Delubrum Reginae
- See also: Delubrum Reginae (Savage) and Field Operations
Delubrum Reginae
- Level
- 80 (Sync: 80)
- Item Level
- 430 (Sync: 430)
- Difficulty
- Normal
- Party size
- Flexible
1-24 man • 1-24 - Unsyncing
- Not Allowed
- Time limit
- 180 minutes
- Tomestones
- 400
- Req. quest
- Fit for a Queen
- Entrance
- Gangos (X:5.5, Y:5.4)
- Patch
- 5.45
- The Echo
- Varies
“Beneath the wastes of Bozja Citadel lie the ruins of Queen Gunnhildr's kingdom. The temple at its heart, once a shining beacon of hope for Bozja, now remains forever shrouded in darkness. And it is there the Warrior of Light must lay the queen's legacy to rest.
— In-game description
Delubrum Reginae is a 1- to 24-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.
Entering Delubrum Reginae
Players can enter Delubrum Reginae by speaking with Mikoto at The Lost Trace or Sjeros in Gangos (X:5.5 Y:5.4). Once registered, players will be matched together regardless of their job's role. To enter as a party or alliance, the party or alliance leader must be the one to speak with the aforementioned NPCs.
- Players are free to change areas after registering.
- When registering as an alliance, please note that alliances will be temporarily disbanded upon entering.
- The maximum waiting time for matching is 10 minutes. Once the limit is reached, players will be prompted to enter the duty even if they have not reached the maximum party size of 24.
- Parties comprised of less than 24 players will be granted the power of the Echo. The strength of the Echo is determined by the number of players matched. Fewer players will result in a stronger Echo effect.
- Note: As this duty is relatively unpopulated since the release of Endwalker (patch 6.0), using matchmaking may not be recommended to complete this duty for the first time or "farm" it later. While the maximum queue time is 10 minutes, and small parties receive a substantial Echo buff, very small parties may still struggle to complete the duty due to the punishment for failing mechanics (see below). A preferred way is to form a premade party using Party Finder.
Duty-specific Rules and Features
The following duty-specific rules and features will be applied upon entering Delubrum Reginae:
Level Sync
Character levels will be synced to level 80. All equipment will be adjusted upwards or downwards to item level 430. Furthermore, materia bonuses will be ignored, regardless of the item level of gear affixed with materia. It is not possible to use an Unrestricted Party (i.e., with level and item level sync disabled).
Party Composition
Unlike other instanced duties, players may freely disband and reform parties while inside Delubrum Reginae.
- Please note that if you enter Delubrum Reginae as a member of a party, even if you leave it while within the duty, you will be returned to that party upon exiting the instance.
Countdowns, Field Markers, and Signs
Unlike other instanced duties, the use of countdowns, field markers, and signs is shared among all players in the instance.
Lost Actions
Any lost actions obtained on the Bozjan Southern Front, or previously set as duty actions, will carry over into this duty. A lost finds cache and Resistance appraiser are also available at the start of the instance.
While players cannot change jobs after entering this duty, lost actions may be used to help compensate for roles that may be absent from your party.
Traps
Players may encounter traps while fighting their way through Delubrum Reginae. Traps are invisible and, when triggered, can deal large amounts of damage or afflict players with any number of debilitating effects. That said, Lost Perception will allow one to detect traps before they are activated.
Traps can also be easily dealt with if a tank brings Lost Swift. If they activate Swift and invuln before any section with traps, they will be able to set off all traps without consequence.
Penalties
Players who are incapacitated during this duty will lose mettle. An additional penalty to mettle will be incurred when returning to the start of the instance or abandoning the duty without being raised.
- Resistance rank cannot go down from losing mettle.
Players who are the first to leave the instance from a matched party will not incur a Duty Finder penalty, unlike most other duties. Matched parties cannot backfill if players leave before the duty is complete.
Gear Effects
The additional effects of Bozjan gear will also be applied in Delubrum Reginae.
Rewards
Treasure coffers that appear in this instance yield separate rewards for each player. Be certain to open any you find as you fight your way through the ruins.
Boss Notes
Abilities such as Arm's Length and Surecast will NOT prevent knockback mechanics throughout the instance, so be sure to respect knockback mechanics as if you do not have those abilities equipped. Furthermore, any player who is hit by a mechanic (and survives) will acquire a stackable debuff called Twice-come Ruin that will last for just under 2 minutes. If a player with Twice-come Ruin is hit by another mechanic and survives (thus acquires a second stack), the debuff will be converted into Doom, leading to eventual and unavoidable death. As a result, avoiding mechanics is often a larger priority than maintaining uptime, especially if you wish to avoid losing Mettle.
Trinity Seeker
The first boss within Delubrum Reginae is fought within a circular arena, complete with four barricades that serve as obstacles (which can be used to deal with Baleful Blade pushback mechanics), as well as a noticeable pattern of circles on the ground (like a dartboard) with a small circle in the centre. Like many bosses, the pattern on the ground can be used as a visual aid when dealing with specific mechanics. Furthermore, the outer ring of the arena will become a death wall shortly after the encounter begins, so be sure to avoid walking (or being pushed) into the outer ring once the battle commences, utilizing the above-mentioned barricades to prevent yourself being punted outside.
The boss itself is reminiscent of Ravana from Heavensward - a large, four-armed monstrosity capable of wielding weapons in each hand. However, unlike Ravana, the Trinity Seeker will utilize different weapons and stances (after casting Verdant Path), each of which will dictate upcoming mechanics.
Below is a list of mechanics and abilities you should expect throughout the fight.
Generic Mechanics
- (Generic) Verdant Tempest - inflicts moderate raid-wide damage that cannot be avoided. Shield and heal as necessary.
- (Generic) Verdant Path - causes the Trinity Seeker to swap to different weapons and fighting stance. Bear in mind that a specific mechanic will be unleashed (depending on the weapon chosen) as soon as the weapon swap is complete. Below is a list of all stances and the mechanics related to each one.
(Merciful Air) Katana Mechanics
- Merciful Air - the Trinity Seeker utilizes a katana in each hand (similar to Ravana), gaining access to Mercy, Act of Mercy, Mercy Fourfold, and Seasons of Mercy. Note that the battle commences with the boss already in this stance. However, if the boss swaps back to Merciful Air via Verdant Path from any other stance later in the battle, Act of Mercy will immediately be executed.
- (Katanas) Act of Mercy - used as soon as the Trinity Seeker swaps to katanas from a different stance via Verdant Path. Once the katanas are equipped, the Trinity Seeker will emit a thin cross-shaped AoE from its current location.
- (Katanas) Mercy - the Trinity Seeker slowly begins to charge up all four katanas one after the other and prepares to use each one to cleave half of the arena (in the order that the swords were charged and in the direction each sword is facing). Once all four katanas have charged up, the Trinity Seeker will unleash each cleave via Mercy Fourfold. The AoEs will be executed from the center of the boss's hitbox, and will be diagonal to the boss's forwards facing (ie. front-left, front-right, back-left, back-right). Be sure to keep an eye on the katanas as they are charging up so that you can pre-emptively avoid the onslaught. The AoEs have a brief telegraph before going off, so players that did not catch the order of the katanas before the cast can avoid the cleaves by standing near the center of the boss's hitbox and dodging slightly in each direction as the telegraphs appear.
- (Katanas) Seasons of Mercy - a flashy finisher of mini-mechanics that will not be executed until later in the battle. Once cast, the arena will fill with criss-cross AoE telegraphs with various safe-spots in-between that players must use to avoid damage. At the same time, a floating orb will utilize a gaze mechanic, forcing the raid to look away or suffer Petrification. Lastly, a noticeably growing purple marker on the ground will continuously be expanding throughout the ordeal which all players must avoid (after weaving through the criss-cross AoE's and avoiding the gaze attack from the orb).
(Baleful Air) Great-sword Mechanics
- Baleful Air - the Trinity Seeker employs two massive great-swords, gaining access to Baleful Swathe, Baleful Blade and Phantom Edge. Whenever the boss swaps to this stance via Verdant Path, it will immediately execute Baleful Swathe.
- (Great-Swords) Baleful Swathe - used as soon as the Trinity Seeker swaps to great-swords from a different stance via Verdant Path. Once the great-swords are equipped, the Trinity Seeker will emit two massive AoE's to its left and right, covering the entire arena, except for a thin safe-spot in the form of a straight line through center of the boss's hitbox (standing under the boss is always safe for this attack).
- (Great-Swords) Burning Chains - causes random players to be tethered together via burning chains that can only be broken when sufficient distance between each player is generated (i.e., running away from each other). Bear in mind that Burning Chains typically happens shortly before Baleful Blade, giving the raid only a small amount of time to safely break their chains. The distance players must run is based on the distance they were from their tether partner when the chains linking them appeared, so when the overhead marker for the chains appears, it is best if the party groups up so the chain break distance is short.
- (Great-Swords) Phantom Edge - alters the property of an upcoming Baleful Blade (see below).
- (Great-Swords) Baleful Blade - causes the Trinity Seeker to emit raid-wide damage in one of two possible forms depending on whether Phantom Edge was used first. If Phantom Edge was used before Baleful Blade, then Baleful Blade is converted into a heavy-hitting knockback, requiring the raid to stand in front of a barricade to avoid being knocked out of the arena. However, if Phantom Edge was NOT used beforehand, Baleful Blade will inflict fatal damage that must be avoided by hiding behind a barricade, rather than in front of it. There are large telegraphs for each version (knockback arrows pulsing from the center if you need to be in front of a barricade, a large AoE telegraph covering the entire arena if you need to be behind one), and sufficient time to react to the telegraphs without having to pay attention to the Phantom Edge cast, however.
(Iron Air) Bare-hand Mechanics
- Iron Air - the Trinity Seeker discards all weapons to fight barehanded, gaining access to Iron Impact, Iron Splitter and Dead Iron. Whenever the boss swaps to this stance via Verdant Path, it will immediately execute Iron Impact.
- (Fists) Iron Impact - used as soon as the Trinity Seeker swaps to fists from a different stance via Verdant Path. Once bare-handed, the Trinity Seeker will create a line-stack marker on a random player, forcing the group to stack along the line to help absorb damage. This line attack does extreme damage.
- (Fists) Iron Splitter - causes the Trinity Seeker to leap to a different point of the arena and noticeably plunge its fist into the ground, charging up one of the ring patterns on the ground. As mentioned earlier, the pattern on the arena floor is somewhat like a dart-board - composed of sandy yellow rings and metallic blue-grey rings. After a delay, all ring patterns on the floor (the same colour as the one the boss is charging) will explode. As a result, all players must avoid standing on the same colour pattern to avoid taking damage.
- (Fists) Dead Iron - causes the Trinity Seeker to apply Earth Shaker markers onto three random targets. After a delay, the boss will emit non-telegraphed cone-AoE's through the marked players, damaging anyone in their path, then repeat the whole process once again. During Dead Iron, all marked players should make sure to spread apart from each other (and the rest of the raid) so that they do not overlap their upcoming cone AoE's onto players.
Like most bosses, the Trinity Seeker will eventually enter a mechanical loop that involves a higher volume of combinations and overlap, though nothing you haven't witnessed already. The biggest challenge is to pre-emptively position yourself to avoid all the vicious AoE's, especially when they also involve Burning Chains, not to mention the 50/50 threat of Phantom Edge, forcing players to recognize when to stand in front of (or behind) barricades in response to Baleful Blade.
Dahu
The second boss blocking your path is Dahu - a super version of Gowrow from Sohm Al (Hard) - sporting very similar mechanics with a few twists. Despite essentially being a mini-boss (due to having extremely low health and far simpler mechanics compared to the other bosses), the Twice-come Ruin (stackable debuff) can still prove fatal for any players who are hit by two mechanics within the space of two minutes, so be careful!
Much like the previous boss, Dahu is encountered within a circular arena and will challenge players via directional abilities of varied ranges. However, some of Dahu's attacks have no cast-time or ground telegraphs, thus players should keep an eye on Dahu's animations to pre-emptively avoid certain attacks. As a rule of thumb, never stand in front of the boss unless you have to, especially if it turns in your direction.
Below is a list of mechanics you can expect to see.
- Heat Breath - a fiery tank-buster against Dahu's primary target.
- Clawed Cleave - a non-telegraphed frontal cleave with no cast bar or ground indication, indicated solely by Dahu raising one of its claws in the air, much like Gowrow and various other dinosaur enemies from Heavensward. If you notice Dahu menacingly raising its claw for a swipe, quickly move to its flank or rear to avoid being slashed.
- L/R-Sided Shockwave - Dahu raises a fist and pounds the ground to his left or right, emitting a semi-circle AoE in that direction which all players should avoid, quickly followed by a second smash to the opposite side of the first. For example, if Dahu smashes the left side, expect a smash to the right immediately afterwards, and vice versa. The AoE is about 1/4 the size of the arena, meaning ranged players can safely stand on the smashed side(s) provided they are far enough away. Melee players should be extra careful if they are attacking the boss from the sides to execute positionals.
- Feral Howl - Dahu unleashes a mighty roar, inflicting light but unavoidable AoE damage that will stagger all participants and knock them back to the outer wall of the arena. In a lot of cases, Feral Howl will typically be followed by Firebreathe.
- Firebreathe - causes Dahu to turn towards a random player and emit a large cone telegraph in their direction. After a brief delay, Dahu will unleash a swathe of flame over the marked area. All players will need to move out of the telegraph as quick as possible. Keep in mind that Firebreathe will often (but not always) be used after Feral Howl and Hot Charge.
- Rotating Firebreathe - similar to the basic Firebreathe, except this time, Dahu will rotate clockwise or counter-clockwise whilst unleashing a total of 5 Firebreathe cone AoE's. A visual indicator before the attack will display which direction Dahu will rotate, so watch out.
- Marchosias - causes untargetable adds to enter the fray which will utilize two different abilities - Head Down (line AoE's across the battlefield which the adds will charge through) followed by Hunter's Claw (point-blank AoE's). Dahu will later complicate matters by preparing a Feral Howl, putting players at risk of being knocked back into upcoming point-blank AoE's from adds, so make sure you are knocked back into a safe area.
- Hot Charge - causes Dahu to turn in a random direction and hunker down. After a brief delay, the devious dino will lunge in the chosen direction towards the outer wall. Any players caught in Dahu's charge path will be unceremoniously knocked back and suffer moderate damage. Bear in mind that Hot Charge does not come with a cast-bar or any visual indication other than the obvious turn-around and hunker animation - and may be used twice in a row - so be ready to duck out of the way each time. Additionally, Dahu will follow up with Firebreathe - the large cone AoE targeted at a random player that covers a hefty portion of the arena - thus all participants must be ready to move out of the way yet again once Dahu has ceased charging.
- Falling Rocks - causes moderate circle-AoE's to spawn beneath random players, indicating where large rocks will plummet into the arena from the ceiling.
Given Dahu's low health pool compared to other bosses, a well-prepared group will typically topple the devious dino before a full mechanic loop. Should the fight happen to go on longer for any reason, Dahu will begin to repeat the same mechanics but with a much greater overlap - but nothing new that you haven't seen already.
With Dahu out of the way, the group can make way towards the third boss.
Queen's Guard
Players are treated to the sight of four mechanical enemies standing within a circular arena - the Queen's Knight, the Queen's Soldier, the Queen's Gunner, and the Queen's Warrior - all of which have their very own mechanics and provide a veritable gauntlet-mode for the raid - starting with all four enemies being fought at once until they begin to reach about 80% health, causing them to briefly retreat until only the Queen's Gunner remains. From here, each enemy will be fought on its own. Should the raid survive the gauntlet against all four units, the raid will need to bypass a DPS check to secure victory.
Bear in mind that the edge of the arena will become a death wall shortly after the battle commences and that each unit has a tankbuster, a raid-wide attack of some description, and a special mechanic that serves as their main threat to the raid.
Queen's Gunner
Aside from a tank-buster (Shot in the Dark) and raid-wide blast (Queen's Shot), the gunner-unit will frequently summon numerous turrets into the arena, each of which has an obvious indicator displaying the direction the turret is facing. Once turrets have been fully deployed, the gunner-unit will eventually shoot straight-line AoE's towards turrets, which the turrets will deflect in the indicated direction(s). In most cases, all but one turret will be facing another so that the initial shot bounces between multiple turrets before shooting out of the arena.
Queen's Warrior
Aside from a tank-buster (Rapid Sever) and raid-wide blast (Blood and Bone), the warrior-unit will deploy a hefty number of bombs 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 simultaneously be launched into the air soon after. The trick is to stand close to a large bomb so that gravity will cause them to drop before they explode, whilst players will still be held high up in the air out of range of the explosion. Meanwhile, all smaller bombs will explode in the air, damaging any player who stood near one before being launched.
The Queen's Warrior will complicate the process later on by reversing the weights of bombs - indicated by it visually tethering itself to the bombs via noticeable pink lines. When you see this, players must do the opposite - stand by smaller bombs so that they fall before exploding. You will know when everything is about to be launched thanks to the presence of upward-pointing arrow markers, so keep an eye on the weights and be sure to stand next to whatever is heaviest.
In Savage mode - and possibly normal mode if it takes too long the defeat the Queen's Warrior - the mini-boss may swap the weight of players (instead of bombs). In such a case, players would need to position themselves so that they fall before a lighter bomb does.
Queen's Knight
Aside from a tank-buster (Rapid Sever) and raid-wide blast (Blood and Bone), the knight-unit will utilize two different stances - Sword Omen and Shield Omen, similar to that of the playable Paladin class. Throughout the fight, the knight-unit will cast Optimal Play, which creates a specific mechanic depending on which stance the unit is currently in.
If the knight-unit is in Sword Omen stance, Optimal Play will emit a small point-blank AoE after being cast. As a visual aid, Sword Omen is indicated by three sets of blue crossed sword icons orbiting the boss.
If the knight-unit is in Shield Omen stance, Optimal Play will emit a tight donut-AoE covering the entire arena, except for a very small safe-zone within the knight-unit's hitbox. For reference, Shield Omen is indicated by three sets of pink shield icons orbiting the boss.
Queen's Soldier
Aside from a tank-buster (Rapid Sever) and raid-wide blast (Blood and Bone), the soldier-unit will deploy four non-targetable soldier-adds around the arena at various intervals, then temporarily tether itself to two of them. Soon after, all four 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. As such, all players will need to identify the untethered adds and stand beside them (inside their point-blank AoE telegraph, which won't go off).
Later in the fight, all adds will shift positions by leaping around the arena multiple times after the tethering process, forcing the raid to memorize the previously non-tethered adds and monitor their movements. Once the adds have stopped leaping around, players will then have to move to a non-tethered add just like before.
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.
During this time, all four units will be protecting themselves with an Aetherial Ward that must be destroyed. Each Aetherial Ward will periodically be affected by Coat of Arms - 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 Aetherial Ward will be glowing brightly, so avoid hitting the glowing segments of a barrier at all costs. Additionally, each re-cast of Coat of Arms causes the position of the counter-sides to change, so if you see Coat of Arms about to go off, it is wise to cease your attacks until you re-identify safe-sides once more.
Any player who incorrectly hits an Aetherial Ward from a wrong side will receive light damage, be temporarily Stunned, and receive a stack of Twice-come Ruin, which will lead to a Doom debuff if any player acquires two stacks within 2 minutes. Additionally, the presence of Aetherial Ward means that any player who attempts an AoE-based Limit Break to hit multiple wards will most likely inflict multiple stacks of Twice-come Ruin upon themselves, leading to a guaranteed death via Doom.
Once the wards have been destroyed and the Queen's Guard are defeated, the raid can move on to the next boss of the duty.
Bozjan Phantom
Unlike all previous encounters, your next boss-fight involves a rectangular arena with very obvious 'lane lines' running vertically through it which can be used as a visual aid during future mechanics. As far as appearance goes, the Bozjan Phantom is reminiscent of Nybeth Obdilord from Palace of the Dead, a floating robed figure with a crooked caster-cane in hand, eager to bombard the raid with devious spells.
Shortly after the fight begins, the northern and southern segments of the arena will be covered with purple Death Walls, so avoid touching them at all costs. Aside from a basic tank-buster, as well as a basic raid-wide AoE (Malediction of Agony), there are only two sets of overlapping mechanics players should be mindful of.
- Weave Miasma - a set of mechanics that will continuously increase in volume with each cast, starting with a large donut AoE at the north side of the room with a motion indicator pointing to the south, indicating that the donut AoE will repeatedly detonate whilst moving to the south of the arena. Simultaneously, one 'lane' of the arena will become unsafe, forcing the raid to avoid that lane throughout the ordeal. As a result, players will need to stand within a donut AoE and move with it from north to south until it dissipates.
Later on, the raid will need to contend with two moving donut AoE's as well as two unsafe lanes simultaneously. For the most part, simply stand within a doughnut and move with it, as the unsafe lanes simply serve as a way of dividing the arena rather than complicating the donut mechanic. Also, smaller circles on the floor can be used as a reference for where the centre of each donut-AoE will be after each movement. Lastly, Weave Miasma will eventually overlap with Summon Phantom (see below).
- Summon Phantom - causes an apparition to spawn at the south of the arena that will eventually knock all participants towards the northern side. The distance of the knockback is just short of 50% of the arena from top to bottom, so make sure you are standing far enough to the south the avoid being knocked into the northern Death Wall. Shortly after the very first knockback of the fight, the Bozjan Phantom will aim a very large cone-AoE (Vile Wave) towards a random player, forcing everyone to retreat towards the south to avoid being hit.
Later in the battle, Summon Phantom will overlap with Weave Miasma, forcing the raid to get knocked into a donut-AoE before it starts travelling through the arena, so if this is your first time battling the Bozjan Phantom, be sure to get a good idea of the knockback distance during the initial cast.
Bear in mind that abilities such as Arm's Length and Surecast will NOT prevent knockbacks during the duty.
Variations of the above two combinations will loop until the Bozjan Phantom has been put to rest, allowing the raid to move on towards the second-last boss of the duty.
Trinity Avowed
Players are in for a heated battle against a cold and collected enemy - a light joke about how the entire battle centres around players utilizing hot and cold mechanics to balance their temperature. Furthermore, just like the Trinity Seeker, Trinity Avowed will also employ different weapons throughout the fight that signifies upcoming mechanics. Later on, players can be heated or cooled when hit by fire or ice mechanics and will be forced to use this to acquire a neutral temperature as soon as possible.
Shortly after battle commences, the outer ring of the square-shaped and heavily patterned arena will become a death wall, so avoid it at all costs. Also, various square-shaped patterns on the floor can be used as visual indicators for upcoming mechanics.
General Mechanics
- Glory of Bozja - inflicts unavoidable raid-wide damage.
- Wrath of Bozja - a vicious tank-busting cleave that will deal heavy damage to anyone in its path, indicated by a noticeable red marker on the primary target. Once activated, a huge cone-cleave will be emitted from the boss in the direction of the marked target that will travel right to the end of the arena, so make sure you are not standing beside or behind the victim and ensure the boss is kept facing away from the bulk of the raid whenever possible.
- Unseen Eye - causes non-targetable clones of the Trinity Seeker to spawn around the outside of the arena in various lanes on all sides. After a delay, all clones will simultaneously aim a straight-line AoE through the arena in the direction they are facing. For visual reference, the lane-like AoE's are the same width as the squares on the ground, and players will have just enough time to identify which squares are safe before the clones shoot down their lanes.
Allegiant Arsenal
Throughout the battle, Trinity Seeker will cast Allegiant Arsenal, causing it to equip one of three weapons. As soon as the boss equips a different weapon, a specific mechanic will immediately be unleashed, so be ready to react once you identify which weapon is being equipped.
- If you notice the boss equipping a Bow, a 270-degree frontal cone (Flashvane) will be projected across the arena, leaving a safe spot directly behind the boss.
- If you notice the boss equipping a Sword & Shield, the opposite happens - a 270-degree backward cone (Infernal Slash), leaving a safe spot directly in front of the boss.
- If you notice the boss equipping a Staff, be prepared to run from a point-blank AoE (Fury of Bozja) which will immediately be dropped at the bosses current location, forcing everyone to retreat.
Seeing as two of the three mechanics can cover the entire arena (excluding the directional safe spot), it is wise to stay within a moderate range of the boss to safely react to weapon-based mechanics whenever possible.
Hot & Cold
At various intervals, Trinity Avowed will cast Hot & Cold, causing all players to be assigned a temperature level that must be handled throughout the battle. For visual reference, a marker above your head will occasionally display your current temperature in the form of a thermometer in the centre (Neutral) with two (Cold) squares to the left and two (Hot) squares to the right. All players will also acquire a debuff (Intemperate) that will kill any player with an uneven temperature once it expires.
Naturally, the goal is to keep your temperature in a neutral position by any means possible 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 Heat, you should intentionally eat a +2 Cold mechanic). For visual reference, temperature-effecting mechanics will typically display a thermometer-marker to indicate how hot or cold the mechanic is. If you fail to normalize your temperature in time, you will suffer an unavoidable death.
Temperature mechanics include:
- Freedom of Bozja - 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 Fire and Ice will be left behind - each one emitting a point-blank AoE from their current location that leaves a small safe spot in the centre. Being hit by an AoE from one of the elements will inflict damage and (initially) inflict +1 square of temperature (element dependent). For example, if you have +1 Heat, you should intentionally stand in a point-blank AoE from an Ice Orb to be hit by +1 Cold to neutralize your temperature or vice versa.
Initially, player temperatures will typically be set to +1 hot or +1 cold, with all orbs inflicting +1 of their respective element. As the fight progresses and the mechanic begins to loop, the temperature of the orbs (and players) will be a mix between +1 and +2.
- Flames of Bozja - covers the majority of the arena if a wreath of lethal flames that will kill any player who touches it, leaving only a safe horizontal strip to stand in near the southern part of the arena. 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 Fire Arrows and Ice Arrows at the northern side. After the Fire Arrows and Ice Arrows at the end of the arena spawn, the pathways they are connected to will begin to flash multiple times, indicating all possible paths the arrows could take through the veritable maze. Bear in mind that all paths lead to a square within the safe portion of the arena, and their true path always involves each arrow turning whenever it first encounters a branch - as in, they will never ignore a left or right branch path while travelling.
Once they reach the safe area, the square they land on will explode, dealing Fire or Ice based damage (+1) to any player standing within the square. As a result, players looking to normalize their temperature by being hit by an opposite element will need to identify where the element will land and stand on the relevant square, whilst those with a neutral temperature will need to avoid being hit by either element.
- Blades of Entropy - causes the boss to unleash four consecutive slashes to its left or right (covering half of the arena) one after the other - the direction of each slash being dictated by the side of the boss the sword is held in. For example, it may hold up a flaming sword in its right hand (indicating a flaming slash to its right side), followed by holding up an ice sword to its left (indicating a leftward swipe of ice), repeating until the boss has swiped four times in a row. The temperature of each swipe will be indicated by the thermometer-like marker above the bosses head. For example, it may hold up a left-fire sword (indicating a left-fire swipe) with the marker showing two squares of heat, meaning it can inflict +2 Heat to any players hit.
To normalize your temperature, players will want to be hit by the opposite element of the same temperature. For example, if you have +2 Cold squares, you will need to intentionally be slashed by a +2 Fire swipe to normalize. If you have +1 Cold, make sure you get slashed by the +1 Heat, and so on.
Once Trinity Avowed has been defeated, it's time to take on the final boss of the duty - The Queen.
Vengeful Eikon: The Queen
After all your trials and tribulations, players will now battle the queen in the same area as the previous boss, except this time, the arena will involve a circular Death-Wall that will occasionally fluctuate in size, so watch out! To make matters worse, the Queen's Guard will also populate the battle and use mechanics from the previous encounter.
General Mechanics
- Empyrean Iniquity - inflicts unavoidable raid-wide AoE, so be ready to shield and heal.
- Cleansing Slash - a vicious tank-buster that also applies a very nasty Bleed, as well as a despicable Doom debuff which (thankfully) can be dispelled via Esuna.
- Northswain's Glow - causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a moderate point-blank AoE will be dropped at the collision point. However, the lines themselves are safe to walk on (or through), so simply avoid any spot in the arena where any lines are about to meet each other.
- Heaven's Wrath - 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 death wall, 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.
- Judgement Blade - causes the Queen to teleport to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that a particular side of the arena will also be slashed. If you see the boss teleporting to the side of the arena, make sure you are standing on whichever side she is not aiming her blade at before charging. Any players hit by the initial charge or the arena swipe will be heavily damaged and afflicted with a nasty (but dispellable) DoT.
- Gods Save The Queen - a very vicious raid-wide AoE that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics (see below) and the eventual arrival of The Queen's Guard, which will be summoned into the fray and use mechanics from the previous boss battle later on.
Chessboard
- Queen's Will - converts the arena into a literal chessboard that will soon be populated by two Queen's Guard adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, The Queen will order them to travel in the direction they are facing by a certain number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe. As such, players will need to identify where both pawns will land and quickly determine which lanes will be safe to stand in.
- Queen's Edict - creates a numbered marker above a player's head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares away from the square they were originally standing on. After a delay, The Queen will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn't move a sufficient amount of squares away from their starting point, they'll be in trouble.
Later in the fight, Queen's Will and Queen's Edict will be used simultaneously, causing two pawns to spawn within the arena that will move a set number of squares in the direction they are facing before firing straight-line AoE's down all non-diagonal lanes, with players simultaneously being forced to move a set number of squares beforehand. The challenge is to quickly identify squares that will not be shot by pawns and to land within their chosen safe square after travelling the number of squares they were assigned by the boss. Remember, after you've been assigned a number, moving too many squares, too few squares, landing in a lane that will be shot by a pawn, or not moving a sufficient distance from the start-square, are all ill-advised.
Relentless Play
After Gods Save The Queen has been cast, The Queen will eventually start casting Relentless Play, which summons a combination of the Queen's Guard to enter the arena and unleash their mechanical combos.
Combinations include:
- Queen's Gunner and Queen's Warrior. Much like the previous battle with the guard-units, the Gunner will create special turrets that will ricochet the gunner-unit's straight-line AoE's. Meanwhile, the Warrior will be dropping large and small bombs throughout the arena. After a delay, all players (and all bombs) will be launched into the air, forcing players to stand by the larger bombs so that gravity drops them before they explode. To complicate matters, The Queen will also cast Heaven's Wrath - the knockback-line, forcing players to position themselves so that they are knocked back towards a heavier bomb before the warrior-unit launches everything into the air (without being knocked into the Death Wall in the process).
- Queen's Knight and Queen's Soldier. Just like earlier, the soldier-unit will deploy four non-targetable soldier-adds around the arena and tether itself to two of them. Afterwards, all four adds will emit a large point-blank AoE from their location, covering the entire arena in telegraphs - but remember - only the adds that were previously tethered to the soldier-unit will execute their AoE attack. To complicate matters, The Queen will follow-up with Judgement Blade - teleporting to the side of the arena and prepare to charge through the centre while slashing one half of the arena. After The Queen has finished her charge-attack, the knight-unit will begin to cast Sword Omen (point-blank AoE) or Shield Omen (tight donut-AoE), forcing the raid to move away from (or into) the knight-unit depending on which ability was chosen.
Rewards
Loot
Delubrum Reginae uses personal loot, so players have to be sure to click and loot each chest themselves.
Trinity Seeker
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 3 |
Field Notes on the Trinity Seeker | Other | N/A | Basic | 1 |
Forgotten Fragment of Clarity | Other | N/A | Basic | 1 |
Forgotten Fragment of Contention | Other | N/A | Basic | 1 |
Forgotten Fragment of Divinity | Other | N/A | Basic | 1 |
Forgotten Fragment of Finesse | Other | N/A | Basic | 1 |
Forgotten Fragment of Fortitude | Other | N/A | Basic | 1 |
Bozjan Gold Coin | Other | N/A | Basic | 1 |
Dahu
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 1 |
Queen's Gunner Piece | Other | N/A | Basic | 1 |
Forgotten Fragment of Observation | Other | N/A | Basic | 1 |
Queen's Guard
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 3 |
Bozjan Gold Coin | Other | N/A | Basic | 1 |
Field Notes on the Queen's Guard | Other | N/A | Basic | 1 |
Forgotten Fragment of Clarity | Other | N/A | Basic | 1 |
Forgotten Fragment of Contention | Other | N/A | Basic | 1 |
Forgotten Fragment of Divinity | Other | N/A | Basic | 1 |
Forgotten Fragment of Finesse | Other | N/A | Basic | 1 |
Forgotten Fragment of Fortitude | Other | N/A | Basic | 1 |
Bozjan Phantom
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 1 |
Queen's Soldier Piece | Other | N/A | Basic | 1 |
Forgotten Fragment of Observation | Other | N/A | Basic | 1 |
The Sochen Cave Palace (Zodiac Age Version) Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Trinity Avowed
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 3 |
Field Notes on the Trinity Avowed | Other | N/A | Basic | 1 |
Forgotten Fragment of Loss | Other | N/A | Basic | 1 |
Giving Chase (Zodiac Age Version) Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Bozjan Gold Coin | Other | N/A | Basic | 1 |
The Queen
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Bozjan Silver Coin | Other | N/A | Basic | 9 |
Timeworn Artifact | Other | N/A | Basic | 3 |
Raw Emotion | Other | N/A | Basic | 2 |
Bozjan Gold Coin | Other | N/A | Basic | 1 |
Modern Aesthetics - Early to Rise | Other | N/A | Basic | 1 |
Gabriel Mark III Identification Key | Other | N/A | Basic | 1 |
The Queen Awakens Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Queen's Knight Piece | Other | N/A | Basic | 1 |
Queen's Warrior Piece | Other | N/A | Basic | 1 |
Field Notes on Save the Queen | Other | N/A | Basic | 1 |
Queen's Guard Barding | Other | N/A | Basic | 1 |
Field Records
# | Name | Rarity | Location | Source |
---|---|---|---|---|
21 | Lilja Sjasaris | ★★★ | Delubrum Reginae | A Sign of What's to Come |
22 | Bwagi Ennze Panca | ★★★ | Delubrum Reginae | A Sign of What's to Come |
23 | Rostik Liubasch | ★★★ | Delubrum Reginae | Fit for a Queen |
24 | Mikoto Jinba | ★★★ | Delubrum Reginae | Fit for a Queen |
25 | Misija Votyasch (Part II) | ★★★ | Delubrum Reginae | Fit for a Queen |
26 | Gunnhildr (Part II) | ★★★ | Delubrum Reginae | Fit for a Queen |
27 | Trinity Seeker | ★★★★ | Delubrum Reginae | Delubrum Reginae - Trinity Seeker Chest |
28 | Queen's Guard | ★★★★ | Delubrum Reginae | Delubrum Reginae - Queen's Guard Chest |
29 | Trinity Avowed | ★★★★ | Delubrum Reginae | Delubrum Reginae - Trinity Avowed Chest |
30 | Save the Queen | ★★★★★ | Delubrum Reginae | Delubrum Reginae - The Queen Chest |
Trivia
"Delubrum Reginae" is Latin for "Sanctuary/Shrine of the Queen".
Achievements
This duty is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
No Need for Triage I | 5 | Resurrect another player in a Save the Queen area 10 times. | - | 5.35 |
No Need for Triage II | 5 | Resurrect another player in a Save the Queen area 100 times. | - | 5.35 |
No Need for Triage III | 10 | Resurrect another player in a Save the Queen area 500 times. | Guardian Angel | 5.35 |
Queen of Swords I | 5 | Clear Delubrum Reginae. | - | 5.45 |
Queen of Swords II | 10 | Clear Delubrum Reginae 10 times. | - | 5.45 |
Queen of Swords III | 20 | Clear Delubrum Reginae 50 times. | - | 5.45 |
Annals of Archaeology | 10 | Complete all Delubrum Reginae entries in your field record. | - | 5.45 |