Endgame Progression Guide: Difference between revisions

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====A Quick Reminder====
====A Quick Reminder====
Before we get started in the guide proper, have you started on your [[Coalition Assignments]] and [[Mog Garden]] tasks yet? There is more info on these in the [https://www.bg-wiki.com/ffxi/Endgame_Progression_Guide#Fresh_99_&_Initial_Gearing|Initial Gearing Section] below, but they take MONTHS of progress to max out. If you haven't started on them yet, it's a great idea to do so as soon as you can!
Before we get started in the guide proper, have you started on your [[Coalition Assignments]] and [[Mog Garden]] tasks yet? There is more info on these in the [[Endgame_Progression_Guide#Fresh_99_&_Initial_Gearing|Initial Gearing section]] below, but they take MONTHS of progress to max out. If you haven't started on them yet, it's a great idea to do so as soon as you can! Now's also a good time to make sure you have your timer to get a [[Traverser stone]] rolling for [[Abyssea]], same for [[Voidstone]] for [[Category:Voidwatch|Void Watch]] - both of these build in the background over time, so you want to get those timers rolling as soon as you can!


=Resources=
=Resources=
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*'''Idle DT Set''' - Sometimes you'll be fighting something with lots of strong AOE moves that hit you even at the far edge of casting distance. In these cases, you'll want to swap from your Idle Refresh Set to an Idle DT Set to help keep alive. Focus on getting -25% DT and PDT, as with [[Shell V]] that will max out your -% Damage Taken at 50% physical and 50% magical.
*'''Idle DT Set''' - Sometimes you'll be fighting something with lots of strong AOE moves that hit you even at the far edge of casting distance. In these cases, you'll want to swap from your Idle Refresh Set to an Idle DT Set to help keep alive. Focus on getting -25% DT and PDT, as with [[Shell V]] that will max out your -% Damage Taken at 50% physical and 50% magical.
**I would also recommend making '''DT variations of your casting sets'''. You probably will be out of range of threatening AOEs when casting, but not always. Ideally you'll still have max DT and enough HP to keep your health from dropping into yellow when you swap back into your engaged DT set. This will not only keep you from annoying your Healer, but will also keep you from aggro'ing any Undead that are in blood aggro range.
**I would also recommend making '''DT variations of your casting sets'''. You probably will be out of range of threatening AOEs when casting, but not always. Ideally you'll still have max DT and enough HP to keep your health from dropping into yellow when you swap back into your engaged DT set. This will not only keep you from annoying your Healer, but will also keep you from aggro'ing any Undead that are in blood aggro range.
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=Recommended Trusts=
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Overview</strong>
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There's quite a lot of [[Trusts]] in the game, and sometimes it can be difficult to know which ones you should prioritize over others. I would recommend you get '''as many trusts as you possibly can''', as some quite powerful trust upgrades depend on you having over 80 trusts - so it's a good idea to collect 'em all. However, even with all the trusts in the world, it can be hard to decide which ones to summon, how to build a party of them, etc. That's what this section is meant to help you out with!

'''Trust Party Composition'''<br />
Just like with a regular 6-player party, ideally you'll have 1 tank, 1 healer, 2 damage dealers, and 2 supports - and your trust selection should try to roughly align with this setup. Before you unlock your 4th and 5th trusts, I'd recommend forgoing one of the damage dealers and one of the supports. Once you start getting geared up, you'll probably notice you start stealing hate from your tank. Eventually your trust tank just won't be able to hold a candle to your enmity generation, at which point I recommend replacing the tank with another support or healer. You may also eventually find your damage dealer trust not adding much damage compared to you - at that point, it might be worth swapping them out for another support - yes, this might mean your party winds up being you, a healer, and four supports. Just like with player jobs and parties, trusts can often fulfill multiple roles - some trusts can deal damage while healing, others can tank and support, etc. Feel free to experiment and get creative with your party composition!

Unfortunately, not all of these trusts will be available right off the bat. Some of them will only be available during certain [[Login Campaigns]], others by completing [[Records of Eminence]] Objectives, others only after completing some (long) mission questlines. Treat these recommendations both as trusts to use that you might already have, and also as some goals to work toward in the future.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Easy To Get Trusts</strong>
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As mentioned, many trusts aren't available outside of seasonal events or until completing very long mission chains. This section will give recommendations for trusts that you will either already have available, or are fairly easy to attain even for a fresh lv99 player.

'''Damage Dealers'''<br />
*[[Cipher: Zeid II|Zeid II]] - Complete RoV Mission [[Volto Oscuro]].
**Another very strong damage dealer, Zeid 2 will spam very strong [[Ground Strike]], as he gains TP very quickly. His real strength comes from his fondness for casting [[Stun]] - he will often cast it to interrupt enemy TP moves.

*[[Cipher: Tenzen|Tenzen]] - Complete [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]
**Tenzen is like a reverse Ayame - he has a wide range of WSs available, but instead of opening skillchains he will always try to close skillchains with his TP, and can even do up to a 3-step skillchain completely solo. If you pair him with a trust that can Magic Burst (or if you can do so yourself), then this can result in quite a lot of damage.

*[[Cipher: Semih|Semih Lafihna]] - Speak to [[Kupipi]] in [[Heavens Tower]] either during Mission 2-3 for any nation or after completing RoV mission [[The Path Untraveled]]
**Semih deals quite good damage, and will stand far back - often outside of the range of AOEs, making her surprisingly survivable. Her damage will begin to fall off as you progress through the endgame, but like Teodor is useful early on or when leveling. Be warned that one of her Weapon Skills deals AOE damage, which can get her (or you) killed.

*[[Cipher: Halver|Halver]] - Speak to [[Halver]] in [[Chateau d'Oraguille]] (I-9) either during Mission 2-3 for any nation or after completing RoV mission [[The Path Untraveled]]
**Halver is another great low-level damage dealer, as he has access to [[Penta Thrust]] even as low as level 5.

*[[Ayame#Trust_Magic|Ayame]] - Complete the [[Trust: Bastok]] quest.
**Ayame has access to a huge variety of Weapon Skills, and gains TP very quickly. She will always hold onto her TP until you get to 1k, and will use a Weapon Skill that you can skillchain from, if possible. Furthermore, she will always try to open up the highest level skilchain possible. She can be extremely useful for unlocking some Weapon Skills which require you to close skillchains, such as [[WSNM]] quests or [[Unlocking a Myth|Mythic Weapon Skills]].

'''Tanks'''<br />
*[[Cipher: Valaineral|Valaineral]] - Complete [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]
**Valaineral is an easy go-to tank you can get very early on. He holds hate well and can even help with curing magic! He likes to use a unique AOE ability, which can be good or bad - useful for farming large groups, but can get unwanted monsters if you're not careful.

*[[Trusts#Trion|Trion]] - Complete the [[Trust: San d'Oria]] Quest, earn Rank 6 in any nation, then examine the "Door: Prince Royal’s Room" in [[Chateau d'Oraguille]] (H-7)
**Trion is mostly an upgraded version of Valaineral - he has solid defenses, uses curative magic, holds hate well, and will even attempt to interrupt enemy TP moves using [[Shield Bash]]. He also has two defensive Weapon Skills, meaning he'll be less likely to interrupt skillchains. He doesn't have any AOE skills, so if you're trying to farm large groups then Valaineral may still be the better choice.

*[[Trusts#Gessho|Gessho]] - Complete the ToAU Mission [[Passing Glory]], then examine the cushion in [[Aht Urhgan Whitegate]] (J-12)
**Gessho is one of the few NIN tank trusts available, and thus he tanks by avoiding damage with [[Utsusemi]] spells. While he sometimes struggles to hold hate, early on he's a very useful trust as he will avoid most damage, giving your healer trusts an easier time.

'''Supports'''<br />
*[[Cipher: Joachim|Joachim]] (BRD) - Complete [[Records_of_Eminence#Tutorial|Records of Eminence: Basic Tutorial Objective]]
**Joachim is one of the best support trusts in the game, and he's super easy to get! He gives a large variety of buffs through his songs, including haste, attack, accuracy, refresh, and more depending on your job. As an extra bonus, he'll toss out curing spells to help with healing! Joachim's main weakness is that he'll often prioritize healing over keeping up buffs, and will often give [[Paeon]] (health regen) songs instead of more useful buffs.

*[[Cipher: Koru-Moru|Koru-Moru]] (RDM) - Complete the [[Records_of_Eminence#Intermediate|Intermediate RoE Objective "Always Stand on 117"]]
**Koru-Moru is arguably the best RDM trust available, and you can pick him up as soon as you hit ilvl 117 (which is easy to do even as a fresh lv99). Koru will keep up [[Haste]] on you, and will give you [[Refresh]] if you're a mage. He also will use a variety of debuffs, and will help with healing via cure spells when he's not de/buffing. He even stands far away from battle, usually meaning he's safe from AOE damage! He also has functionally infinite MP, as he will freely use [[Convert]] when he gets low - though this can rarely wind up getting him killed.

*[[Trusts#Sylvie_(UC)|Sylvia (UC)]] (GEO) - Join Sylvie's [[Unity Concord]]
**Sylvie is the only general-purpose Geomancer trust available, and unfortunately she's tied to Unity Concord, of which you can only join one. While this means you can always have access to her, it does mean you'll have to make a tough decision in choosing her over some other useful Unity trusts. She certainly not a bad choice, however - her geomancy buffs are unique (meaning she won't conflict with any other support trusts) and quite powerful, providing large phys/mag attack boosts, hastes, refreshes, and will even help out with healing. As a new player I think I would recommend choosing one of the Unity healer trusts over her, but once you get some more healer trusts under your belt, don't be afraid to swap over to Sylvie.

'''Healers'''
*[[Trusts#Kupipi|Kupipi]] - Complete the [[Trust: Windurst]] quest.
**Kupipi is one of the most reliable healer trusts available, with excellent status-removal capabilities. Once she engages the enemy she won't move, allowing you to pull the enemy away from her if you need to protect her from AOE damage, or keep it close by so she can hit it for TP, which she'll use to recover her MP. Otherwise she has a fairly standard assortment of Cure spells, and will do a good job of keeping your team healthy.

*[[Trusts#Apururu_(UC)|Apururu (UC)]] - Join Apururu's [[Unity Concord]]
**Apururu is an incredibly strong healer, often considered one of the best available. She has effectively unlimited MP - she will use [[Convert]], has a native [[Regain]] for free TP which she'll also use to recover her MP, and will even use [[Devotion]] to recover the MP of allies. Furthermore, she has a lot of powerful AOE healing, making her great for tough fights that hit your whole party.

*[[BGWiki:Trusts#Yoran-Oran_(UC)|Yoran-Oran (UC)]] - Join Yoran-Oran's [[Unity Concord]]
**Yoran is tied with Apururu for "best healer" and which one you choose often coming down to personal preference. Like Apururu, he too has near limitless MP, however he swaps out her AOE healing potential for better survivability - he has very high [[Magic Evasion]] meaning he'll very often dodge status effects, and will keep [[Stoneskin]] up on himself.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Damage Dealer Trusts</strong>
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Damage Dealer trusts will be very useful early on in the endgame, before you start getting decked out in powerful gear. Unfortunately, they tend to become less useful as time goes on and their damage begins to pale in comparison to yours. The most useful DD trusts are those that retain some other kind of utility - debuffing enemies, providing extra healing, setting up skillchains, dealing AOE damage, etc. That being said, if ever you're leveling up other jobs, DD trusts will be significant sources of damage and will speed up the process significantly.

'''Always useful'''<br />
*[[Cipher: Shantotto II|Shantotto II]] - Acquired from [[Login Campaigns]] (300 Login Points)
**Easily the strongest damage dealing trust in the game - if you see her available in the login campaign, grab her ASAP. She will use her WSs to close skillchains, and will use '''very''' strong single-target nukes to Magic Burst off of ''all'' skillchains, often multiple times from a single SC. She's one of the few Damage Dealing trusts that will continue to output good damage even as your own damage begins to skyrocket once you can self-skillchain, as she will instantly add several thousand extra points of damage to each of your SCs. As a bonus, she will almost never run out of MP! Her only real weakness is she has low defense, and thus can be killed quite easily by AOE damage. Additionally, she ''only'' deals magic damage - anything requiring physical damage she won't contribute much.

*[[Cipher: Selh'teus|Selh'teus]] - Complete RoV Mission [[Call of the Void]].
**Selh'teus won't deal absurd amounts of damage like Zeid 2 or Shantotto 2, but he more than makes up for it with utility - he has a unique weapon skill called [[Rejuvenation]], which will restore HP, MP, and TP in an AOE. He's a great choice when going up against any enemy that deals consistent AOE damage to help out your healer trusts.

*[[Cipher: Iroha II|Iroha II]] - Complete RoV Mission [[The Orb's Radiance]].
**Iroha 2 is similar to Selh'teus - her damage is fine, but nothing to write home about. Instead she makes up for it with her unique ability called '''Rise from Ashes''', which will restore 25% HP to each party member, and give them a 500 HP [[Stoneskin]] effect. She will also attempt to perform solo skillchains, and can Magic Burst off of fire SCs.

*[[Cipher: Naja|Naja Salaheem]] - Acquired from [[Login Campaigns]] (100 Login Points)
**Naja deals okayish damage, but her main draw comes from her unique Weapon Skill '''Peacebreaker''', which reduces the enemy's Defense and Magic Defense by a whopping 50%! This can be a huge boost to your own damage, sometimes more than another "regular" damage dealing trust might provide.

'''Useful early on / while leveling'''<br />
*[[Cipher: Teodor|Teodor]] - Acquired from [[Login Campaigns]] (100 Login Points)
**Teodor is unique in that he cannot be healed by regular most curative magic. However, he makes up for this by dealing quite high damage, and can heal himself when he gets below 50% HP. His damage does start to fall off as you progress through the endgame, but early on (or when leveling other jobs) he can deal VERY respectable damage.

*[[Cipher: Ullegore|Ullegore]] - Acquired from [[Login Campaigns]] (100 Login Points)
**Another solid damage dealer for early endgame / low levels, Ullegore is a powerful spellcaster that is especially potent at low levels (before level 50ish). Be warned he too can occasionally use AOE spells.

'''Useful for farming'''<br />
*[[Cipher: Lion II|Lion II]] - Complete RoV Mission [[A Land After Time]]
**Lion 2 deals okay damage, and she will attempt to SC with you. Her more notable feature is that she has the [[Treasure Hunter]] trait, increasing the rate of item drops from enemies. If you don't have THF leveled yourself, then Lion 2 can be useful for speeding up times where you need to farm item drops.
**Note that the regular version of [[Cipher: Lion|Lion]] also has TH, but she is only available from [[Login Campaigns]], and thus may be less reliable to attain.

*[[Cipher: Fablinix|Fablinix]] - Acquired from seasonal [[Adventurer Appreciation Campaign]]
**Fablinix is 1) the only goblin trust, which is great, but also 2) uses lots of AOE skills, making him useful for farming large groups of enemies.

*[[Trusts#Gadalar|Gadalar]] - Complete the quest [[Embers of His Past]]
**Gadalar, like Fablinix, loves to spam AOE damage - fire spells, in this case. If you need to farm up large groups of enemies, he's another good choice.

*[[BGWiki:Trusts#Romaa_Mihgo|Romaa Mihgo]] - Have the Key Item [[Bundle of half-inscribed scrolls]], complete the quest [[At Journey's End]], then talk to [[Romaa Mihgo]] in [[Windurst Waters (S)]] (G-11)
**Romaa Mihgo is the only trust that will actually [[Steal]] items for you! Specifically she will use [[Aura Steal]] to remove buffs from enemies, and any items stolen while doing so will be added to your inventory. This won't be useful very often, but when you DO need to steal something she can be a big help.

'''Cannot be acquired until later, but good to know about'''<br />
*[[Cipher: Ark GK|Ark Angel GK]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]]
**Ark GK doesn't have any bells or whistles, he just does a lot of damage. He will spam [[Jump]], [[High Jump]], and [[Meditate]] to get TP quickly, and will both close skillchains you start and perform his own solo skillchains. He also is fairly survivable with a high HP pool.

*[[Cipher: Ark TT|Ark Angel TT]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]]
**Ark TT is unique in that he is the only trust that will freely cast [[Sleep]] spells, and can even cast them in an AOE. While this is a fairly niche use, it can come in handy and be a nice utility to help keep you from getting overwhelmed if you get lots of links. Additionally, he will Magic Burst off most skillchains.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Tank Trusts</strong>
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Tank Trusts are almost always helpful to bring along, though as you progress through the endgame you'll probably notice that you begin to steal enmity from them. Because of this, you'll sometimes need to purposefully hold back on your damage to ensure you don't die, or may wind up replacing the tank entirely. You may also consider bringing a subjob such as THF or DRG that will allow you to manipulate enmity more easily, to help keep it on the tank.

*[[Cipher: Amchuchu|Amchuchu]] - Can be purchased from [[Ujlei Zelekko]] in [[Eastern Adoulin]] (F-7) during [[Spring Alter Ego Extravaganza|Spring]] & [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events
**Amchuchu is one of the best tanks when it comes to magic damage. Being a RUN, she will tailer her magic defenses to whatever you're fighting, and can spread those defenses to the rest of the party - along with giving everyone a [[Fast Cast]] buff!

*[[Cipher: Mnejing|Mnejing]] - Purchase from any non-Nyzul Isle [[Assault#Signing_up_for_an_Assault_Mission|Assault Counter]] during [[Spring Alter Ego Extravaganza|Spring]] & [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events
**Mnejing has lower HP thank most tanks, but has very high damage resistance and is decent at holding hate. He is another trust that can make for an easier time on your healers, as it'll be easier for them to top him off.

'''Cannot be acquired until later, but good to know about'''<br />
*[[Cipher: August|August]] - Complete ''all'' of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]], or from [[Sinister Reign]]
**August is arguably one of the strongest tank trusts in the game. He possesses every [[Killer]] trait, has a high resistance to [[Terror]], can give himself powerful defensive debuffs, and can cure party members. He tends to struggle with holding hate at times, but overall is a very strong tank.

*[[Cipher: Ark EV|Ark Angel EV]] - Complete some of the [[Endgame_Progression_Guide#RoE_Trust_Quests|RoE Trust Quests]]
**Ark EV is one of the strongest all-around tanks available. She can cure, holds hate well, will try to interrupt enemy spellcasting, and will rarely interrupt your skillchains. Just an all-around good tank.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Support Trusts</strong>
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Support trusts are usually brought along to make YOU (and your other trusts too, I guess) more effective - usually by increasing your damage output. This is often through giving you haste, multi-attack, buffing your (physical or magic) attack/accuracy, giving you refresh so you have less downtime, etc. Support trusts are some of the most universally useful trusts available, as they more or less multiply your effectiveness - early on the boost support trusts give will be nice to make up for your lack of gear, and later on the boost will be worth more damage than even the strongest DD trusts. Generally, I recommend bringing along one RDM trust (for haste + debuffs), and then at least one non-RDM trust (COR, BRD, etc) - that way you'll ensure you have a variety of (de)buffs being applied.

*[[Cipher: Qultada|Qultada]] (COR) - Purchase from any [[Records_of_Eminence]] NPC during [[Spring Alter Ego Extravaganza|Spring]] & [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events
**Qultada is easily the best COR support, and one of the best supports in general. He'll provide a variety of buffs, and can even dispel. Most notable is that if you have the [[Experience_Points#Experience_Point_Bonuses|Dedication]] buff from using an EXP / CP buffing ring (such as [[Empress Band]] or [[Echad Ring]]), then he will use [[Corsair's Roll]] to further increase your earned EXP. This makes him a must-have for leveling or earning [[Job Points]].

*[[Trust#Ulmia|Ulmia]] (BRD) - Complete CoP mission [[Dawn]] (the final mission of CoP) and then examine the Dilapidated Gate in [[Misareaux Coast]] (I-11).
**Ulmia behaves similarly to Joachim, but she trades the ability to heal for generally better buffs and song management. She prioritizes Haste songs ([[March]]) much more highly than Joachim does, and unlike Joachim will even double them up. She's also more proactive about keeping songs up, often refreshing them before they wear off.

*[[Trust#Arciela|Arciela]] (RDM) - Complete Adoulin mission [[The Light Within]] (the final mission of Adoulin) and then speak to [[Ploh Trishbahk]] at the castle gates in [[Eastern Adoulin]]
**Arciela gives up the healing benefits of other RDMs in exchange for her unique move '''Guiding Light''', which is an AOE buff to physical + magic attack + defense. This is quite a potent buff, and she comes with the general suite of other RDM buffs and debuffs as well. While she doesn't have any Cure spells, she does have a unique AOE healing move she can use, though this is less reliable than other RDM trusts' cures.

*[[Cipher: King|King of Hearts]] (RDM) - Purchase from any [[Records_of_Eminence]] NPC during [[Spring Alter Ego Extravaganza|Spring]] & [[Seasonal_Events#Autumn_Alter_Ego_Extravaganza.21|Autumn Alter Ego Extravaganza]] events
**King of Hearts (KoH) is a useful go-to RDM. He'll start every fight with [[Dia]] to reduce the enemy's defense, will keep up [[Haste]], [[Refresh]], and [[Phalanx]] on you regardless of your job, and will attempt to Magic Burst off of skillchains. However, he debuffs less than Koru does, and doesn't prioritize healing as highly. He will perform weapon skills, but they don't deal much damage and can wind up just interrupting your skillchains.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Healer Trusts</strong>
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You'll pretty much always want a healer trust to keep you and your party alive. Most healer trusts will get the job done of healing + debuff removal, though under the pressure of harder content the differences between them will become more apparent. I'll call out ones I think are notable, but most all healer trusts are worth using.

*[[Cipher: F. Coffin|Ferreous Coffin]] - Purchase from any [[Records_of_Eminence]] NPC during [[Summer Alter Ego Extravaganza|Summer]] & [[Category:Seasonal_Events#New_Year's_Alter_Ego_Extravaganza.21|New Year's]] events
**Ferreous Coffin is a unique healer in that he is the only trust that can cast [[Raise III]] on fellow party members. This can be extremely useful if you're running content with a friend or two! Even if you're not using him as your primary healer trust, it's incredibly valuable to swap out a trust for him, pull over a weak mob to fight, then wait for Coffin to raise your dead friend. He also has a higher-than-normal success rate for [[Cursna]] which can be very valuable for dealing with [[Doom]], though he'll only cast it on whoever has hate.

*[[BGWiki:Trusts#Monberaux|Monberaux]] - Redeem 480 [[A.M.A.N._Validator|Deed of Heroism]] (minimum 12 months' worth of completing monthly objectives)
**Monberaux is a unique trust, as he is the only "Chemist" in the game - he uses unique potion-themed skills to heal. He's quite a powerful healer, one of the strongest in the game. His heals are instant, he is functionally immune to the [[Paralyze]] status effect, and his healing skills aren't prevented by either [[Silence]] nor [[Amnesia]] - making him incredibly strong against enemies that use those statuses (such as [[Category:Imp|Imps]]). Furthermore, if you donate gil to [[Monberaux]] in [[Upper Jeuno]] (G-10) then this will buff up the Monberaux trust for the rest of the week, turning his status removal skills into AOE. He also has a variety of status buffs he can provide! His only real downside is that he lacks reliable AOE healing - he does gain an AOE heal if you donate an [[Elixir]] and/or [[Hi-Elixir]] to him in Jeuno, but each of those only provides '''one''' use of his AOE healing before needing to be restocked, meaning you'll need to constantly supply him with them for this to be reliable. Finally, his Protect/Shell only lasts a few minutes - he'll reapply it quickly, but this does mean you'll have a higher chance of getting caught without them, especially between fights.

*[[BGWiki:Trusts#Cherukiki|Cherukiki]] - Complete the CoP Mission [[One to be Feared]]
**Cherukiki is a great backup / secondary healer for tougher fights that one healer just can't keep up with. She tends to provide lots of strong [[Regen]] effects before pure heals, and she will keep her distance from enemies - keeping her relatively safe from AOE damage. Her main weakness is her poor MP management, in long fights she'll probably struggle to keep up with MP demand.

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You don't need to worry about contributing much to the boss fight itself - there will likely be many players around to help kill it, and anyone can attack it regardless of whether or not they're in a party. If you happen to die, '''don't warp to your home point!''' You can still get Domain Points for participating even if you're dead when the boss is defeated. Note that you can freely summon trusts during the fights, even while engaged with an enemy or boss, so if your healer dies just resummon another one.
You don't need to worry about contributing much to the boss fight itself - there will likely be many players around to help kill it, and anyone can attack it regardless of whether or not they're in a party. If you happen to die, '''don't warp to your home point!''' You can still get Domain Points for participating even if you're dead when the boss is defeated. Note that you can freely summon trusts during the fights, even while engaged with an enemy or boss, so if your healer dies just resummon another one.


DI is only active in one zone at a time, so you may need to hunt it down if the entrance NPC doesn't have the "Receive Elvorseal" option. The order is Zi'Tah -> Ru'Aun -> Reisenjima -> Zi'Tah. If you're in Unity Chat, your Unity leader will let you know where DI is as it moves around, otherwise you'll need to either ask another player or go looking for it. If you're on the Asura server, there's a player-ran bot named Whereisdi that you can send a /tell to, and it'll tell you where DI is - if other servers have similar bots, someone please let me know. If you don't have Reisenjima access yet, you can still get points by participating in Escha Zi'Tah and Escha Ru'Aun.
DI is only active in one zone at a time, so you may need to hunt it down if the entrance NPC doesn't have the "Receive Elvorseal" option. The order is Zi'Tah -> Ru'Aun -> Reisenjima -> Zi'Tah. If you're in Unity Chat, your Unity leader will let you know where DI is as it moves around, otherwise you'll need to either ask another player or go looking for it. If you're on the Asura server, there's a player-ran bot named '''Whereisdi''' that you can send a /tell to, and it'll tell you where DI is - if other servers have similar bots, someone please let me know. If you don't have Reisenjima access yet, you can still get points by participating in Escha Zi'Tah and Escha Ru'Aun.
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On the first floor of the skirmish, Kirin will basically be able to solo everything. '''I do not recommend attempting to attack the enemy units that advance toward the Marchland!!''' These monsters are going to be way too powerful for you to handle at this point, which is why we'll let Kirin do the dirty work. They will NOT aggro you, though they CAN aggro your trusts. If one of your trusts gets aggro, you can dismiss them or let them die, then just resummon them. While Kirin starts killing stuff, feel free to explore around and kill off other enemies that are in the area, called '''Escalents''' - the Twitherym type enemies are easiest. You may be able to find rare NMs that are either a slime or a Fomor - killing them may be a bit challenging, but will grant extra rewards and are generally worth hunting down.
On the first floor of the skirmish, Kirin will basically be able to solo everything. '''I do not recommend attempting to attack the enemy units that advance toward the Marchland!!''' These monsters are going to be way too powerful for you to handle at this point, which is why we'll let Kirin do the dirty work. They will NOT aggro you, though they CAN aggro your trusts. If one of your trusts gets aggro, you can dismiss them or let them die, then just resummon them. While Kirin starts killing stuff, feel free to explore around and kill off other enemies that are in the area, called '''Escalents''' - the Twitherym type enemies are easiest. You may be able to find rare NMs that are either a slime or a Fomor - killing them may be a bit challenging, but will grant extra rewards and are generally worth hunting down.


When the enemy Stronghold has reached half health, the game will tell you what rewards you'll receive upon completion of the skirmish. Valiant monsters '''cannot''' defeat the Stronghold - you'll need to deal the final blow. Any amount of damage will do, so you can throw a dia or something on it if you want.
When the enemy Stronghold has reached half health, the game will tell you what rewards you'll receive upon completion of the skirmish. Valiant monsters '''cannot''' defeat the Stronghold - you'll need to deal the final blow. Any amount of damage will do, so you can throw a [[Dia]] or something on it if you want.


If you need more Puissance to summon more Valiants, there's two ways to get some. First, you can use the option ''Convert to Puissance'' in the Ars Monstrum to generate more - this converts a resource called [[Obsidian Fragments]] which are easily obtained from exchanging [[Copper Voucher]]s. Second, whenever you kill Escalents, you'll get small amounts of Puissance.
If you need more Puissance to summon more Valiants, there's two ways to get some. First, you can use the option ''Convert to Puissance'' in the Ars Monstrum to generate more at the cost of a resource called [[Obsidian Fragments]] (easily obtained from exchanging [[Copper Voucher]]s.) Second, whenever you kill Escalents, you'll get small amounts of Puissance.


Once the Stronghold is defeated, a chest will spawn, as will another Cairn. If you open the chest, then '''THE EVENT WILL END.''' Only open it if you're ready to leave! If you want to move on to another floor, then examine the Cairn and continue on. The next floor will be more difficult, and you'll likely need to summon more monsters than just Kirin. The second floor is fairly easy even then, just be sure you keep mental track of where the Marchland is (it'll always show up on Wide Scan) and summon more valiants if needed - keep a close eye on your monster list and Marchland health. If you don't think you're ready for the next floor, leave after completing this one - there's nothing wrong with leaving early!
Once the Stronghold is defeated, a chest will spawn, as will another Cairn. If you open the chest, then '''THE EVENT WILL END.''' Only open it if you're ready to leave! If you want to move on to another floor, then examine the Cairn and continue on. The next floor will be more difficult, and you'll likely need to summon more monsters than just Kirin. The second floor is fairly easy even then, just be sure you keep mental track of where the Marchland is (it'll always show up on Wide Scan) and summon more Valiants if needed - keep a close eye on your monster list and Marchland health. If you don't think you're ready for the next floor, leave after completing this one - there's nothing wrong with leaving early!
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'''Alluvion Skirmish Augments'''<br />
'''Alluvion Skirmish Augments'''<br />
Augments on A. Skirmish equipment is semi-random. There are various "slots" that can be rolled with different stones, and while each roll is random, if you get a good roll in that slot you can re-roll other slots without losing it. There are three slots on each piece of gear for augments, one for each type of stone: Snow, Leaf, and Dusk. Each of these three types of stones also has four subtypes: -slit, -tip, -dim, and -orb. The type and subtype of stone used will determine the general type of stats that will be rolled. For detailed information on these, please see the [[Alluvion_Skirmish_Armor#Augmenting|Alluvion Skirmish Armor Augmenting]] and [[Alluvion_Skirmish_Weapons#Augments|Alluvion Skirmish Weapon Augmenting]] pages.
Augments on A. Skirmish equipment are semi-random. There are various "slots" that can be rolled with different stones, and while each roll is random, if you get a good roll in that slot you can re-roll other slots without losing it. There are three slots on each piece of gear for augments, one for each type of stone: Snow, Leaf, and Dusk. Each of these three types of stones also has four subtypes: -slit, -tip, -dim, and -orb. The type and subtype of stone used will determine the general type of stats that will be rolled. For detailed information on these, please see the [[Alluvion_Skirmish_Armor#Augmenting|Alluvion Skirmish Armor Augmenting]] and [[Alluvion_Skirmish_Weapons#Augments|Alluvion Skirmish Weapon Augmenting]] pages.


To actually augment the gear, trade it along with the stone of choice to [[Divainy-Gamainy]] in Western Adoulin (J-10), at the Inventor's Coalition. You'll need some Obsidian Fragments to augment the gear, which can easily be gained by trading in [[Copper Voucher]]s. I would recommend using only +2 or +1 stones for upgrading - the higher-quality the stone, the more likely the augment will be the maximum possible value. +2 stones can get expensive for the ones that provide better stats though, so a +1 stone can work, just be prepared for getting more subpar augments.
To actually augment the gear, trade it along with a stone to [[Divainy-Gamainy]] in Western Adoulin (J-10), at the Inventor's Coalition. You'll need some Obsidian Fragments to augment the gear, which can easily be gained by trading in [[Copper Voucher]]s. I would recommend using only +2 or +1 stones for upgrading - the higher-quality the stone, the more likely the augment will be the maximum possible value. +2 stones can get expensive for the ones that provide better stats though, so a +1 stone can work, just be prepared for getting more subpar augments.


'''Recommended Augments'''<br />
'''Recommended Augments'''<br />
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The primary rewards from Odyssey are "Lustreless" items ([[Lustreless Scale]]s, [[Lustreless Hide]]s, and [[Lustreless Wing]]s) which are used to augment [[Unity_Rewards|Unity Equipment]]. You can only enter Odyssey once every 20 hours, and it's a good idea to get into the habit of doing so. Once fully augmented, many of the UNM items can be extremely powerful, often best in slot. Even if you don't have any interest in the augmented UNM gear, Lustreless items are also in high demand so you can also sell them pretty quickly and easily for a tidy profit as well. You likely aren't geared enough now to fully clear Sheol A, but you ARE geared enough to do some farming to get some Lustreless Scales and get started either selling them or augmenting some of your UNM gear.
The primary rewards from Odyssey are "Lustreless" items ([[Lustreless Scale]]s, [[Lustreless Hide]]s, and [[Lustreless Wing]]s) which are used to augment [[Unity_Rewards|Unity Equipment]]. You can only enter Odyssey once every 20 hours, and it's a good idea to get into the habit of doing so. Once fully augmented, many of the UNM items can be extremely powerful, often best in slot. Even if you don't have any interest in the augmented UNM gear, Lustreless items are also in high demand so you can also sell them pretty quickly and easily for a tidy profit as well. You likely aren't geared enough now to fully clear Sheol A, but you ARE geared enough to do some farming to get some Lustreless Scales and get started either selling them or augmenting some of your UNM gear.
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=Alternative Vagary Battlefields=
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Vagary Overview</strong>
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'''Soloable?''' {{color|neutral|Depends on the boss and your job.}}<br />
'''Requirements:''' {{color|negative|Completed the SoA missions [[Watery Grave]], [[Reckoning (Mission)]], and [[Abomination]]}}<br />
'''Notable Rewards:''' Ability to upgrade [[Reforged Empyrean Armor]]<br />

[[Vagary]] is an event that is fairly complicated, but luckily you don't need to know a ton to begin participating in it. While you CAN start participating in the primary version of Vagary, which requires at least 3 players and thus cannot be solo'd, it's not commonly ran anymore. The rewards from Vagary can still sell for a decent amount of gil, but the equipment drops are mostly niche.

The most relevant reward from Vagary is unlocking the ability to upgrade your [[Reforged Empyrean Armor +1|Reforged Empyrean Armor to +1]], however there are [[Vagary#Alternative_Battlefields|alternative battlefields]] availabe to unlock them. These alternate battles '''do not''' give any other rewards - no exp, no equipment drops, can't complete RoE objectives, etc - but they can be entered solo with trusts, or with a few friends if you want. These days, most players just tackle these Alternate Battlefields instead of doing Vagary proper. There are five battlefields, each against a single boss - each one you defeat will unlock the ability to upgrade one of your Reforged Emp. Armor pieces.

'''Entering Vagary'''<br />
To gain access to the first three battlefields, you'll need to clear the Seekers of Adoulin mission [[Watery Grave]], to unlock the fourth boss you'll need to complete [[Reckoning (Mission)]], and to unlock the fifth you'll have to complete [[Abomination]]. Then you'll need to trade a vial of [[Befouled Water]] (dropped by [[:Category:Fomor|Fomor]]s in [[Outer Ra'Kaznar]]) to the '''odyssean passage''' found in [[Leafallia]]. This will give you the {{KI}}[[Prototype sigil pearl]] KI needed to enter into the battlefields. Head to [[Ra'Kaznar Turris]] in [[Ra'Kaznar Inner Court]] (fastest way there is via Home Point warp), and then examine the '''Ominous Postern''' to pick which battlefield you wish to tackle.

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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Battlefields</strong>
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There are five battlefields available, each containing a single boss from Vagary. You'll have thirty minutes to complete the fight, but this usually won't be an issue.

'''After completing [[Watery Grave]]'''<br />
* '''Pallatoritus''' - Unlocks Head. [[Palloritus]] doesn't really have any major gimmicks, just lots of dark damage. He does have an AOE doom to watch out for, and has a hate reset. Make sure to bring plenty of Holy Waters, otherwise he's not very notable.
* '''Putraxia''' - Unlocks Hands. [[[Putraxia]] has unique auto attacks, which can knockback, stun, or triple attack. He can also inflict various status effects, but nothing a few vials of [[Panacae]] and [[Remedy]] can't fix.
* '''Rancibus''' - Unlocks Feet. [[Rancibus]] has a lot of AOE damage and a powerful poison aura, which can be hard to deal with using trusts. I recommend bringing many trusts with AOE healing, such as [[Cipher: Selh'teus]] and [[Cipher: Iroha II]].

'''After completing [[Reckoning (Mission)]]'''<br />
'''Perfidien''' - Unlocks Legs
* [[Perfidien]] can be difficult, as he is originally a secret boss from base Vagary. Perfidien will choose a random element to become weak to, and will absorb all damage from that element's opposite. For example, if he's weak to {{thunder}} {{color|thunder|thunder}} magic, then he will absorb {{water}} {{color|water|water}}. If you heal Perfidien by casting the wrong element on him, he'll inflict [[Encumberance]] - the more he's healed, the longer it lasts. If healed too much, he'll use an AOE full dispel + damage move called '''Vivisection''' and then level up. Also take care because Skillchains WILL heal him if he absorbs even ONE of their elements. For example, if he absorbs Fire, then Light skillchains will heal him. After dealing ~23k damage of the element he's weak to, he will be {{red!}} proc'd, and then he'll change weakness after 2 minutes. He can also change weaknesses after a fair amount of damage has been done in general, so don't get lazy with checking what he absorbs. Luckily, there's a noticeable visual effect when he changes elements. The easiest way to check his weakness is to pepper him with weak elemental spells to see their effects - often it's easier to tell what element he absorbs, so you know its opposite is his weakness. Aside from this elemental weakness/absorption system, he actually doesn't have any particularly threatening mechanics. Just be sure to bring a job (or friend) that can deal with all these different elements.

'''After completing [[Abomination]]'''<br />
'''Plouton''' - Unlocks Body, must have completed [[Abomination]]
* [[Plouton]] is the final boss of baseline Vagary, and thus will be the most challenging to beat solo. For the first 10% of his health bar, he will exclusively use a TP move called '''Impudence''', which is a conal damage + zombie + hate reset. Starting at 90% HP, he'll begin elemental switching just like Perfidien. Just like Perfidien, if healed he will cause Encumbrance, and if healed too much he'll use '''Vivisection''' and level up. If you deal enough damage to his weakness, you'll {{red!}} proc him which will trigger a delayed elemental switch. It's far more important to proc Plouton though, as he will build significant damage resistance if he goes too long without being proc'd. Once he reaches 50% HP, he will gain some cool looking wings and begin using some powerful TP moves. Notable ones are '''Eternal Misery''', which is a more powerful version of '''Impudence'''; and '''Bane of Tartarus''', which dispels ALL buffs (including food) and inflicts [[Weakness]]. Plouton will also begin cycling through ''physical'' resistances along with his elemental ones - one of Blunt, Piercing, or Slashing will deal extra damage to him, and the other two will deal 99% reduced damage.

Once you have defeated a boss succesfully, you'll be able to upgrade the corresponding [[Reforged Empyrean Armor]] via [[Monisette]] in [[Port Jeuno]] (I-8). The items needed to perform the upgrades can be earned from regular [[Vagary]], or you can purchase them off the Auction House or from [https://ffxiclopedia.fandom.com/wiki/Bazaar player bazaars].
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*[[Iskur Gorget]] - dropped from [[Kyou]]
*[[Iskur Gorget]] - dropped from [[Kyou]]
*[[Dingir Ring]] - dropped from [[Gin]]
*[[Dingir Ring]] - dropped from [[Gin]]
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=Vagary=
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Vagary Overview</strong>
|-
|
'''Soloable?''' {{color|negative|No}} <br />
'''Requirements to participate:''' {{color|positive|Outer Ra'Kaznar access}}<br />
'''Requirements to host:''' {{color|negative|Completed the SoA mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]}}<br />
'''Notable Rewards:''' Materials to make [[Reforged Empyrean Armor +1]], [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Tartarus Platemail]], [[Etiolation Earring]], various other equipment, plenty of expensive stuff to sell on the AH.<br />

[[Vagary]] is an event that is fairly complicated, but luckily you don't need to know a ton to begin participating in it. There are three different raids that can be chosen, called Gates. Each gate has different enemies, bosses, and mechanics, which can sometimes be fairly complicated. There are also a few secret bosses, and encountering them can be quite tricky.

Vagary's difficulty does '''not''' scale with the number of players participating. However, the content isn't particularly difficult for a party of 6 (or often even just a party of 3 or 4) so if you're in a full alliance you may wind up just sitting around while 2-3 mages clean out the enemies. You should know your job's role well enough by now to figure out what you should be doing at any given moment, but don't be surprised if you're doing a lot of waiting during Vagary. Gunna be honest, Vagary can be pretty boring for some jobs.

'''Note!''' - There are RoE Objectives for each Vagary boss, ''BE SURE YOU SET THEM BEFORE ENTERING VAGARY!'' It's super easy to forget doing this, but they give good rewards! I'll detail them later on, but I wanted to call this out now.

'''Entering Vagary'''<br />
If you're not the party / alliance leader, all you need to do is be present in Outer Ra'Kaznar when the leader begins the event.<br />
If you ARE the party / alliance leader, you'll first need to have cleared the Seekers of Adoulin mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]. Then you'll need to trade a vial of [[Befouled Water]] (dropped by [[:Category:Fomor|Fomor]]s in [[Outer Ra'Kaznar]]) to the '''odyssean passage''' found in [[Leafallia]]. This will give you the {{KI}}[[Prototype sigil pearl]] KI needed to enter your party into Vagary - at this point just examine the gate you want to enter in the first big room of [[Outer Ra'Kaznar]] - the fastest way there is via the [[Augural Conveyor]] in Ra'Kaznar.
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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>The Gates</strong>
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There are three gates in Vagary: the [[Vagary#Deathborne_Gate:_Palloritus|Deathborne Gate]], the [[Vagary#Brash_Gate:_Rancibus|Brash Gate]], and the [[Vagary#Duskbrood_Gate:_Putraxia|Duskbrood Gate]]. Each has several minor bosses, and then one major final boss. The Duskbrood Gate is special in that it also has two secret superbosses, which we'll talk about later.

'''The Deathborne Gate'''</br>
The most straightforward Gate, Deathborne is entered at (M-7) in Ra'Kaznar. For this gate, your group will be in a large room and fight off waves of undead enemies, mostly Fomors, before fighting the boss [[Palloritus]]. Palloritus doesn't really have any major gimmicks, just lots of dark damage. He does have an AOE doom to watch out for, and has a hate reset. Otherwise not very notable.

'''The Brash Gate'''<br />
This gate, entered at (N-7), is simple but can occasionally be confusing. It also takes place in a large room, but one with six pillars which can be examined. 5/6 of the pillars spawn a wave of enemies when examined, and one chosen at random will spawn the next boss which will progress the event. If you get a wave of enemies, you'll need to kill them all to get another shot at the remaining pillars. The enemies spawned are all blobs of some kind, with various elemental weaknesses. Usually Blue Mages, Black Mages, Scholars, and Geomancers will AOE nuke down the waves all at once, since the enemies aren't particularly threatening.

The first boss encountered is [[Murkcrawler]], who has an aura that gives all stats down but otherwise isn't very notable. After it's killed, another six pillars will spawn and the process repeats. The second boss you'll encounter is [[Brimboil]] - who is the first boss with a gimmick that needs paying attention to. If 3500+ damage is done in a single attack to Brimboil, it will split into clones (which can thus split into more clones). Whenever one clone TPs, ALL of them will TP in unison. This can (and will) lead to team wipes, so just be careful not to go too overzealous on the damage. Both bosses are usually pulled into a corner so mages can nuke them down safely.

After beating Brimboil, once again six pillars will appear, functioning similarly to before. The only difference is that the boss will spawn either WITH a wave of enemies, or in the middle of it. If the message "A thousand scattered memories begin to take shape!" is shown when a wave is spawned, it means the boss will spawn with the wave. The boss is [[Rancibus]], which doesn't have any particularly punishing gimmicks. It does have a lot of AOE damage though, including a powerful poison aura. Like the other two bosses, Rancibus is usually pulled into a corner by the tank so that it can be killed safely from a distance. After killing Rancibus, you've finally cleared the Brash Gate.

'''The Duskbrood Gate'''<br />
The Duskbrood Gate is easily the most complex, and is entered at (N-6). The basics are simple - you move through a dungeon, killing elementals and then bosses. However, the interior seems like a giant maze - but it's really just a linear path with a few misleading sections where it's easy to get turned around. [https://www.bg-wiki.com/images/d/d5/Duskbrood.png The area map] is good to keep on hand in case you get separated from your group. Killing an entire group of elementals will prevent the final boss from absorbing that element of magic, so it's up to your group how many elementals and which ones to clear out. There are also two '''secret''' bosses that can be encountered in the Duskbrood Gate, which can be quite challenging to encounter - I'll go into their details in a bit.

After clearing through fire, ice, earth, and wind elementals, your group will encounter the first boss, [[Blightslither]]. Aside from being able to inflict zombie, it's nothing notable. The path will lead to water elementals and then to the second boss, [[Insidivo]]. It can spam wind and holy magic, and has an AOE dispel + plague which sucks, but isn't very threatening overall. Both of these boss rooms also have some hybrid elementals, which must be killed to open the doors to progress further.

Finally the path leads to dark elementals and then to the final boss room, where [[Putraxia]] is encountered. As noted earlier, it will absorb an element unless all the elementals matching that element were killed earlier - killing all elementals of each type will also lock the boss from using ancient magic of that element. Killing all the dark elementals is highly advised, as otherwise the boss has access to [[Death]]. Aside from this gimmick though, it doesn't have anything your group will need to worry about or plan around.
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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Secret Bosses</strong>
|-
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There are two secret bosses in Vagary - [[Perfidien]] and [[Plouton]]. Both of the bosses have fairly strict and somewhat complicated rules before they can be spawned, and a careless group can easily lock out being able to spawn them. Follow instructions carefully and don't be That Guy that ruins the run for the group. These can technically be spawned in any Vagary gate, but 99% of the time they'll be spawned in the Duskbrood Gate, since the elementals are perfect for fulfilling the secret boss spawn requirements.
{{color|negative|WARNING:}} Perfidien's character model is a spoiler for the Seekers of Adoulin story, so if you care about that and haven't completed it yet, try not to pay close attention to his character model and image on the wiki page, or just go progress through the story.

'''Perfidien'''<br />
In order to spawn Perfidien, the party leader must fulfill the following conditions:
# Must have brought a party/alliance into Vagary once before
# Must be in possession of all three Key Item rewards from defeating the final bosses of the Vagary gates, and trade them in Leafalia for a [[Prototype pearl of ashen wings]] KI.

But that's not all! Those are just the pre-requisites. In order to ACTUALLY spawn him, your party must fulfill the following while inside of Vagary (usually the Duskbrood Gate):
# Kill 5 elementals according to their elemental weakness. The nuke must do between 5000-8000 damage - hitting harder (or weaker) than this won't count.
# Kill 5 elementals with magic bursts. This can be done at the same time as the above, but be careful to not hit above 8k.
# Perform a 4-step Skillchain. This is easiest to do with a Samurai spamming [[Tachi: Jinpu]].
# Having no party members die while fulfilling the above.

As soon as the three conditions are completed, Perfidien will spawn as long as no one has died. If ever anyone dies while fighting Perfidien, he will warp away and the run will be wasted. This is the biggest threat when fighting him - one person gets careless and dies, and your run is dead and your group will need to get the spawning KI all over again. As for the fight itself, starting at 90% HP Perfidien will choose a random element to become weak to, and will absorb all damage from that element's opposite. For example, if he's weak to {{thunder}} {{color|thunder|thunder}} magic, then he will absorb {{water}} {{color|water|water}}. If you heal Perfidien by casting the wrong element on him, he'll inflict [[Encumberance]] - the more he's healed, the longer it lasts. If healed too much, he'll use an AOE full dispel + damage move called '''Vivisection''' and then level up. Also take care because Skillchains WILL heal him if he absorbs even ONE of their elements. For example, if he absorbs Fire, then Light skillchains will heal him. It's very easy to skillchain accidentally and give him a heal big enough to level him up, causing Vivisection to proc, killing someone and causing him to warp out.

After dealing ~23k damage of the element he's weak to, he will be [[File:Red.png||link=]] proc'd, and then he'll change weakness after 2 minutes. '''Note''': if he's not [[File:Red.png||link=]] proc'd for a certain amount of time, he'll warp away as though someone died - make sure to keep up elemental damage of his weakness! He can also change weaknesses after a fair amount of damage has been done in general, so don't get lazy with checking what he absorbs. Luckily, there's a noticeable visual effect when he changes elements. The easiest way to check his weakness is to pepper him with weak elemental spells to see their effects - often it's easier to tell what element he absorbs, so you know its opposite is his weakness.

Aside from this elemental weakness/absorption system, he actually isn't all that threatening. If your group is paying attention to his elemental weaknesses and keep their distance from him, he's pretty easy.

'''Plouton'''<br />
Plouton is the second secret boss, and requires having beaten Perfidien and trading the rewarded KI in Leafalia to the KI to spawn him. Just like with Perfidien, he has a somewhat complicated list of requirements to be spawned. He too can be spawned in any of the Gates, but players almost always spawn him in Duskbrood Gate. Note that if the alliance leader has KIs for both Perfidien and Plouton, groups will often try to spawn Perfidien and then Plouton in the same run. To spawn Plouton in Duskbrood Gate, your group must:

# Perform five skillchains and magic bursts on elementals without killing them.
# Perform a 6-step skillchain
# Defeat five elementals with a single magic spell

Also like Perfidien, Plouton will warp away if a player dies or he isn't [[File:Red.png||link=]] proc'd for a length of time. For the first 10% of his health bar, he will exclusively use a TP move called '''Impudence''', which is a conal damage + zombie + hate reset. Starting at 90% HP, he'll begin elemental switching just like Perfidien. Just like Perfidien, if healed he will cause Encumbrance, and if healed too much he'll use '''Vivisection''' and level up. If you deal enough damage to his weakness, you'll [[File:Red.png||link=]] proc him which will trigger a delayed elemental switch. It's far more important to [[File:Red.png||link=]] proc Plouton though, as he will build significant damage resistance if he goes too long without being proc'd.

Once he reaches 50% HP, he will gain some cool looking wings and begin using some powerful TP moves. Notable ones are '''Eternal Misery''', which is a more powerful version of '''Impudence'''; and '''Bane of Tartarus''', which dispels ALL buffs (including food) and inflicts [[Weakness]]. Plouton will also begin cycling through ''physical'' resistances along with his elemental ones - one of Blunt, Piercing, or Slashing will deal extra damage to him, and the other two will deal 99% reduced damage.
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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Vagary Rewards</strong>
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The rewards most players care about in Vagary are [[Etched_Memory|Etched Memories]], which are used to upgrade your [[Reforged_Empyrean_Armor|Reforged Empyrean Gear]] to [[Reforged_Empyrean_Armor_%2B1|the +1 i119 versions]]. Depending on your job, the +1 versions can be MASSIVE game changers. To upgrade all 5 pieces for a job, you'll need a total of 90 Etched Memories. They can't be bought/sold on the AH, but they CAN be sold through player Bazaars. [https://www.ffxiah.com/item/9009/etched-memory You can look on ffxiah.com to see what prices players have them listed for], but they tend to go for around 20-30k each (at least as of Dec 2020).

To upgrade your emp gear you'll also need a variety of drops from the five Vagary bosses. Depending on the slot and your server, these can sell on the AH for anywhere from 10k to 500k. If you're like me though (aka broke), then you can instead get a full set of these items for free every week from Records of Eminence. Each Vagary boss has a once-a-week RoE objective that rewards their drop for you when completed, '''so make sure to enable all the RoE objectives for Vagary before entering!''' They can be found under [[Records_of_Eminence#Content_.28Vagary.29|Content > Content (Vagary)]].

Aside from giving you stuff to upgrade emp gear, there's also a few notable pieces of equipment that can drop from Vagary. Notable ones are [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Etiolation Earring]], and [[Tartarus Platemail]]. There's various other gear as well, but it's more niche and may not be worth going for - I'd recommend looking through the [[Vagary]] page to see what drops and if it interests you.
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'''Notable Rewards:''' [[Nyame Armor Set|The extremally powerful all-jobs Nyame Armor set]], [[Coiste Bodhar]], [[Schere Earring]], [[Tellen Belt]], [[Beithir Ring]], [[Obstin. Sash]], [[Hesperiidae]], [[Odyssey#Atonement_3_Notorious_Monsters|Various other incredibly strong armor and weapons]]
'''Notable Rewards:''' [[Nyame Armor Set|The extremally powerful all-jobs Nyame Armor set]], [[Coiste Bodhar]], [[Schere Earring]], [[Tellen Belt]], [[Beithir Ring]], [[Obstin. Sash]], [[Hesperiidae]], [[Odyssey#Atonement_3_Notorious_Monsters|Various other incredibly strong armor and weapons]]


Sheol Gaol (pronounced 'jail') is the end goal of Odyssey, and it has some very interesting mechanics that make it unique among FFXI's endgame. The event itself will pit you against up toe 3 NMs in a row, with a resting area in between each. What makes Gaol so unique is that subjobs are disabled, multiple of the same jobs cannot be used, and once a job is used against one boss, no one in the party can bring that job when facing the next boss(es). This means each party member needs multiple UNIQUE jobs at 99, which are well-geared enough to face down the bosses. If you only have one job geared at this point, you may have difficulty completing this content, so I definitely recommend gearing some others up. Trusts CAN be summoned for these fights, and their strength will be determined by your Moogle Mastery from Sheols A, B, and C. Trusts can even be summoned while in the middle of fighting one of the bosses! However, once a trust is summoned, it CANNOT be summoned again for the duration of the run.
Sheol Gaol (pronounced 'jail') is the end goal of Odyssey, and it has some very interesting mechanics that make it unique among FFXI's endgame. The event itself will pit you against up to 3 NMs in a row, with a resting area in between each. What makes Gaol so unique is that subjobs are disabled, multiple of the same jobs cannot be used, and once a job is used against one boss, no one in the party can bring that job when facing the next boss(es). This means each party member needs multiple UNIQUE jobs at 99, which are well-geared enough to face down the bosses. If you only have one job geared at this point, you may have difficulty completing this content, so I definitely recommend gearing some others up. Trusts CAN be summoned for these fights, and their strength will be determined by your Moogle Mastery from Sheols A, B, and C. Trusts can even be summoned while in the middle of fighting one of the bosses! However, once a trust is summoned, it CANNOT be summoned again for the duration of the run.


To enter Gaol, you'll need three [[Moglophone II]] key items, which can be purchased from the Pilgrim Moogle outside the odyssey entrance for 3,000 Moogle Segments each. When you fight a boss, you'll only use up a single Moglophone II, however you do need all three in order to enter. This is one of the main uses for Moogle Segments, and why farming them is such an in-demand activity.
To enter Gaol, you'll need three [[Moglophone II]] key items, which can be purchased from the Pilgrim Moogle outside the odyssey entrance for 3,000 Moogle Segments each. When you fight a boss, you'll only use up a single Moglophone II, however you do need all three in order to enter. This is one of the main uses for Moogle Segments, and why farming them is such an in-demand activity. While up to three bosses can be fought in a row, most groups only fight one boss and then exit due to the restrictions on job selection mentioned above. Choosing to fight against three bosses in a row (your party chooses which ones in between each fight) does have a benefit - it "charges" the next [[Moogle Amplifier]] for each party member. You don't need to worry about what that does yet, I'll elaborate on it in the '''Sheol Gaol Rewards''' section below.


Gaol bosses are divided into four tiers, called Atonements, and each boss has many different difficulties available, referred to as Vengeance level. While unlocking new Atonements and Vengeance levels to enter ''as a party leader'' requires a fair amount of work, once you have Sheol Gaol unlocked you can fight ALL bosses at ALL Vengeance levels if someone that does have them unlocked is the party leader. I'll still explain how to unlock all atonements and vengeance levels for yourself, but note that it's not required to begin earning rewards.
Gaol bosses are divided into four tiers, called Atonements, and each boss has many different difficulties available, referred to as Vengeance level. While unlocking new Atonements and Vengeance levels to enter ''as a party leader'' requires a fair amount of work, once you have Sheol Gaol unlocked you can fight ALL bosses at ALL Vengeance levels if someone that does have them unlocked is the party leader. I'll still explain how to unlock all atonements and vengeance levels for yourself, but note that it's not required to begin earning rewards.
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V5+ Gaol bosses gain access to SP abilities, which it will use at 75% HP.
V5+ Gaol bosses gain access to SP abilities, which it will use at 75% HP.
V10+ bosses will get a random debuff aura when it uses an SP ability. The Aura will always debuff a random secondary stat - Attack, Accuracy, Magic Defense, etc.
V10+ bosses will get a random debuff aura when it uses an SP ability. The Aura will always debuff a random secondary stat - Attack, Accuracy, Magic Defense, etc.
V20+ bosses will summon an additional monster when using an SP ability. The add will ''always'' aggro onto whoever has SECOND most enmity - usually this will be the strongest DD in the group, and will cause the boss to regenerate health if kept too close. Strategies for dealing with the adds vary depending on the difficulty of the boss itself and your party's strategy - sometimes groups put them to sleep, sometimes groups kill them, sometimes they ignore them, etc.
V20+ bosses will summon an additional monster when using an SP ability. The add will ''always'' aggro onto whoever has SECOND most enmity - usually this will be the strongest DD in the group, and will cause the boss to regenerate health if kept too close. Strategies for dealing with the adds vary depending on the difficulty of the boss itself and your party's strategy - sometimes groups put them to sleep, sometimes groups kill them, sometimes they ignore them, etc. These adds do ''not'' need to be killed to win the fight, only the primary boss.
V25 bosses use an additional SP move at 40% HP, which will also summon an extra add and possibly change the debuff aura.
V25 bosses use an additional SP move at 40% HP, which will also summon an extra add and possibly change the debuff aura.


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Bumba luckily allows for a decent variety of party compositions to bring down, usually relying on burst damage tactics while avoiding skillchains to stay out of Fetter mode as much as possible. DRG is a popular job choice, as it has several JAs to strengthen the party vs dragons. Bumba has a LOT of HP, especially at higher Vengeance levels, so the primary challenge is dealing enough damage in the strict time limit.
Bumba luckily allows for a decent variety of party compositions to bring down, usually relying on burst damage tactics while avoiding skillchains to stay out of Fetter mode as much as possible. DRG is a popular job choice, as it has several JAs to strengthen the party vs dragons. Bumba has a LOT of HP, especially at higher Vengeance levels, so the primary challenge is dealing enough damage in the strict time limit.
|}
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Sheol Gaol Rewards</strong>
|-
|
For each boss you defeat in Gaol, you'll earn a KI called "Information on <Boss Name>" - this will allow you to purchase equipment from the Odyssey [[Pilgrim Moogle]] with gil. The price of this gear fluctuates from server to server - the more times a boss is killed ''server-wide'', the lower the price will be. If you're on a populated server such as Asura, the price will be quite cheap!

'''Augments & RP'''<br />
Every piece of gear you can earn from Gaol can be upgraded with augments. Defeating a boss at V1 or above will allow you to upgrade the gear to at most Rank 15, then you'll need to defeat higher Vengeance levels of that boss to unlock a higher Rank cap. Beating a boss at V15 raises the cap to R20, V20 will raise it to R25, and beating a boss at V25 will max out the augment cap at Rank 30. If you ONLY beat a boss at V0, then you'll unlock the gear but won't be able to upgrade it via augments.

How do you earn [[Reinforcement Points]] (RP) to upgrade the augments? By fighting the corresponding boss, of course! You don't even need to ''defeat'' the boss, just ''damage'' it. After the fight, whether successful or not, RP will be awarded based on how much damage your group dealt to the boss and the Vengeance level of the fight. Your party needs to deal at least 5% of the boss' max health in order to start earning RP, which will be awarded upon winning the fight or timing out. {{color|negative|If you leave the boss arena before winning or timing out, you will '''not''' gain RP!}} So if your party wipes, do NOT warp out or return to home point! RP is earned on a per-boss basis, and you "spend" them at the Pilgrim Moogle in Rabao.

You can also spend 1500 [[Moogle Segments]] at the Pilgrim Moogle to purchase a [[Moogle Amplifier]]]. This works similarly to a [[Abdhaljs Seal]] - it's a consumable item that gives the player a buff that will multiply the next amount of RP received from Gaol, and wears off after 72 hours. Furthermore, an amplifier can be "charged" by dealing at least 5% damage to three bosses in a single Gaol attempt, which will cause the amplifier to award even more RP. How much RP is awarded, both from a baseline and charge, is based on the Vengeance level of the bosses being fought - both when charging the amplifier and when using the amp itself. This can get kind of complicated, so if you want to know more I recommend reading the page on [[Moogle Amp.]]] itself.

Aside from Augments, you can also choose to spend RP on Moogle Segments, at a 1:1 exchange ratio, but this generally isn't advised unless you REALLY need segments.

'''All Jobs'''
*[[Nyame Armor Set]] - earned after defeating [[Bumba]].
**This is the big draw for Odyssey, and is arguably the single strongest armor set in the game. It most notably provides a large amount of defensive stats - tons of HP, DT-, and Magic Evasion. It's easy to slap a full set of this into your Hybrid/DT set and call it good. It also has 4 different augment paths - A buffs TP gain, B buffs WS damage, C buffs magic stats, and D buffs pet stats. Most players tend to pick B, as it's the most widely useful. {{color|negative|You cannot change the augment path once you've started it!}} If you change your mind about the path you want to augment, you'll need to '''completely start over at R0''', so think long and hard before you choose a path!

'''Melee DD & Tanks'''
* [[Sakpata's Armor Set]] from defeating [[Kalunga]]
* [[Mpaca's Attire Set]] from defeating [[Arebati]]
* [[Gleti's Armor Set]] from defeating [[Ngai]]
* [[Coiste Bodhar]] from defeating [[Gogmagog]]
* [[Beithir Ring]] from defeating [[Raskovniche]]
* [[Schere Earring]] from defeating [[Gigelorum]]

'''Mages'''
* [[Agwu's Attire Set]] from defeating [[Ongo]]
* [[Bunzi's Attire Set]] from defeating [[Mboze]]
* [[Bunzi's Rod]] from defeating [[Mboze]]
* [[Mpaca's Staff]] from defeating [[Arebati]]
* [[Obstinate Sash]] from defeating [[Henwen]]

'''Pet Jobs'''
* [[Hesperiidae]] from defeating [[Dealan-dhe]]

'''Ranged Jobs'''
* [[Ikenga's Attire Set]] from defeating [[Xevioso]]
* [[Tellen Belt]] from defeating [[Procne]]

There is also a wide range of job-specific weapons available, many of which are quite strong. I recommend looking at the [[Odyssey#Notorious_Monsters_&_Rewards#Gaol rewards page]] to see if any are relevant to your specific jobs.
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=Other Content=
=Other Content=
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Vagary</strong>
|-
|
'''Soloable?''' {{color|negative|No - requires 3+ players}}<br />
'''Requirements to participate:''' {{color|positive|Outer Ra'Kaznar access}}<br />
'''Requirements to host:''' {{color|neutral|Completed the SoA mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]}}<br />
'''Notable Rewards:''' Materials to make [[Reforged Empyrean Armor +1]], [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Tartarus Platemail]], [[Etiolation Earring]], various other equipment, plenty of expensive stuff to sell on the AH.<br />

[[Vagary]] is an event that is fairly complicated, but luckily you don't need to know a ton to begin participating in it. There are three different raids that can be chosen, called Gates. Each gate has different enemies, bosses, and mechanics, which can sometimes be fairly complicated. There are also a few secret bosses, and encountering them can be quite tricky.

Vagary's difficulty does '''not''' scale with the number of players participating. However, the content isn't particularly difficult for a party of 6 (or often even just a party of 3 or 4) so if you're in a full alliance you may wind up just sitting around while 2-3 mages clean out the enemies. You should know your job's role well enough by now to figure out what you should be doing at any given moment, but don't be surprised if you're doing a lot of waiting during Vagary. Gunna be honest, Vagary can be pretty boring for some jobs.

'''Note!''' - There are RoE Objectives for each Vagary boss, ''BE SURE YOU SET THEM BEFORE ENTERING VAGARY!'' It's super easy to forget doing this, but they give good rewards! I'll detail them later on, but I wanted to call this out now.

'''Entering Vagary'''<br />
If you're not the party / alliance leader, all you need to do is be present in Outer Ra'Kaznar when the leader begins the event.<br />
If you ARE the party / alliance leader, you'll first need to have cleared the Seekers of Adoulin mission [[Seekers_of_Adoulin_Mission_5-3-2|Watery Grave]]. Then you'll need to trade a vial of [[Befouled Water]] (dropped by [[:Category:Fomor|Fomor]]s in [[Outer Ra'Kaznar]]) to the '''odyssean passage''' found in [[Leafallia]]. This will give you the {{KI}}[[Prototype sigil pearl]] KI needed to enter your party into Vagary - at this point just examine the gate you want to enter in the first big room of [[Outer Ra'Kaznar]] - the fastest way there is via the [[Augural Conveyor]] in Ra'Kaznar.
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>The Gates</strong>
|-
|
There are three gates in Vagary: the [[Vagary#Deathborne_Gate:_Palloritus|Deathborne Gate]], the [[Vagary#Brash_Gate:_Rancibus|Brash Gate]], and the [[Vagary#Duskbrood_Gate:_Putraxia|Duskbrood Gate]]. Each has several minor bosses, and then one major final boss. The Duskbrood Gate is special in that it also has two secret superbosses, which we'll talk about later.

'''The Deathborne Gate'''</br>
The most straightforward Gate, Deathborne is entered at (M-7) in Ra'Kaznar. For this gate, your group will be in a large room and fight off waves of undead enemies, mostly Fomors, before fighting the boss [[Palloritus]]. Palloritus doesn't really have any major gimmicks, just lots of dark damage. He does have an AOE doom to watch out for, and has a hate reset. Otherwise not very notable.

'''The Brash Gate'''<br />
This gate, entered at (N-7), is simple but can occasionally be confusing. It also takes place in a large room, but one with six pillars which can be examined. 5/6 of the pillars spawn a wave of enemies when examined, and one chosen at random will spawn the next boss which will progress the event. If you get a wave of enemies, you'll need to kill them all to get another shot at the remaining pillars. The enemies spawned are all blobs of some kind, with various elemental weaknesses. Usually Blue Mages, Black Mages, Scholars, and Geomancers will AOE nuke down the waves all at once, since the enemies aren't particularly threatening.

The first boss encountered is [[Murkcrawler]], who has an aura that gives all stats down but otherwise isn't very notable. After it's killed, another six pillars will spawn and the process repeats. The second boss you'll encounter is [[Brimboil]] - who is the first boss with a gimmick that needs paying attention to. If 3500+ damage is done in a single attack to Brimboil, it will split into clones (which can thus split into more clones). Whenever one clone TPs, ALL of them will TP in unison. This can (and will) lead to team wipes, so just be careful not to go too overzealous on the damage. Both bosses are usually pulled into a corner so mages can nuke them down safely.

After beating Brimboil, once again six pillars will appear, functioning similarly to before. The only difference is that the boss will spawn either WITH a wave of enemies, or in the middle of it. If the message "A thousand scattered memories begin to take shape!" is shown when a wave is spawned, it means the boss will spawn with the wave. The boss is [[Rancibus]], which doesn't have any particularly punishing gimmicks. It does have a lot of AOE damage though, including a powerful poison aura. Like the other two bosses, Rancibus is usually pulled into a corner by the tank so that it can be killed safely from a distance. After killing Rancibus, you've finally cleared the Brash Gate.

'''The Duskbrood Gate'''<br />
The Duskbrood Gate is easily the most complex, and is entered at (N-6). The basics are simple - you move through a dungeon, killing elementals and then bosses. However, the interior seems like a giant maze - but it's really just a linear path with a few misleading sections where it's easy to get turned around. [https://www.bg-wiki.com/images/d/d5/Duskbrood.png The area map] is good to keep on hand in case you get separated from your group. Killing an entire group of elementals will prevent the final boss from absorbing that element of magic, so it's up to your group how many elementals and which ones to clear out. There are also two '''secret''' bosses that can be encountered in the Duskbrood Gate, which can be quite challenging to encounter - I'll go into their details in a bit.

After clearing through fire, ice, earth, and wind elementals, your group will encounter the first boss, [[Blightslither]]. Aside from being able to inflict zombie, it's nothing notable. The path will lead to water elementals and then to the second boss, [[Insidivo]]. It can spam wind and holy magic, and has an AOE dispel + plague which sucks, but isn't very threatening overall. Both of these boss rooms also have some hybrid elementals, which must be killed to open the doors to progress further.

Finally the path leads to dark elementals and then to the final boss room, where [[Putraxia]] is encountered. As noted earlier, it will absorb an element unless all the elementals matching that element were killed earlier - killing all elementals of each type will also lock the boss from using ancient magic of that element. Killing all the dark elementals is highly advised, as otherwise the boss has access to [[Death]]. Aside from this gimmick though, it doesn't have anything your group will need to worry about or plan around.
|}

{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Secret Bosses</strong>
|-
|
There are two secret bosses in Vagary - [[Perfidien]] and [[Plouton]]. Both of the bosses have fairly strict and somewhat complicated rules before they can be spawned, and a careless group can easily lock out being able to spawn them. Follow instructions carefully and don't be That Guy that ruins the run for the group. These can technically be spawned in any Vagary gate, but 99% of the time they'll be spawned in the Duskbrood Gate, since the elementals are perfect for fulfilling the secret boss spawn requirements.
{{color|negative|WARNING:}} Perfidien's character model is a spoiler for the Seekers of Adoulin story, so if you care about that and haven't completed it yet, try not to pay close attention to his character model and image on the wiki page, or just go progress through the story.

'''Perfidien'''<br />
In order to spawn Perfidien, the party leader must fulfill the following conditions:
# Must have brought a party/alliance into Vagary once before
# Must be in possession of all three Key Item rewards from defeating the final bosses of the Vagary gates, and trade them in Leafalia for a [[Prototype pearl of ashen wings]] KI.

But that's not all! Those are just the pre-requisites. In order to ACTUALLY spawn him, your party must fulfill the following while inside of Vagary (usually the Duskbrood Gate):
# Kill 5 elementals according to their elemental weakness. The nuke must do between 5000-8000 damage - hitting harder (or weaker) than this won't count.
# Kill 5 elementals with magic bursts. This can be done at the same time as the above, but be careful to not hit above 8k.
# Perform a 4-step Skillchain. This is easiest to do with a Samurai spamming [[Tachi: Jinpu]].
# Having no party members die while fulfilling the above.

As soon as the three conditions are completed, Perfidien will spawn as long as no one has died. If ever anyone dies while fighting Perfidien, he will warp away and the run will be wasted. This is the biggest threat when fighting him - one person gets careless and dies, and your run is dead and your group will need to get the spawning KI all over again. As for the fight itself, starting at 90% HP Perfidien will choose a random element to become weak to, and will absorb all damage from that element's opposite. For example, if he's weak to {{thunder}} {{color|thunder|thunder}} magic, then he will absorb {{water}} {{color|water|water}}. If you heal Perfidien by casting the wrong element on him, he'll inflict [[Encumberance]] - the more he's healed, the longer it lasts. If healed too much, he'll use an AOE full dispel + damage move called '''Vivisection''' and then level up. Also take care because Skillchains WILL heal him if he absorbs even ONE of their elements. For example, if he absorbs Fire, then Light skillchains will heal him. It's very easy to skillchain accidentally and give him a heal big enough to level him up, causing Vivisection to proc, killing someone and causing him to warp out.

After dealing ~23k damage of the element he's weak to, he will be [[File:Red.png||link=]] proc'd, and then he'll change weakness after 2 minutes. '''Note''': if he's not [[File:Red.png||link=]] proc'd for a certain amount of time, he'll warp away as though someone died - make sure to keep up elemental damage of his weakness! He can also change weaknesses after a fair amount of damage has been done in general, so don't get lazy with checking what he absorbs. Luckily, there's a noticeable visual effect when he changes elements. The easiest way to check his weakness is to pepper him with weak elemental spells to see their effects - often it's easier to tell what element he absorbs, so you know its opposite is his weakness.

Aside from this elemental weakness/absorption system, he actually isn't all that threatening. If your group is paying attention to his elemental weaknesses and keep their distance from him, he's pretty easy.

'''Plouton'''<br />
Plouton is the second secret boss, and requires having beaten Perfidien and trading the rewarded KI in Leafalia to the KI to spawn him. Just like with Perfidien, he has a somewhat complicated list of requirements to be spawned. He too can be spawned in any of the Gates, but players almost always spawn him in Duskbrood Gate. Note that if the alliance leader has KIs for both Perfidien and Plouton, groups will often try to spawn Perfidien and then Plouton in the same run. To spawn Plouton in Duskbrood Gate, your group must:

# Perform five skillchains and magic bursts on elementals without killing them.
# Perform a 6-step skillchain
# Defeat five elementals with a single magic spell

Also like Perfidien, Plouton will warp away if a player dies or he isn't [[File:Red.png||link=]] proc'd for a length of time. For the first 10% of his health bar, he will exclusively use a TP move called '''Impudence''', which is a conal damage + zombie + hate reset. Starting at 90% HP, he'll begin elemental switching just like Perfidien. Just like Perfidien, if healed he will cause Encumbrance, and if healed too much he'll use '''Vivisection''' and level up. If you deal enough damage to his weakness, you'll [[File:Red.png||link=]] proc him which will trigger a delayed elemental switch. It's far more important to [[File:Red.png||link=]] proc Plouton though, as he will build significant damage resistance if he goes too long without being proc'd.

Once he reaches 50% HP, he will gain some cool looking wings and begin using some powerful TP moves. Notable ones are '''Eternal Misery''', which is a more powerful version of '''Impudence'''; and '''Bane of Tartarus''', which dispels ALL buffs (including food) and inflicts [[Weakness]]. Plouton will also begin cycling through ''physical'' resistances along with his elemental ones - one of Blunt, Piercing, or Slashing will deal extra damage to him, and the other two will deal 99% reduced damage.
|}
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Vagary Rewards</strong>
|-
|
The main reason to run Vagary is to unlock the ability to upgrade your [[Reforged_Empyrean_Armor|Reforged Empyrean Gear]] to +1. If you can't find a group for Vagary, you can consider running the [[Vagary#Alternative_Battlefields|Alternative Battlefields]]. These are instanced battles against the various final bosses of each of the Gates, and the two secret bosses. If you don't have a group able / willing to complete the Gates, then this is your best option to still unlock everything.

Note that you won't be able to get any other drops, experience, complete RoE objectives, etc. These fights ONLY exist to provide easier access to Upgraded Emp armor.

The other rewards most players care about are [[Etched_Memory|Etched Memories]], which are used to upgrade your [[Reforged_Empyrean_Armor|Reforged Empyrean Gear]] to [[Reforged_Empyrean_Armor_%2B1|the +1 i119 versions]]. Depending on your job, the +1 versions can be MASSIVE game changers. To upgrade all 5 pieces for a job, you'll need a total of 90 Etched Memories. They can't be bought/sold on the AH, but they CAN be sold through player Bazaars. [https://www.ffxiah.com/item/9009/etched-memory You can look on ffxiah.com to see what prices players have them listed for], but they tend to go for around 20-30k each (at least as of Dec 2020).

To upgrade your emp gear you'll also need a variety of drops from the five Vagary bosses. Depending on the slot and your server, these can sell on the AH for anywhere from 10k to 500k. If you're like me though (aka broke), then you can instead get a full set of these items for free every week from Records of Eminence. Each Vagary boss has a once-a-week RoE objective that rewards their drop for you when completed, '''so make sure to enable all the RoE objectives for Vagary before entering!''' They can be found under [[Records_of_Eminence#Content_.28Vagary.29|Content > Content (Vagary)]].

Aside from giving you stuff to upgrade emp gear, there's also a few notable pieces of equipment that can drop from Vagary. Notable ones are [[Umbra Strap]], [[Cryptic Earring]], [[Befouled Crown]], [[Odium]], [[Etiolation Earring]], and [[Tartarus Platemail]]. There's various other gear as well, but it's more niche and may not be worth going for - I'd recommend looking through the [[Vagary]] page to see what drops and if it interests you.
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{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
{| role="presentation" class="toccolors mw-collapsible mw-collapsed" style="width:94%"
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Delve</strong>
| colspan="2" style="text-align: left; background-color: #ccf;" | <strong>Delve</strong>
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If you have any questions, comments, or feedback on this guide or any of its contents, please feel free to contact me either here on the BG Wiki at [[User_talk:Cassiani]], or send me a /tell in-game: I'm Cassiani on the Asura server.
If you have any questions, comments, or feedback on this guide or any of its contents, please feel free to contact me either here on the BG Wiki at [[User_talk:Cassiani]], or send me a /tell in-game: I'm Cassiani on the Asura server.


This guide was last updated October 24th, 2023.
This guide was last updated October 25th, 2023.


[[Category:Guides]]
[[Category:Guides]]

Revision as of 22:01, 17 December 2023

So, you've finally hit level 99. Congratulations! What now? Well, you're probably overwhelmed by all the endgame content, and have no idea where to start or what's accessible. This guide will explain in detail what various endgame events are, what you can get out of them, and when you can take part in them. This guide is set up to walk you through from the first minute as a level 99 all the way to decked out in Best In Slot (BIS) gear - regardless of your job! It will also assume you have no knowledge of FFXI's endgame events, and will try to aim towards doing as much as possible solo.

This guide is roughly arranged in the order I recommend you attempt to take events on, however I don't recommend trying to complete each event 100% before moving on to the next. Get a few pieces of gear in an event, or make a bit of progress in it, then you'll be able to move on to the next. You want to always be moving forward, try not to get bogged down in any one event. You can always come back to farm gear later, and it'll probably go much faster then too.

Finally, each section of this guide is collapsed by default to make reading easier. Click the [Expand] button on the right-side of any section to expand it for more information.



A Quick Reminder

Before we get started in the guide proper, have you started on your Coalition Assignments and Mog Garden tasks yet? There is more info on these in the Initial Gearing section below, but they take MONTHS of progress to max out. If you haven't started on them yet, it's a great idea to do so as soon as you can! Now's also a good time to make sure you have your timer to get a Traverser stone rolling for Abyssea, same for Voidstone for - both of these build in the background over time, so you want to get those timers rolling as soon as you can!

Resources

Deciding on your Jobs

How to Evaluate Equipment and Build a Gearset

Recommended Trusts

Fresh 99 & Initial Gearing

Intermediate Records of Eminence Objectives

How to Earn Gil as a New Player

Domain Invasion

Ambuscade - Very Easy Difficulty

Main Storylines

Weapon Skill Quests

Job Points & Capacity Points

Level 119 UNMs

Yorcia Weald Alluvion Skirmish

Reforged JSE Armor

Ambuscade - Normal Difficulty

Escha Ru'Aun Warders

NQ Abjuration Gear

Level 122 UNMs

High Tier Mission Battlefields

RoE Trust Quests

Master Levels

Odyssey - Sheol A

Alternative Vagary Battlefields

How to Earn Gil as an Experienced Player

Omen

Escha Ru'Aun Geas Fete

Dynamis Divergence - Waves 1 & 2

Ambuscade - Very Difficult & Pulse Weapons

Level 125-128 UNMs

Odyssey - Sheol B

Reisenjima Geas Fete

Sinister Reign

HQ Abjuration Gear

How to Earn Gil as an Advanced Player

Geas Fete HELMs & Gods

Dynamis D. - Wave 3

Odyssey - Sheol C & Segment Farming

Odyssey - Sheol Gaol

Ultimate / REMA Weapons

Other Content

What Next?

Contact

If you have any questions, comments, or feedback on this guide or any of its contents, please feel free to contact me either here on the BG Wiki at User_talk:Cassiani, or send me a /tell in-game: I'm Cassiani on the Asura server.

This guide was last updated October 25th, 2023.