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Category:Ultimate Weapons
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Relic-Empyrean-Aeonic Weapons
Overview
Relic, Empyrean, and Aeonic Weapons offer weapons of each weapon type with high base damage and very low delay, as well as a set of instruments and shields. Unlike Empyreans and Aeonics, Relics have a hidden, innate "Occasionally deals double/triple damage" effect, as well as a direct damage bonus to their linked Weapon Skills of +40%.
It should also be noted that for weapon types that can be wielded in the off-hand, any special effects granted from the weapon are ignored. (Things like Magic Damage and the accuracies and attack derived from the Item Level skill are applied as normal.) This includes access to any Weapon Skill that isn't unlocked prior, as well as any hidden effects, Aftermaths, and Afterglows. However, as of November 2024, Empyrean Weapon's large base stat boost and Aeonic Weapon's Store TP are applied when used in the off-hand slot, even though the associated Weapon Skill, Aftermath, and Afterglow is not.
Weapon Skills
While almost all of the Relic, Empyrean and Aeonic instruments and shields only offer enhancements with no linked Weapon Skill, the Aeonic instrument Marsyas grants the player a unique song only available while it is equipped in a similar manner to the other weapons' linked Weapon Skills.
Unlike Relics, Empyreans' and Aeonics' linked Weapon Skill may be unlocked through various means for use with any weapon, meaning that, as of November 2024, a player wishing to utilize a Relic Weapon Skill, must equip the Weapon that it is tied to.
- Should a player wish to use an Empyrean Weapon Skill, they may complete the corresponding Kupofried's Weapon Skill Moogle Magic and gain access to that Weapon Skill with use of any weapon.
- Should a player wish to use an Aeonic Weapon Skill with use of any weapon, they must complete the quest: Martial Mastery, and then may purchase the Weapon Skill with Merit Points in five stages of increasing potency, up to the potency level granted through equipping the Aeonic Weapon.
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Aftermaths
An "Aftermath" is a unique buff generated by using a specific Weapon Skill alongside that Weapon Skill's linked Ultimate Weapon. Shields and Instruments lack any Aftermath effects.
There are three tiers to an Aftermath effect, dependent upon the level of TP used in the activating Weapon Skill. TP Bonus effects from gear and other sources do not have any effect on these Aftermath tiers.
- Relic Aftermath
- Relic Weapons' Aftermaths offer unique effects tied to each weapon. With only the duration of the Aftermath effect being dependent upon the TP of the Weapon Skill used to activate it.
- Empyrean Aftermath
- Empyrean Aftermath is uniform between all Empyrean Weapons: varying frequency and duration of "Occasionally deals double/triple damage", dependent upon the TP of the Weapon Skill used to activate it. This effect can proc on any additional hits (through the activation of Double Attack, Triple Attack, Zanshin, etc), with the exception of Verethragna in that it can only proc on hits generated by its "main" hand, and cannot proc on Weapon Skills.
- And similar to Mythic Aftermath, any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off before using the activating Weapon Skill again.
- Aeonic Aftermath
- Much like Empyrean Aftermath, Aeonic Aftermath is uniform between all Aeonic Weapons: varying potency of Skillchain and Magic Burst damage and the steps required to trigger one of the "ultimate skillchains" of Radiance and Umbra, dependent upon the TP of the Weapon Skill used to activate it, and with the Aftermath being consumed upon said skillchains being used. Aftermath duration is static for all levels of TP.
- In the same manner as Mythic and Empyrean Aftermath, the level of the Aftermath is locked, meaning that any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off or be consumed before using the activating Weapon Skill again.
- Aeonic Aftermath also grants Level 3 Skillchain properties to the appropriate linked Weapon Skills, thereby allowing those Weapon Skills to participate in Level 4 Skillchains, these properties are applied to the Weapon Skill that activates the Aftermath in addition to when used during the Aftermath's duration[3]; meaning that for all intents and purposes, just equipping an Aeonic Weapon grants the linked Weapon Skill Level 3 Skillchain properties.
Afterglow
Relic and Empyrean Weapons, unlike Aeonic Weapons, enjoy a further enhancement in their fully upgraded Item Level 119 forms. Whenever a linked Weapon Skill is used, thereby activating an Aftermath effect on the owner, an Afterglow effect is applied to all nearby party members within 10'. This Afterglow status has a fixed duration of 30s regardless of the level of TP used, and will be overwritten by a duplicitous type. However, differing types of Afterglows will stack. (eg: a Relic Afterglow will always overwrite a Relic Afterglow, regardless of who it originates with, but a Relic and an Empyrean Afterglow will apply both their respective effects.) Any Aftermath effect a player may activate will also overwrite the Afterglow effects given by other players, regardless of the Aftermath or Afterglow's aligned type.
For Shields, this effect is granted whenever the Job Ability Shield Bash is used, and it should be noted that the Relic shield and the Empyrean shield lack Item Level 119 variants, being fully upgraded in their level 99 Afterglow variants[4][5]. Instruments grant no Afterglow effects.
Furthermore, while equipped with a level 99 or Item Level 119 Afterglow variant or the fully upgraded Item Level 119 form, a player will glow with a unique aura effect whose color is dependent on the type of Ultimate Weapon.
With visual effects displaying in the following priority order: Main Weapon > Ranged Weapon > Sub Weapon.
- Relic Afterglow
- Aura color: White
- Linked Weapon Skills grant nearby party members Accuracy & Ranged Accuracy +15.
- Gjallarhorn is able to be upgraded to an Afterglow phase, but only the visual effect is granted. No Afterglow effect mechanic is gained.
- Shield Bash with Aegis grants nearby party members Magic Damage Taken -5%.
- Empyrean Afterglow
- Aura color: Red
- Linked Weapon Skills grant nearby party members Critical Hit Rate +5%.
- Daurdabla is able to be upgraded to an Afterglow phase, but only the visual effect is granted. No Afterglow effect mechanic is gained.
- Shield Bash with Ochain grants nearby party members Physical Damage Taken -7%.
- Aeonic Afterglow
- Aura color: None
- Aeonic Weapons do not possess an Afterglow.
Mythic-Ergon Weapons
Overview
Mythic and Ergon Weapons are generally the most powerful weapons available for each job, with powerful effects specifically tailored to a job's unique abilities. However, only Mythics have the hidden effect of a direct damage bonus to their linked Weapon Skills of +30%.
It should also be noted that for weapon types that can be wielded in the off-hand, any special effects granted from the weapon are ignored. (Things like Magic Damage and the accuracies and attack derived from the Item Level skill are applied as normal.) This includes access to any Weapon Skill that isn't unlocked prior, as well as any hidden effects, Aftermaths, and Afterglows.
Weapon Skills
Mythic and Ergon Weapons' linked Weapon Skill may be unlocked for use with any weapon through the completion of one of three quests:
- Should a player wish to use a Mythic Weapon Skill, they may complete the corresponding version of the Unlocking a Myth quest and gain access to that Weapon Skill with use of any weapon.
- Should a player wish to use Rune Fencer's Ergon Weapon Skill, they may complete the quest: Rune Fencing the Night Away, and gain access to that Weapon Skill with use of any Great Sword.
- Should a player wish to use Geomancer's Ergon Weapon Skill, they may complete the quest: Geomancerrific, and gain access to that Weapon Skill with use of any Club.
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Aftermath
An "Aftermath" is a unique buff generated by using a specific Weapon Skill alongside that Weapon Skill's linked Ultimate Weapon.
There are three tiers to an Aftermath effect, with effect and duration dependent upon the level of TP used in the activating Weapon Skill. TP Bonus effects from gear and other sources do not have any effect on these Aftermath tiers.
Mythic Aftermath has some restrictions in activation in that any level Aftermath will overwrite Aftermath Level 1, but only Aftermath Level 3 will overwrite Level 2, and nothing overwrites Level 3. This means that someone trying to maintain the Level 3 aftermath all the times will needs to wait for it to wear off before using the activating Weapon Skill again.
- Mythic Weapons and Ergon Weapons have the same type of Aftermath: A uniform style of buffs with three tiers of differing effects. These tiers are typically listed in order in the weapon item description. While the Aftermath style is uniform, the individual effect tiers vary between each weapon uniquely; however, all Level 3 tier Aftermath is "Occasionally attacks twice or thrice" for main-hand weapons and "Occasionally deals double or triple damage" for all ranged weapons, which can proc on Weapon Skills.
It should also be noted that, unlike most Relic, Empyrean and Aeonic Aftermath, Mythic Aftermath also grants its effects to any associated pets.
Afterglow
Much like Relic and Empyrean Weapons, Mythic Weapons enjoy a further enhancement in their fully upgraded Item Level 119 forms; however, Ergon Weapons, much like Aeonic Weapons, lack this effect. Whenever their linked Weapon Skills are used, thereby activating an Aftermath effect on the owner, an Afterglow effect is applied to all nearby party members within 10'. This Afterglow status has a fixed duration of 30s regardless of the level of TP used, and will be overwritten by a duplicitous type. However, differing types of Afterglows will stack. (eg: a Mythic Afterglow will always overwrite a Mythic Afterglow, regardless of who or what differing weapon it originates with, but a Mythic and a Relic or Empyrean Afterglow will apply both their respective effects.) Any Aftermath effect a player may activate will also overwrite the Afterglow effects given by other players, regardless of the Aftermath or Afterglow's aligned type.
Furthermore, while equipped with a level 99 or Item Level 119 Afterglow variant or the fully upgraded Item Level 119 form, a player will glow with a unique aura effect whose color is dependent on the type of Ultimate Weapon.
With visual effects displaying in the following priority order: Main Weapon > Ranged Weapon > Sub Weapon.
- Mythic Afterglow
- Aura color: Blue
- Linked Weapon Skills grant nearby party members Attack & Ranged Attack +15.
- Ergon Afterglow
- As of the October 2018 Update[6], Ergon III variant weapons have an Afterglow.
- Aura color: Green
- Linked Weapon Skills grant nearby party members Attack & Ranged Attack +15.
Ultimate Weapon Augment Upgrade Process
Beginning the Process
- In order to begin this final step, you must possess an upgraded "119 III" or Aeonic weapon and the appropriate key item as detailed below:
- There are two options to obtain the required key item to upgrade your 119 III weapons, either of these can be done and it will have the same ending result:
- Option #1: Trade 10,000 Job Points from any job to Oboro.
- To begin this option, speak to Oboro while you are on a job that is Mastered. He will then ask for your help in upgrading his tools, and ask for Job Points to be donated to the cause.
- Only 700 total Job Points may be turned in across all available weapon types per week (resets Sunday, JP Midnight).
- They may be used from any job that you have mastered.
- They may also be used in any combination, such as 250 from Warrior, 50 from Bard, and 400 from Corsair.
- You can deposit 500 points towards Mythic weapons and then 200 against Aeonics during the same week. They both count towards the 700 JP limit.
- In order to donate Job Points, talk to Oboro and select "Upgrading my weapons even further".
- Within this menu, you will have an option for each weapon in your inventory that is eligible to upgrade and is on the "119 III stage.
- Mysterious weapon - Relic Weapons
- Balrahn armament - Mythic Weapons
- Secret moogle weapon - Empyrean Weapons
- Familiar weapon - Aeonic Weapons
- Ancient weapon - Ergon Weapons
- Oboro won't let you start to deposit Job Points until you finish depositing 10,000 stones.
- Option #2: Obtain the appropriate Mask of Light key item from the Dynamis - Divergence Wave 3 bosses. Each boss represents a type of weapon, as explained in the following table:
- Upon reaching Wave 3, a player must destroy an Elemental Circle in order to obtain the "Mask of Darkness" key item for that zone.
- Once you possess this Key Item, a "Mask" meter will appear in the top left of the screen next to the zone countdown timer, tracking your progress.
- Option 1: Defeat the boss.
- Calling for help prevents the unlock this way.
- Option 2: Damage the boss for a total of 30,000,000 HP. The mask meter will gradually fill as damage is done to the boss.
- The damage calculation is cumulative alliance damage, not player specific damage.
- The Disjoined bosses have around 20,000,000 HP, so a boss must be fought a minimum of two times in order to obtain your Mask of Light key item.
- You do not have to defeat the boss, so any progress made on damaging it will count towards your total.
- Calling for help still allows the mask meter to fill.
- Your points earned are saved until the next time you encounter that particular zone's boss.
- After receiving your Light Mask, you will obtain another Dark Mask on your next Elemental Circle kill.
- Filling the Mask bar a second time after receiving your Light Mask in that zone gifts you a M. Astral Detritus in your inventory.
- After you obtain a Key Item from any zone, or turn in 10,000 job points for any category, you must now ask Oboro about each weapon type you are able to upgrade.
- He will then take the Mask of Light from you, tell you that you may now upgrade that category of weapons, and then return said mask to you.
Upgrading your Weapons
- After you follow the steps above, you can now upgrade your weapons.
- Note: Unlike the crafted weapons and necks, you may not upgrade Ultimate Weapons via defeating enemies in Divergence.
- In order to begin the process, you must trade your eligible weapon plus one S. Astral Detritus to Oboro. You will then have Rank 1 augments placed on your weapon with a bar representing your total RP until next rank.
- To continue progressing ranks, weapon upgrades are completed by earning RP or "Reinforcement Points" on every eligible weapon you possess. These are earned by trading a weapon plus the following to Oboro:
- Crystal of Swart Astral Detritus (S. Astral Detritus) - Each swart crystal is worth 10 RP each.
- Crystal of Murky Astral Detritus (M. Astral Detritus) - Each murky crystal is worth 50 RP each.
- All REMA weapons reach a maximum of Rank 15, so a total of 5,960 points must be earned to fully augment a weapon.
- *This equals 6 stacks + 2 (596 total) Crystal of Swart Astral Detritus (S. Astral Detritus) -OR-
- *This equals 1 stack + 20 Crystal of Murky Astral Detritus (M. Astral Detritus) + 1 (single) Crystal of Swart Astral Detritus (S. Astral Detritus)
- Though the item says augment path A, there are no other augment paths possible to take.
- As long as you meet the requirements for a weapon type, multiple weapons from the same category, as well as multiple weapon types, can be upgraded at the same time!
- The linked Weapon Skill Damage bonus augment is applied to all hits in the linked Weapon Skill.[7]
- The hidden Weapon Skill Damage bonus term on Relic and Mythic Weapons is multiplicative with their augmented damage bonus. [8]
- Due to technical constraints, weapons cannot have an statistic as well as Dispense items at the same time. Because of this, the Marksmanship and Archery weapons lose their Dispensing capabilities once the augmentation process begins. In return, Oboro provides you with a new version of your 119 III weapon and an appropriate waist armor piece to equip so you can still generate appropriate Ammunition.
- See the Ultimate Weapon Augments page for a list of Rank 15 maximum augments for each REMA weapon.
Subcategories
This category has the following 6 subcategories, out of 6 total.