Dawntrail content

The Forked Tower: Magic

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search

The Forked Tower: Magic

Level
100 (Sync: 100)
Item Level
690 (Sync: 700)
Know. Level
40
Difficulty
Normal
Party size
Flexible 1-48
Unsyncing
Not Allowed
Time limit
60 minutes + extensions
Phoenix Down
Available
Req. quest
In the Shadow of the Tower
Entrance
The Occult Crescent: North Horn (X:15.0, Y:29.9)
Location
Tower of Magic
Region
???
Patch
7.55

A shimmering spire presides over the warped landscape of the North Horn. Has the time come for your long-awaited encounter with the isle's architect?

— In-game description

The Forked Tower: Magic is a level 100 field operation introduced in patch 7.55 with Dawntrail. Instead of being a separate instance, it exists within The Occult Crescent: North Horn. Unlike The Forked Tower: Blood, the Tower of Magic is designed to be a normal-difficulty duty that can be completed by random groups of players or even solo, without any preparation or coordination. Completing this duty is required to unlock Wisdom's End, the final quest in the Occult Crescent storyline.

This duty is considered a Critical Encounter and will count towards achievements involving those. Players can freely switch regular jobs or phantom jobs out of combat, so this duty is useful for leveling their phantom jobs. EXP is only rewarded upon defeating the final boss for the player's current phantom job, so players are free to use any phantom job(s) prior to that.

Requirements & Entrance

Complete In the Shadow of the Tower to unlock this duty. Players must be knowledge level 40 to enter.

To enter:

  • Stand atop the aetherial node at (X:15, Y:29) when the weather changes to Auroral Mirages to register interest in the duty. In a typical populated instance, the weather spawns approximately every 35 minutes since the conclusion of the previous tower (see below for exact conditions).
  • If more players than can enter the duty are atop the node, participants will be selected at random. When boarding the aetherial node as a party, all members will be selected or refused entry together. Furthermore, players who are members of a selected party but are not standing on the aetherial node, or have yet to unlock the Forked Tower: Magic, will not be transported.
  • Should you fail to be selected, your next entry will be given priority.

Spawn conditions for the auroral mirages weather are as follows:

  • There is at least 1 player in the North Horn instance with knowledge level 40 and has unlocked the tower.
  • In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.
  • Afterwards, the weather will respawn on a hidden 60 minute timer.
    • The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the tower icon in the minimap).
    • The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.
    • The timer is reduced by 1 minute for each successful completion of a FATE.

When both the player count/progression requirement is met, the timer expires, any ongoing Critical Encounters conclude, and the instance is not locked (i.e. players can still join the instance), the auroral mirages weather will appear.

The weather will last for 5 minutes, after which players on the platform will be selected for entry indicated the platform glowing brightly. 30 seconds later, the selected players will be teleported into the tower.

  • Players may use the 5 minute grace period for other activities before needing to stand on the platform.

Alternatively, a preformed alliance of at least 24 players who enters the North Horn will be guaranteed an exclusive instance to them that is closed for public entry until any of the following conditions have been met:

  • Five minutes pass, and the alliance does not meet entry requirements for the Forked Tower: Magic.
  • Ten minutes pass
  • The alliance enters the Forked Tower: Magic

Objectives

  • Clear the Herpetology Forum
  • Clear the tower base
  • Clear the Choreology Room
  • Clear the Agnoiology Room
  • Clear the Thanatology Room
  • Clear the Horology Room
  • Clear the Epistemology Theater

Enemies and Bosses

Boss HP will scale based on the number of players inside the raid, starting from 1.

Being hit with any avoidable AoEs during boss encounters will inflict a stack of Vulnerability Up that lasts indefinitely until the end of the boss or until the player dies.

After defeating a boss, players have a random chance of receiving the Battle High status for 15 minutes, increasing their Critical Hit and Direct Hit Rate and providing healing-over-time.

To expedite the run, players are recommended to use strong DPS phantom jobs during bosses (e.g. Phantom Samurai) and strong AoE DPS jobs (e.g. Phantom Cannoneer) during the trash pulls between bosses. For bonus loot, at least one Phantom Thief is needed to uncover hidden treasure coffers and unlock doors hiding more treasure coffers. Before pulling the final boss, players should switch to a phantom job they are currently leveling, as phantom job EXP is only awarded from that.

Players may fall off the arena to their deaths. The arena consists of four colums, which are used in some mechanics.

The Two-headed Aevis has two targetable parts, the Blue Head (left) and Green Head (right). The Blue Head is weak to Fire fire-aspected phantom job actions, while the Green Head is weak to Wind wind-aspected phantom job actions. For most of the battle, players will only be able to damage one of the heads. The heads have separate health bars but will frequently equalize their health.

Name Description
Buffet The Blue Head will tether all players on the left half of the platform, while the Green Head will tether all players on the right half. Blue Head tethers will give Fated Hero while Green Head gives Epic Hero, allowing players to only damage their boss until one of the heads is defeated. The Blue and Green Heads will also receive Fated Villain and Epic Villain, repectively.

This assignment does not necessarily divide the raid into even groups. It is only based on where players are standing when they are tetherec.

Poison Breath One of the heads prepares to strike... The Blue Head will aim a massive, late-telegraphed circle AoE at the center of the arena. This will also be indicated by a blue circle marker by the head and a tether to the center of the AoE.
Storm's Breath One of the heads prepares to strike... The Green Head will aim a late-telegraphed radial knockback AoE at the center of the arena. This will also be indicated by a knockback marker by the head and a tether to the center of the AoE.
Thunderfrost Tempest Magical raid-wide damage cast by both heads, for two hits in total.
Two Terrors Each head will move in front of one column, denoting where it will use a late-telegraphed line AoE hitting the entire column. This will either leave the two inner or two outer columns safe. This attack is repeated to show both patterns.
Hissing Reprise Each player will be randomly given a 12-second File:Easterly Reprise debuff.png Easterly Reprise or File:Westerly Reprise debuff.png Westerly Reprise. When the debuff expires (which will also be indicated by an overhead timer), players will be knocked around half the width of the arena in the direction of their arrow marker. Shortly after the knockback, the boss will also use either Poison Breath or Storm's Breath, so players should prepare to be knocked in a way to avoid these, or use knockback immunity.
Summon The boss summons four lightning or ice orbs, one per intercardinal. All orbs will be the same element.
Ice Cluster + Lightning Cluster The heads will tether locations on opposite cardinals and hit them telegraphed large circle AoEs. The Blue Head will use an ice attack, while the Green Head will use a lightning attack. The two orbs that are hit by the same element attack will subsequently explode as large, late-telegraphed circle AoEs. Afterwards, the boss will cast Thunderfrost Tempest and trigger explosions from the remaining orbs. Summon is then repeated to show the effects from the other element orb.
Blazeloop One of the heads will tether a location on the arena and hit it with a small, telegraphed circle AoE that is immediately followed by a late-telegraphed donut AoE. This attack is then repeated, with each head using it sequentially.
Summon Now spawns two lightning and two ice orbs.
Hissing Reprise + Ice Cluster + Lightning Cluster The knockback debuffs are identical as before, but players will need to play closer attention to which orbs will explode, as there are now two different orbs. The exploading orbs will be on two opposite intercardinals. The boss will again trigger the remaining explosions with Thunderfrost Tempest.
Arcane Revelation Spawns two lines of green portals, north-south and east-west. The portals will use two sets of crisscrossing line AoEs that cover the entire arena.
Archaeofury Two telegraphed AoE tankbusters hitting the highest enmity target of each head, which can also be the same player for each.

Once one of the heads is defeated, the Fated/Epic Hero debuffs will fall off, and players can attack the other head. The defeated head will lock at 1 HP.

After the boss is defeated, players should remember to loot the personal spoils coffer before using the teleportation sigil.

Tower Base

Central Mezzanine

Horology Room and ???

Omniscient Obscurant: The Index

Loot

This duty uses personal loot, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 14 Arcane Amulets.

Name Type Item Level Rarity Quantity
Notes on the Two-headed Aevis   This item is guaranteed to drop. Other 1 ABasic 1
Arcane Amulet   This item is guaranteed to drop. Currency 1 ABasic 1
Name Type Item Level Rarity Quantity
Notes on the Sword Dancer   This item is guaranteed to drop. Other 1 ABasic 1
Arcane Amulet   This item is guaranteed to drop. Currency 1 ABasic 1
Name Type Item Level Rarity Quantity
Notes on Necrophobia   This item is guaranteed to drop. Other 1 ABasic 1
Arcane Amulet   This item is guaranteed to drop. Currency 1 ABasic 2

The Index

Name Type Item Level Rarity Quantity
Notes on the Index   This item is guaranteed to drop. Other 1 ABasic 1
Arcane Amulet   This item is guaranteed to drop. Currency 1 ABasic 3
Duck-billed Porter Whistle Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
A Show of Fork I 10 Complete the Forked Tower: Magic for the first time. - 7.55
A Show of Fork II 10 Complete the Forked Tower: Magic 5 times. - 7.55
A Show of Fork III 10 Complete the Forked Tower: Magic 20 times. - 7.55
A Show of Fork IV 20 Complete the Forked Tower: Magic 50 times. Omniscient Obscurant 7.55

Lore

A collection of intricately carved circular sigils line the wall. Judging by the arcane patterns that adorn them, the discs would likely react to an influx of aether. Given the highly dangerous nature of the knowledge stored within these walls, however, you decide not to put that theory to the test...

— Wall-mounted Sigils

You cast your eyes over the array of gleaming equipment, including what appears to be a cane and some bracelets. On closer inspection, each artifact is carved with intricate patterns that bespeak their occult nature. These were likely crafted during the War of the Magi, when the practice of imbuing arms and armor with arcane properties was at its zenith.

— Metallic Accoutrements

The display case is filled with lustrous minerals, their dense aetheric signature reminiscent of the crystals used to power familiars. Perhaps they were used as such during the Fifth Astral Era?

— Resplendent Minerals

As you peruse the tablet's inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.

— Ancient Tablet

There appears to be no unifying characteristic among the bones and fossils on display─save for the vague sense of unease you feel examining each specimen. What strange, warped beasts could these relics originate from?

— Assorted Specimens

Being the Archive's personal repository, one would expect to find it teeming with technological marvels. Yet the majority of its contents─simple arcane catalysts, rune-covered relics, spellbound specimens─are the rudimentary materials of a fledgling mage. Was his intention merely to document the genesis of magic in the Fifth Astral Era? Or was it to caution against the path which led mankind to a ruinous war?

Occult Record: Concealed Collection

Dialogue

Boss 1

One of the heads prepares to strike...
The decisive battle is over. You can now attack the [green/blue] head!

Boss 4

Start of cutscene.
Witness wisdom's true potential!
End of cutscene.
You who breach this bastion of knowledge... Behold the ancient arts in all their glory!
Dormant memories, fill this form with might untrammeled!
Arcane power coalesces within the Index's weapon...
Magic in its purest form... Watch as the very elements dance!
Elements, coalesce... Now rupture!
I will not relent... Not until the true potential of this wisdom is unleashed!
Speeding spear, pierce the high heavens!
Come forth and do my bidding...
You shall know no respite!
My foresight is infallible!
Taste wisdom's true power.
Despite all the knowledge you have acquired, you would still deny the world this wisdom!?
Start of cutscene.
Such potential...squandered.
End of cutscene.

Music

Section Theme
Main Exdeath's Castle (Dawntrail)
Boss 1-3 FINAL FANTASY V: Battle 1 (Dawntrail)
Final Boss Omega Squared

Screenshots

Maps

Trivia

  • The dungeon is inspired by the Fork Tower dungeon from FFV.

References