&lt;br /&gt;
The main threat of the encounter is &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, which causes all players to be assigned a temperature level that must be made neutral before their given &#039;&#039;&#039;Intemperate&#039;&#039;&#039; debuff expires. A marker above your head will display your current temperature in the form of a thermometer in the centre (neutral) with two (&#039;&#039;&#039;Cold&#039;&#039;&#039;) squares to the left and two (&#039;&#039;&#039;Hot&#039;&#039;&#039;) squares to the right. If any player acquires over two stacks of a particular temperature (or does not neutralize their temperature by the time &#039;&#039;&#039;Intemperate&#039;&#039;&#039; goes off), that player will immediately be KO&#039;d.&lt;br /&gt;
&lt;br /&gt;
However, savage mode involves an extra complication:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Brand&#039;&#039;&#039; - debuffs players with a &#039;&#039;&#039;Hot Brand&#039;&#039;&#039; or &#039;&#039;&#039;Cold Brand&#039;&#039;&#039; ranging from 1-2. Once the debuff expires, players will suffer a temperature change relative to the brand. For example, if you have a neutral temperature (0) and are afflicted with a &#039;&#039;&#039;Hot Brand +2&#039;&#039;&#039;, your temperature will become &#039;&#039;&#039;+2 Heat&#039;&#039;&#039; once the debuff expires. If unsure, the element (hot or cold) and the amount of temperature change (+1 or +2) are visually indicated by the debuff icon (which you can also mouse over to double-check if you wish).&lt;br /&gt;
&lt;br /&gt;
Just like normal mode, the goal is to keep your temperature in a neutral position by any means necessary before your time runs out, typically by getting hit by mechanics of the opposite element but of the same temperature value (i.e., if you have +2 &#039;&#039;&#039;Heat&#039;&#039;&#039;, you should intentionally eat a +2 &#039;&#039;&#039;Cold&#039;&#039;&#039; mechanic). For visual reference, temperature-effecting mechanics also display a thermometer-marker to indicate how hot or cold the mechanic is.&lt;br /&gt;
&lt;br /&gt;
Temperature mechanics include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freedom of Bozja (Staff)&#039;&#039;&#039; - causes a proximity marker to spawn in each corner of the arena, forcing the raid to stack in the centre to minimize damage. Once the markers have exploded, orbs of &#039;&#039;&#039;Fire&#039;&#039;&#039; and &#039;&#039;&#039;Ice&#039;&#039;&#039; will be left behind - each one emitting a point-blank AoE from their current location. Being hit by an AoE from one of the elements will affect the player&#039;s temperature - indicated by thermometer icons above each orb. For example, if you see an ice-orb with +2 squares in its thermometer, you will suffer +2 cold temperature by standing in the AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flames of Bozja (Bow)&#039;&#039;&#039; - spawns a wreath of lava at the eastern or western side of the arena that will eventually cover the majority of the battlefield in a persistent and lethal flame - except for a tile-wide strip on the opposite side of the platform. For example, if you see noticeable gouts of lava forming to the west, all players should move to the easternmost segment of the platform as soon as possible. Shortly afterwards, the inside of the flaming area will generate a mish-mash of black ladder-like patterns which will be used as pathing for a bundle of &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Ice Arrows&#039;&#039;&#039; - each with temperature values indicated by their thermometer icon.&lt;br /&gt;
&lt;br /&gt;
In savage mode, the pathways will NOT light up to indicate possible arrow paths. Instead, players will have to look for the arrow they wish to be hit by and keep in mind that their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right path while travelling. It won&#039;t be long before all arrows simultaneously traverse the maze and reach their very own tile within the safe area. The square they land on will explode, dealing &#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Ice&#039;&#039;&#039; damage to any player standing within the square and modify the temperature of players caught within it. Bear in mind that there will always be one safe tile during the ordeal, so players who already have a neutral temperature should identify the tile that will not be hit by any arrows at all and stand within it to avoid a temperature change.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Apparition (Sword &amp;amp; Shield)&#039;&#039;&#039; - causes the boss to become temporarily non-targetable and summon three clones of itself, all of which will slowly raise a sword of &#039;&#039;&#039;fire&#039;&#039;&#039; or &#039;&#039;&#039;ice&#039;&#039;&#039; to their left or right. After a delay, the boss and all its clones will simultaneously cleave across the arena in the direction of their weapon via &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;. Keep in mind that all cleaves will display a thermometer to indicate the temperature value of their elemental attack and that you&#039;ll have a limited window of time to identify a safe square (if you do not wish to alter your temperature) or a square that will regulate your temperature, such as a +1 Hot cleave while you have +1 Cold temperature, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Allegiant Arsenal - Swap Mechanics===&lt;br /&gt;
Throughout the battle, Trinity Seeker will cast &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039;, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, which is then followed by a mechanical phase specific to that weapon. In savage mode, the initial weapon-swap (opener) mechanics will not provide a telegraph, so players should keep an eye on the cast-bar and boss animations to identify what the follow-up will be and pre-emptively position themselves into a safe location.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Bow&#039;&#039;&#039;, a 270-degree frontal cone (&#039;&#039;&#039;Flashvane&#039;&#039;&#039;) will be projected across the arena in the direction the boss is facing, leaving a safe spot directly behind the boss. With the bow equipped, Trinity Avowed will later use &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Sword &amp;amp; Shield&#039;&#039;&#039;, the opposite happens - a 270-degree backward cone (&#039;&#039;&#039;Infernal Slash&#039;&#039;&#039;), leaving a safe spot directly in front of the boss. With the sword and shield equipped, Trinity Avowed will later use &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
* When you notice the boss equipping a &#039;&#039;&#039;Staff&#039;&#039;&#039;, be prepared to run from a point-blank AoE (&#039;&#039;&#039;Fury of Bozja&#039;&#039;&#039;) which will immediately be dropped at the bosses current location. With the staff equipped, Trinity Avowed will later use &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039; in-between other general mechanics.&lt;br /&gt;
&lt;br /&gt;
Seeing as two of the three initial weapon-swap mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss at all times.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Trinity Avowed===&lt;br /&gt;
The battle begins with &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039; and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, followed by repeated casts of &#039;&#039;&#039;Allegiant Arsenal&#039;&#039;&#039; - each one marking the start of a mini-phase. Once the boss has rotated twice through all three weapon types (and their associated mini-phases), it will &#039;&#039;&#039;enrage&#039;&#039;&#039; and wipe the raid via a short-cast &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow Phase #2&#039;&#039;&#039;  - the boss cycles through &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Flames of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Shimmering Shot&#039;&#039;&#039;, &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;, and &#039;&#039;&#039;Wrath of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Quick March&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Freedom of Bozja&#039;&#039;&#039;, &#039;&#039;&#039;Unseen Eye&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #1&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword &amp;amp; Shield Phase #2&#039;&#039;&#039; - the boss cycles through &#039;&#039;&#039;Hot &amp;amp; Cold&#039;&#039;&#039;, &#039;&#039;&#039;Elemental Brand&#039;&#039;&#039;, &#039;&#039;&#039;Unwavering Apparition&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, &#039;&#039;&#039;Blade of Entropy&#039;&#039;&#039;, and &#039;&#039;&#039;Glory of Bozja&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Trinity Avowed finally defeated, players can head back to the previous room to unlock the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; mini-boss (see below) if they haven&#039;t done so already.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[Stygimoloch Lord]]==&lt;br /&gt;
The &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; can be found within the &#039;&#039;&#039;Vault of Singing Crystal&#039;&#039;&#039;. This mighty minotaur must be defeated if you wish to remove the &#039;&#039;&#039;Royal Favor&#039;&#039;&#039; buff from &#039;&#039;&#039;The Queen&#039;&#039;&#039; - the final boss of the duty. To find the elusive mini-boss, at least one player must utilize a &#039;&#039;&#039;Mini Trap&#039;&#039;&#039; to shrink themselves in the room previous to the &#039;&#039;&#039;Trinity Avowed&#039;&#039;&#039; encounter, allowing them to walk underneath a gate by a lion statue and open it for the rest of the raid. Due to the presence of traps after the gate, be sure to stay behind players with &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; so that they can root out any dangerous tiles on the way.&lt;br /&gt;
&lt;br /&gt;
Much like &#039;&#039;&#039;Dahu&#039;&#039;&#039; and the &#039;&#039;&#039;Bozjan Phantom&#039;&#039;&#039;, the &#039;&#039;&#039;Stygimoloch Lord&#039;&#039;&#039; is also a mini-boss with lower health than core bosses and are typically defeated long before a group can acquire a fully charged Limit Break 3. However, an abundance of personal responsibility mechanics and the &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039; debuff will still keep you on your toes.&lt;br /&gt;
&lt;br /&gt;
After some introductory mechanics, the mighty minotaur will initiate an add phase which will require the use of &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; and &#039;&#039;&#039;Lost Perception&#039;&#039;&#039; to handle specific mechanics.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039; - inflicts unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039; - the Stygimoloch Lord raises its arm and marks its primary target with a noticeable red icon, indicating a vicious tank-busting cleave. Make sure the boss is facing away from the rest of the group. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039; - a point-blank AoE (with no telegraph or cast-bar) in the form of a spinning attack, damaging and knocking back anyone it hits. Players should try to maintain a moderate distance from the boss and keep in mind that &#039;&#039;&#039;Arm&#039;s Length&#039;&#039;&#039; and &#039;&#039;&#039;Surecast&#039;&#039;&#039; knockback prevention will have no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039; - the boss aims a cone AoE towards a random player. After a very short delay, the boss will slam the ground, smashing anyone within the AoE, and then repeat the process an additional two times (for a total of three AoE slams). Assuming you aren&#039;t too far away from the boss, you&#039;ll be able to quickly sidestep the telegraphs with relative ease.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039; - marks three players with an AoE circle. After a brief delay, all marked players will drop a ring of lightning at their current locations that will repeatedly detonate on the spot numerous times before disappearing. Be sure to move away from the rest of the raid and drop the circles at the outer edges of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1111-Tonze Swing&#039;&#039;&#039; - causes the boss to charge up a hefty point-blank AoE covering the majority of the arena. Everyone should retreat to the outer edges as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039; - creates a proximity marker at a random player. The boss will leap out of the arena and land with tremendous force at the marked location, dealing proximity damage to the entire raid. Simply move as far away from the proximity marker as possible to avoid unnecessary damage.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
After unleashing some basic mechanics, the boss will leap toward the centre of the arena and become untargetable. Soon afterwards, circles of purple energy will form within the arena, leaving a safe outer ring and a safe inner ring - with each safe area also sporting small crevices at cardinal positions. Bear in mind that the purple patterns will eventually become a death wall, giving everyone a window of opportunity to position themselves safely within one of the two clear rings. Once the death wall is active, the Stygimoloch Lord will begin to unleash various add-based mechanics.&lt;br /&gt;
&lt;br /&gt;
A total of four &#039;&#039;&#039;Stygimoloch Monk&#039;s&#039;&#039;&#039; will spawn within the arena - one per cardinal position. If any player is auto-attacked by a monk, they will acquire a stack of &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;. If a monk gets within range of another monk, they will tether to each other and move much faster, making it much easier for them to reach their target and apply &#039;&#039;&#039;Twice-cone Ruin&#039;&#039;&#039; stacks with ease. Lastly, any monk that walks within the purple death-wall patterns will do so at a slower pace. As a result, each tank will need to pick a monk (add) and quickly generate enmity, then kite the monk around the safe area without ever letting the monk get too close to themselves or another monk. For best results, all four monks should be kited around the safe area in a clockwise or counter-clockwise direction so that they can never reach each other. Meanwhile, the rest of the raid will need to burn down the monks as soon as possible, though this is complicated by the presence of various other mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Fire&#039;&#039;&#039; - an add capable of casting &#039;&#039;&#039;Mana Flame&#039;&#039;&#039; (point blank AoE). In order to destroy a &#039;&#039;&#039;Ball of Fire&#039;&#039;&#039;, players will need to reflect the AoE via &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ball of Earth&#039;&#039;&#039; - an add that will long-cast an unavoidable raid-wide AoE whilst protected via &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;. Seeing as the AoE applies &#039;&#039;&#039;Twice-come Ruin&#039;&#039;&#039;, players will need to utilize &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039; to remove the stoneskin buff, then burn the add down before it can bombard the raid with debuffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039; - causes the Stygimoloch Lord and all remaining Stygimoloch Monk&#039;s to place &#039;&#039;&#039;Explosive&#039;&#039;&#039; and &#039;&#039;&#039;Poisonous&#039;&#039;&#039; traps around the outer safe-ring of the arena which can only be revealed via &#039;&#039;&#039;Lost Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039; - causes a ring of lighting to spawn within safe-rings of the arena. To avoid, players will need to dip into a safe-ring crevice, which gives them just enough room to avoid being fried.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolts&#039;&#039;&#039; - creates AoE circles beneath players, forcing them to stay on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039; - afflicts all members of the raid with one of two debuffs - &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; or &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; - both of which will be triggers by a separate ability - &#039;&#039;&#039;Fateful Words&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Wanderer&#039;s Fate&#039;&#039;&#039; will suffer a marginal knockback from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. The knockback is extremely small, yet sufficient enough to punt a player into a death wall if they are not standing at the northernmost point of a safe-ring crevice.&lt;br /&gt;
&lt;br /&gt;
-- All players with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will suffer the opposite - a marginal push-in from the Stygimoloch Lord once &#039;&#039;&#039;Fateful Words&#039;&#039;&#039; has been cast. Players affected with &#039;&#039;&#039;Sacrifice&#039;s Fate&#039;&#039;&#039; will need to stand at the southernmost point of a safe-ring crevice to avoid being pulled into a death wall.&lt;br /&gt;
&lt;br /&gt;
To handle all mechanics, a handful of players should be assigned to the central safe-ring (to &#039;&#039;&#039;Reflect&#039;&#039;&#039;, &#039;&#039;&#039;Dispel&#039;&#039;&#039; and detect traps), whilst the rest - particularly melee - move to the outer safe-ring, focusing on damaging monks at every available opportunity.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: Stygimoloch Lord===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase only lasts for the first 30% of health, so well-prepared groups will generally push the boss into the add phase before any further mechanics take place. If not, the Stygimoloch Lord will utilize 2x &#039;&#039;&#039;Rush&#039;&#039;&#039; attacks before entering a loop.&lt;br /&gt;
&lt;br /&gt;
===Add Phase===&lt;br /&gt;
The Stygimoloch Lord will leap to the centre and become untargetable, shortly followed by the arena generating two death-wall circles. Monks will spawn soon after, so tanks will need to generate enmity against their chosen add and start kiting as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthe Fate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fateful Words&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devastating Bolt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Discharge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1111-tonze Swing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crashing Hoof&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Splitter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Swipe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the boss survives this long, it will enter a mechanical loop until defeated.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|link=]] [[The Queen]]==&lt;br /&gt;
The Queen is your final obstacle in savage mode and is somewhat similar to her normal-mode counterpart, except for a few new mechanics and added complexities to her original abilities. Just like normal mode, the arena will involve a circular &#039;&#039;&#039;death wall&#039;&#039;&#039; that will occasionally fluctuate in size, so watch out!&lt;br /&gt;
&lt;br /&gt;
The most notable differences are far more complex versions of the &#039;chess mechanics&#039;, as well as more mechanical combinations from the &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; during &#039;&#039;&#039;Relentless Play&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===General Mechanics===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039; - inflicts unavoidable raid-wide damage coupled with vicious &#039;&#039;&#039;bleed&#039;&#039;&#039; debuffs. The overall frequency and damage output make &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; a vital part of survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039; - a spicy double-hit tank-buster that also applies a very nasty &#039;&#039;&#039;bleed&#039;&#039;&#039;, as well as a dispellable &#039;&#039;&#039;Doom&#039;&#039;&#039; debuff that should be removed via &#039;&#039;&#039;Esuna&#039;&#039;&#039; as soon as possible. Tanks will need to &#039;&#039;&#039;provoke&#039;&#039;&#039; between strikes to save the original target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; - causes numerous glowing lava-like lines to slowly carve their way across the floor from three orange circles within the arena at inter-cardinal locations. In normal mode, a moderate point-blank AoE was dropped whenever at any point where two lines intersected. However, in savage mode, the AoE&#039;s will be much larger, typically occupying one half of the arena. Players will need to quickly identify which side is safe and retreat from intersecting lines as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line while brandishing a sword to either her left or right, cleaving that side of the arena along the way, maiming anyone caught in her direct path standing on the wrong side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039; - provides the Queen with a duty-bar (&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;) which, well filled to maximum, causes the boss to teleport, summon orbs of lightning, and gain four different buffs (which should be removed as soon as possible via &#039;&#039;&#039;Lost Dispel&#039;&#039;&#039;). Meanwhile, the orbs - which soon begin to pulse - must be destroyed by having players reflect the damage using &#039;&#039;&#039;Lost Reflect&#039;&#039;&#039;. If destroyed, orbs leave behind puddles of lightning that provide a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; buff to any player who stands within them, which is required to survive &#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom&#039;s Bolt&#039;&#039;&#039; - rains down lightning, outright slaying any player who has not acquired a &#039;&#039;&#039;Lightning Resistance Up&#039;&#039;&#039; during &#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; - causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it. Seeing as the outer ring of the arena is a literal &#039;&#039;&#039;death wall&#039;&#039;&#039;, players should move to whichever side of the line has the most space between it and the outer ring. Thankfully, players can safely walk through the line before it explodes, but should not be standing on it when it detonates.&lt;br /&gt;
&lt;br /&gt;
===Chessboard===&lt;br /&gt;
In normal mode, players were often forced to make a specific number of tile moves away from their starting square. In savage mode, players are given a set number of moves that they must correctly use to avoid numerous mechanics, then given a second batch of tile moves to avoid further mechanics and land on a single safe tile using their very last move. Using more (or less) than the given number of moves has dire consequences.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the chess-related mechanics (and their alterations).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Will&#039;&#039;&#039; - summons two pawns at the outskirts of the board that will eventually fire cross-shaped AoE&#039;s down perpendicular lanes once &#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; is cast (see below). To complicate matters, the Queen will typically force each pawn to move a specific number of tiles beforehand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039; - causes the two pawns to tether to the Queen and be given a noticeable marker in the form of numerous red dots, indicating how many tiles forward the pawn will move. For example, if you notice a pawn facing a specific direction with two red dots, it will be forced to move forward two tiles in that direction. Once the pawns have finished moving, their cross-shaped AoE will be fired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Queen&#039;s Edict&#039;&#039;&#039; - causes the queen to become completely impervious to attack, summon a single safe-tile somewhere within the arena (which will visibly glow bright blue), summon four pawns at the outer edges (which will eventually fire straight-line AoE&#039;s down the lanes after they have been moved a set number of tiles), and debuff ALL players with a &#039;&#039;&#039;Movement Edict&#039;&#039;&#039; of either 2 squares, 3 squares, or 4 squares. Initially, players will need to use all of their given tile-moves to pre-emptively avoid lanes or tiles that will be shot by the pawns, whilst also positioning themselves in range of the safe tile, which they will need to reach when the ability is cast a second time, giving them a new number of moves to resolve. Bear in mind that the above numbers will never be used twice in a row, meaning players (after both edict casts) will acquire 5, 6, or 7 moves in total. Using too many (or too few) moves, in either case, will result in death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr&#039;s Blades&#039;&#039;&#039; - destroys all players who are not within the above-mentioned safe-tile.&lt;br /&gt;
&lt;br /&gt;
===Relentless Play===&lt;br /&gt;
Like normal mode, &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; summons a duo of &#039;&#039;&#039;Queen&#039;s Guard&#039;&#039;&#039; which will then unleash a combination of mechanics you have previously experienced in the Queen&#039;s Guard boss fight. Combinations include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1 - Gunner &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; + Automatic Turret&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reading&#039;&#039;&#039; + &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039;, followed by &#039;&#039;&#039;Winds of Weight&#039;&#039;&#039; + &#039;&#039;&#039;Queen&#039;s Shot&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like your previous encounter with the queen&#039;s guard, players will need to face the open side of their markers towards the &#039;&#039;&#039;Gunner&#039;&#039;&#039; unit, then automatic turrets - all while avoiding &#039;&#039;&#039;Northswain&#039;s Glow&#039;&#039;&#039; from the queen, which will eventually detonate the arena except for limited safe spots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2 - Soldier &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Shield Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Double Gambit&#039;&#039;&#039; + &#039;&#039;&#039;Optimal Offensive&#039;&#039;&#039; (whilst the queen uses &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;), followed by &#039;&#039;&#039;Secrets Revealed&#039;&#039;&#039;, and finally, an extra &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; from the queen.&lt;br /&gt;
&lt;br /&gt;
Members of the raid will need to position themselves so that they are knocked into a side of the arena that is not being cleaved during &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039;, then navigate to one of the two untethered pawns to avoid the fake-out AoE, one of which will be on the safe side of the second &#039;&#039;&#039;Judgement Blade&#039;&#039;&#039; cleave.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #3 - Gunner &amp;amp; Knight&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Automatic Turret&#039;&#039;&#039;, followed by a &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; (or) &#039;&#039;&#039;Sword Omen&#039;&#039;&#039;, followed by &#039;&#039;&#039;Optimal Play&#039;&#039;&#039;, and finally, a &#039;&#039;&#039;Turret&#039;s Tour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will need to keep an eye on whether the Knight is using &#039;&#039;&#039;Sword Omen&#039;&#039;&#039; or &#039;&#039;&#039;Shield Omen&#039;&#039;&#039; and react accordingly, then dodge the follow-up &#039;&#039;&#039;Turret Tour&#039;&#039;&#039; and anything else thrown in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4 - Soldier &amp;amp; Warrior&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The duo of guards will cycle through &#039;&#039;&#039;Bombslinger&#039;&#039;&#039;, followed by &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039;, then &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; (knockback line), a &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; (or) &#039;&#039;&#039;Icy Portent&#039;&#039;&#039;, and finally, &#039;&#039;&#039;Above Board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players will first need to position themselves so that &#039;&#039;&#039;Heaven&#039;s Wrath&#039;&#039;&#039; knocks them into an appropriate bomb, then either stand still to avoid being frozen solid by &#039;&#039;&#039;Icy Portent&#039;&#039;&#039; or keep moving to avoid damage from &#039;&#039;&#039;Fiery Portent&#039;&#039;&#039; before &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; launches everyone into the air. Just like the previous encounter with the queen&#039;s guard, players will need to take into account the &#039;&#039;&#039;Reversal of Forces&#039;&#039;&#039; (weight changes) when choosing a bomb to stand beside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5 - All Guard Members&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The very last &#039;&#039;&#039;Relentless Play&#039;&#039;&#039; is a pre-enrage mini-phase where all four members of the queen&#039;s guard utilize their tank or raid-busters in tandem whilst the queen herself peppers the battlefield with her raid-wide attacks. It is an extremely damage-intensive phase that will require at least two &#039;&#039;&#039;Lost Aethershield&#039;&#039;&#039; users to mitigate through it - one for the opening AoE&#039;s and another for the follow-up AoE&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone + Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyreal Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood and Bone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mechanical Timeline: The Queen===&lt;br /&gt;
===First Phase===&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Northswain’s Glow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Second Phase===&lt;br /&gt;
*&#039;&#039;&#039;Gods Save the Queen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Queen’s Edict&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beck and Call to Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnhildr’s Blades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Final Phase===&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Slash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play 3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maelstrom’s Bolt&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Iniquity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Play #5&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sovereignty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enrage (Gods Save the Queen)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
It is important to note that Delubrum Reginae (Savage) uses &#039;&#039;&#039;Personal Loot&#039;&#039;&#039;, so you have to be sure to click and loot each chest yourself.&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Slimes &amp;amp; Golems]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Seeker]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Dahu]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Warrior]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Queen&#039;s Guard]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
Successful duel:&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Bozjan Phantom]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Contention|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Clarity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Divinity|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Finesse|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Fortitude|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Observation|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Trinity Avowed]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Stygimoloch Lord]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Runner&#039;s Plating (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Queen]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Head Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Body Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Hand Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Leg Gear)|1}}&lt;br /&gt;
{{Drops table row|Orderly Runner&#039;s Secrets (Foot Gear)|1}}&lt;br /&gt;
{{Drops table row|Save the Princess|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Loss|1}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Deception|1}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 5.45 Features]] [[Category:Shadowbringers]] [[Category:Field Operations]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462486</id>
		<title>The Hunter&#039;s Legacy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462486"/>
		<updated>2022-09-08T17:12:44Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = The Hunter&#039;s Legacy&lt;br /&gt;
| description = [[Lue-Reeq]] appears to have been struck by an epiphany.&lt;br /&gt;
| image = No Greater Sport.png&lt;br /&gt;
| quest-giver = Lue-Reeq&lt;br /&gt;
| location = The Crystarium&lt;br /&gt;
| location-x = 10.8&lt;br /&gt;
| location-y = 15.9&lt;br /&gt;
| type = role&lt;br /&gt;
| quest-line = Shadowbringers Role Quests&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| level = 76&lt;br /&gt;
| requirements = Physical [[DPS]]&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 224640&lt;br /&gt;
| gil = 3172&lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = Freedom from Privilege&lt;br /&gt;
| next-quest = Fellowship Restored&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
==Solo Duty Walkthrough==&lt;br /&gt;
* For this duty, you will be playing as Renda-Rae.&lt;br /&gt;
* [[Balam-Quitz]] uses a lot of wide AOE attacks so don&#039;t stay in one spot too long.&lt;br /&gt;
* When [[Balam-Quitz]] starts preparing &#039;&#039;&#039;Preternatural Roar&#039;&#039;&#039;, you must [[Interrupt]] it by using Dulling Arrow. If not interrupted, you will suffer {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;.&lt;br /&gt;
* Halfway through the fight, [[Balam-Quitz]] will use &#039;&#039;&#039;Rumbling Thunder&#039;&#039;&#039;, giving an unavoidable {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and starting a scripted scene where Ardbert, Branden, Cylva, Lamitt, and Nyelbert join the fight.&lt;br /&gt;
* At 35% health, [[Balam-Quitz]] will use Frenzied Rage, giving itself a permanent Levinskin, which will increase it&#039;s defense and lengthen the fight.&lt;br /&gt;
* It will use targeted AOE on your allies. Gather near them to share the damage.&lt;br /&gt;
* At around 15% health, [[Balam-Quitz]] will slow cast &#039;&#039;&#039;Mortal Roar&#039;&#039;&#039; as an enrage. Simply stand on the AoE that appears shortly after to gain a damage buff and defeat the boss.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Rendezvous with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Speak with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Lue-Reeq appears to have been struck by an epiphany.&lt;br /&gt;
&lt;br /&gt;
*Despite not even bothering to venture outside the Crystarium whilst making cursory inquiries, Lue-Reeq has struck upon a new avenue of investigation into the whereabouts of Andreia. There is a prevailing theory that the Virtues, unlike most sin eaters, are driven by powerful memories that forever changed the course of the fallen heroes&#039; lives. If true, then the memory you glimpsed of Andreia may hold a clue to where she might be found next. What you described to Lue-Reeq was apparently similar to a tale the would-be hunter heard when he was a child. Why he did not reach this conclusion sooner is anyone&#039;s guess, but the fact remains that he has now, which is why he urges you to accompany him back to Kholusia that you may question the wet nurse who first told him the story and determine if its hero and Renda-Rae are one and the same.&lt;br /&gt;
&lt;br /&gt;
*Miss Olvara, the kindly woman who all but single-handedly raised Lue-Reeq, confirms that the adventures of the brave hunter that she regaled him with in his youth were indeed those of Renda-Rae. Despite the slander and disdain heaped upon the Warriors of Light in the wake of the Flood, Miss Olvara and her fellow bounty hunters still celebrated Renda-Rae&#039;s feats and looked up to her as a hero. They swore to preserve them, even if only in secret, and pass them down to future generations that they might inspire others as they had them. And so, even after she had long since put up her bow and quiver, the wet nurse delighted in sharing Renda-Rae&#039;s grand adventures with little Lue-Reeq, who in turn decided to follow in the women&#039;s footsteps.&lt;br /&gt;
&lt;br /&gt;
*The theory proves accurate, for your search of the Citia Swamps leads you straight to Andreia, where you once more find yourself walking in the memories of Renda-Rae─much to Lue-Reeq&#039;s dismay. As Miss Olvara described, the hunter tracked down the scourge of Norvrandt, Balam–Quitz, and with bow in hand took aim at the beast that had stolen her comrades from her on that tragic day...&lt;br /&gt;
&lt;br /&gt;
*In a twist, you discover that Renda-Rae did not in fact slay Balam–Quitz by herself, but with the aid of Ardbert and the other Warriors of Light, who had come to her aid despite her efforts to to keep them in the dark. However, when you emerge from your vision to share this revelation with Lue-Reeq, you are chastised by the young hunter who is angry that your visions have yet again cost you a chance to slay the Virtue. To your surprise, Lue-Reeq proclaims that he no longer has need of your services, and that upon your return to Gatetown, you will be given your final payment...&lt;br /&gt;
&lt;br /&gt;
*After sputtering some few words of irrational disappointment, Lue-Reeq departs in a huff, leaving you alone with Miss Olvara. As she watches him go, she explains that his behavior is likely an attempt to push you away before you do the same, as past experience has taught him that many of his so-called friends have only consorted with him for his prodigious wealth. She hopes you can find it in your heart to forgive him, and that you come and see her after taking some time to mull everything over.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462485</id>
		<title>The Hunter&#039;s Legacy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462485"/>
		<updated>2022-09-08T17:10:06Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: minor fix to the previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = The Hunter&#039;s Legacy&lt;br /&gt;
| description = [[Lue-Reeq]] appears to have been struck by an epiphany.&lt;br /&gt;
| image = No Greater Sport.png&lt;br /&gt;
| quest-giver = Lue-Reeq&lt;br /&gt;
| location = The Crystarium&lt;br /&gt;
| location-x = 10.8&lt;br /&gt;
| location-y = 15.9&lt;br /&gt;
| type = role&lt;br /&gt;
| quest-line = Shadowbringers Role Quests&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| level = 76&lt;br /&gt;
| requirements = Physical [[DPS]]&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 224640&lt;br /&gt;
| gil = 3172&lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = Freedom from Privilege&lt;br /&gt;
| next-quest = Fellowship Restored&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
* For this instance, you will be playing as Renda-Rae.&lt;br /&gt;
* [[Balam-Quitz]] uses a lot of wide AOE attacks so don&#039;t stay in one spot too long.&lt;br /&gt;
* When [[Balam-Quitz]] starts preparing &#039;&#039;&#039;Preternatural Roar&#039;&#039;&#039;, you must [[Interrupt]] it by using Dulling Arrow. If not interrupted, you will suffer {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;.&lt;br /&gt;
* Halfway through the fight, [[Balam-Quitz]] will use &#039;&#039;&#039;Rumbling Thunder&#039;&#039;&#039;, giving an unavoidable {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and starting a scripted scene where Ardbert, Branden, Cylva, Lamitt, and Nyelbert join the fight.&lt;br /&gt;
* At 35% health, [[Balam-Quitz]] will use Frenzied Rage, giving itself a permanent Levinskin, which will increase it&#039;s defense and lengthen the fight.&lt;br /&gt;
* It will use targeted AOE on your allies. Gather near them to share the damage.&lt;br /&gt;
* At around 15% health, [[Balam-Quitz]] will slow cast &#039;&#039;&#039;Mortal Roar&#039;&#039;&#039; as an enrage. Simply stand on the AoE that appears shortly after to gain a buff and defeat the boss.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Rendezvous with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Speak with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Lue-Reeq appears to have been struck by an epiphany.&lt;br /&gt;
&lt;br /&gt;
*Despite not even bothering to venture outside the Crystarium whilst making cursory inquiries, Lue-Reeq has struck upon a new avenue of investigation into the whereabouts of Andreia. There is a prevailing theory that the Virtues, unlike most sin eaters, are driven by powerful memories that forever changed the course of the fallen heroes&#039; lives. If true, then the memory you glimpsed of Andreia may hold a clue to where she might be found next. What you described to Lue-Reeq was apparently similar to a tale the would-be hunter heard when he was a child. Why he did not reach this conclusion sooner is anyone&#039;s guess, but the fact remains that he has now, which is why he urges you to accompany him back to Kholusia that you may question the wet nurse who first told him the story and determine if its hero and Renda-Rae are one and the same.&lt;br /&gt;
&lt;br /&gt;
*Miss Olvara, the kindly woman who all but single-handedly raised Lue-Reeq, confirms that the adventures of the brave hunter that she regaled him with in his youth were indeed those of Renda-Rae. Despite the slander and disdain heaped upon the Warriors of Light in the wake of the Flood, Miss Olvara and her fellow bounty hunters still celebrated Renda-Rae&#039;s feats and looked up to her as a hero. They swore to preserve them, even if only in secret, and pass them down to future generations that they might inspire others as they had them. And so, even after she had long since put up her bow and quiver, the wet nurse delighted in sharing Renda-Rae&#039;s grand adventures with little Lue-Reeq, who in turn decided to follow in the women&#039;s footsteps.&lt;br /&gt;
&lt;br /&gt;
*The theory proves accurate, for your search of the Citia Swamps leads you straight to Andreia, where you once more find yourself walking in the memories of Renda-Rae─much to Lue-Reeq&#039;s dismay. As Miss Olvara described, the hunter tracked down the scourge of Norvrandt, Balam–Quitz, and with bow in hand took aim at the beast that had stolen her comrades from her on that tragic day...&lt;br /&gt;
&lt;br /&gt;
*In a twist, you discover that Renda-Rae did not in fact slay Balam–Quitz by herself, but with the aid of Ardbert and the other Warriors of Light, who had come to her aid despite her efforts to to keep them in the dark. However, when you emerge from your vision to share this revelation with Lue-Reeq, you are chastised by the young hunter who is angry that your visions have yet again cost you a chance to slay the Virtue. To your surprise, Lue-Reeq proclaims that he no longer has need of your services, and that upon your return to Gatetown, you will be given your final payment...&lt;br /&gt;
&lt;br /&gt;
*After sputtering some few words of irrational disappointment, Lue-Reeq departs in a huff, leaving you alone with Miss Olvara. As she watches him go, she explains that his behavior is likely an attempt to push you away before you do the same, as past experience has taught him that many of his so-called friends have only consorted with him for his prodigious wealth. She hopes you can find it in your heart to forgive him, and that you come and see her after taking some time to mull everything over.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462484</id>
		<title>The Hunter&#039;s Legacy</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Hunter%27s_Legacy&amp;diff=462484"/>
		<updated>2022-09-08T17:09:34Z</updated>

		<summary type="html">&lt;p&gt;Theoth Normie: Added note about enrage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = The Hunter&#039;s Legacy&lt;br /&gt;
| description = [[Lue-Reeq]] appears to have been struck by an epiphany.&lt;br /&gt;
| image = No Greater Sport.png&lt;br /&gt;
| quest-giver = Lue-Reeq&lt;br /&gt;
| location = The Crystarium&lt;br /&gt;
| location-x = 10.8&lt;br /&gt;
| location-y = 15.9&lt;br /&gt;
| type = role&lt;br /&gt;
| quest-line = Shadowbringers Role Quests&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| level = 76&lt;br /&gt;
| requirements = Physical [[DPS]]&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 224640&lt;br /&gt;
| gil = 3172&lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = Freedom from Privilege&lt;br /&gt;
| next-quest = Fellowship Restored&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| patch = 5.0&lt;br /&gt;
}}&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
* For this instance, you will be playing as Renda-Rae.&lt;br /&gt;
* [[Balam-Quitz]] uses a lot of wide AOE attacks so don&#039;t stay in one spot too long.&lt;br /&gt;
* When [[Balam-Quitz]] starts preparing &#039;&#039;&#039;Preternatural Roar&#039;&#039;&#039;, you must [[Interrupt]] it by using Dulling Arrow. If not interrupted, you will suffer {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;.&lt;br /&gt;
* Halfway through the fight, [[Balam-Quitz]] will use &#039;&#039;&#039;Rumbling Thunder&#039;&#039;&#039;, giving an unavoidable {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039;, starting a scripted scene where Ardbert, Branden, Cylva, Lamitt, and Nyelbert join the fight.&lt;br /&gt;
* At 35% health, [[Balam-Quitz]] will use Frenzied Rage, giving itself a permanent Levinskin, which will increase it&#039;s defense and lengthen the fight.&lt;br /&gt;
* It will use targeted AOE on your allies. Gather near them to share the damage.&lt;br /&gt;
* At around 15% health, [[Balam-Quitz]] will slow cast &#039;&#039;&#039;Mortal Roar&#039;&#039;&#039; as an enrage. Simply stand on the AoE that appears shortly after to gain a buff and defeat the boss.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Rendezvous with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Accompany [[Lue-Reeq]] to [[Rak&#039;tika]].&lt;br /&gt;
*Speak with [[Lue-Reeq]] in [[Kholusia]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
*Lue-Reeq appears to have been struck by an epiphany.&lt;br /&gt;
&lt;br /&gt;
*Despite not even bothering to venture outside the Crystarium whilst making cursory inquiries, Lue-Reeq has struck upon a new avenue of investigation into the whereabouts of Andreia. There is a prevailing theory that the Virtues, unlike most sin eaters, are driven by powerful memories that forever changed the course of the fallen heroes&#039; lives. If true, then the memory you glimpsed of Andreia may hold a clue to where she might be found next. What you described to Lue-Reeq was apparently similar to a tale the would-be hunter heard when he was a child. Why he did not reach this conclusion sooner is anyone&#039;s guess, but the fact remains that he has now, which is why he urges you to accompany him back to Kholusia that you may question the wet nurse who first told him the story and determine if its hero and Renda-Rae are one and the same.&lt;br /&gt;
&lt;br /&gt;
*Miss Olvara, the kindly woman who all but single-handedly raised Lue-Reeq, confirms that the adventures of the brave hunter that she regaled him with in his youth were indeed those of Renda-Rae. Despite the slander and disdain heaped upon the Warriors of Light in the wake of the Flood, Miss Olvara and her fellow bounty hunters still celebrated Renda-Rae&#039;s feats and looked up to her as a hero. They swore to preserve them, even if only in secret, and pass them down to future generations that they might inspire others as they had them. And so, even after she had long since put up her bow and quiver, the wet nurse delighted in sharing Renda-Rae&#039;s grand adventures with little Lue-Reeq, who in turn decided to follow in the women&#039;s footsteps.&lt;br /&gt;
&lt;br /&gt;
*The theory proves accurate, for your search of the Citia Swamps leads you straight to Andreia, where you once more find yourself walking in the memories of Renda-Rae─much to Lue-Reeq&#039;s dismay. As Miss Olvara described, the hunter tracked down the scourge of Norvrandt, Balam–Quitz, and with bow in hand took aim at the beast that had stolen her comrades from her on that tragic day...&lt;br /&gt;
&lt;br /&gt;
*In a twist, you discover that Renda-Rae did not in fact slay Balam–Quitz by herself, but with the aid of Ardbert and the other Warriors of Light, who had come to her aid despite her efforts to to keep them in the dark. However, when you emerge from your vision to share this revelation with Lue-Reeq, you are chastised by the young hunter who is angry that your visions have yet again cost you a chance to slay the Virtue. To your surprise, Lue-Reeq proclaims that he no longer has need of your services, and that upon your return to Gatetown, you will be given your final payment...&lt;br /&gt;
&lt;br /&gt;
*After sputtering some few words of irrational disappointment, Lue-Reeq departs in a huff, leaving you alone with Miss Olvara. As she watches him go, she explains that his behavior is likely an attempt to push you away before you do the same, as past experience has taught him that many of his so-called friends have only consorted with him for his prodigious wealth. She hopes you can find it in your heart to forgive him, and that you come and see her after taking some time to mull everything over.&lt;/div&gt;</summary>
		<author><name>Theoth Normie</name></author>
	</entry>
</feed>