الوسم: Final Fantasy 14

  • How to Craft Phantom Weapon Relics in Final Fantasy XIV: Completing and Solving

    How to Craft Phantom Weapon Relics in Final Fantasy XIV: Completing and Solving

    Introduced in Patch 7.25 of Final Fantasy 14, Phantom Weapons are the new Relic Weapons added with the Dawntrail expansion. Like past Relic Weapons, these are powerful, visually impressive weapons that require a lot of effort to obtain. New steps in upgrading them are released periodically during endgame patches of the expansion.

    To start creating your Phantom Weapon, you must explore the Occult Crescent, a Field Operation that was added alongside these weapons. Below, you’ll find everything you need to know about unlocking and upgrading your own Phantom Weapons.


    How to Unlock the Phantom Weapons Quest

    First, you need to unlock the Occult Crescent. This begins by speaking to the Expedition Messenger in Tuliyollal (X:17.1, Y:11.8) and starting the quest One Last Hurrah. Follow the quest chain until you complete Unfamiliar Territory, which grants access to exploring the South Horn of the Occult Crescent. Afterward, accept the quest Arcane Artistry from Lydirceil in the Phantom Village (X:6.6, Y:7.1) to begin the first step.


    Phantom Weapon Penumbrae (Level 745)

    Once you start, you’ll need to gather Demiatma, which are special items dropped during Fates and Critical Encounters in the South Horn of the Occult Crescent or in Dawntrail zones.

    The first step, Arcane Artistry, rewards you with a Phantom Weapon Penumbrae (Level 745). This involves collecting three of each of six different Demiatma types, totaling 18. The Demiatma can be obtained from specific Fates and CEs depending on the location.

    South Horn Fates/CEs:

    • Azurite Demiatma: from “A Prying Eye,” “Rough Waters,” and others.
    • Verdigris Demiatma: from “A Delicate Balance,” “Sworn to Soil,” etc.
    • Malachite Demiatma: from “An Unending Duty,” “Flame of Dusk,” etc.
    • Realgar Demiatma: from “Brain Drain,” “The Winged Terror,” etc.
    • Caput Mortuum Demiatma: from “Serving Darkness,” “Company of Stone,” etc.
    • Orpiment Demiatma: from “Fatal Allure,” “King of the Crescent,” etc.

    Dawntrail Zones:

    • Azurite Demiatma: from Urqopacha zone.
    • Verdigris Demiatma: from Kozama’uka zone.
    • Malachite Demiatma: from Yak T’el zone.
    • Realgar Demiatma: from Shaaloani zone.
    • Caput Mortuum Demiatma: from Heritage Found zone.
    • Orpiment Demiatma: from Living Memory zone.

    Diatma drops are rare, so it can take about an hour or two to collect all 18. Luckily, you only need to do this step once. Any extra Demiatma you collect after the first are useless and can be safely discarded.


    Forging The Phantasmal

    After collecting all 18 Demiatma, return to Gerolt to complete the Arcane Artistry step. Next, you’ll need to craft three pieces of Arcanite, which can be bought from Ermina in Phantom Village (X:6.9, Y:7.3) for 500 Tomestones of Heliometry each, totaling 1,500 Tomestones.

    Hand over the Tomestones and Demiatma to receive your Phantom Weapon Penumbrae. You can repeat this process for future weapons.


    Phantom Weapons Umbrae (Level 760)

    Once again, gather Demiatma and return to Gerolt. Next, accept the quest Wrought by Hands Phantasmal, where you’ll buy three Waxing Arcanite from Ermina for 500 Allagan Tomestones of Heliometry each. Exchange these alongside your Penumbrae to get your new Phantom Weapon Umbrae.

    To upgrade more weapons, just repeat this quest. The preceding quests, Keeping The Old Ways Alive and Aether, Aether, Everywhere, only need to be completed once. Each additional Umbrae costs 1,500 Tomestones.

  • How to Complete the Maritime Gear in FFXIV

    How to Complete the Maritime Gear in FFXIV

    The sun is shining brightly, the temperatures are soaring, and summer is in full swing—meaning the Moonfire Faire has made its return to Final Fantasy 14. This year’s seasonal event features a new beach-themed Maritime gear set as its reward, which fans of glamour are likely to claim right away.

    The event runs from today until August 26, 2025, at 7:59 a.m. PDT / 2:59 p.m. GMT. If you’re curious about how to get the Maritime gear set and what other activities the event includes, here’s what you need to know.

    ’Dressed To Protect’ Seasonal Quest Walkthrough

    To start this seasonal quest, speak with Mayaru Moyaru at (X:11.5, Y:13.8) in Limsa Lominsa Upper Decks.

    Note: You need to be at least level 30 to begin this quest.

    Next, travel to Costa del Sol to meet Haermaga at (X:35.5, Y:31.1), then speak with him again atop the Queen Lhaminn at (X:37.0, Y:29.5).

    Proceed to P’obyano at (X:36.9, Y:29.4) to be transformed into your summer uniform. Afterward, talk to these NPCs:

    • R’fhul Tia at (X:36.2, Y:31.1)
    • Hildelana at (X:35.4, Y:30.3)
    • Beaudefoin at (X:38.4, Y:30.7)
    • An Impassioned Guest at (X:38.9, Y:29.5)

    Once you’ve spoken with all of them, return to Haermaga at (X:37.0, Y:29.5), then interact with the Vantage Point at (X:37.3, Y:29.3).

    To find the distressed guest, slightly shift your camera angle to the right and zoom in. The guest will be visible in this view.

    Finally, go back to Haermaga at (X:37.0, Y:29.5) to complete the quest and claim your rewards:

    • Maritime Mirrored Sunglasses
    • Maritime Top
    • Maritime Shorts
    • Maritime Sandals

    Completing this quest also unlocks the “Uniformly Guarded” achievement.

    Moonfire Faire Vendor Items

    At (X:37.0, Y:29.3) in Costa del Sol, the Moonfire Faire Vendor sells various firework consumables. Here are some of the items and their prices:

    Item Price (gil)
    Storm Tracer 8
    Flame Tracer 8
    Serpent Tracer 8
    Lominsan Sparkler 8
    Gridanian Sparkler 8
    Ul’dahn Sparkler 8
    Bombard Bloom 8
    Pinwheel 19

    What Is The Queen Lhaminn?

    The Queen Lhaminn is a water resort where players can enjoy their summer vacation. It features water chutes, cannon rides, and a popular but challenging jumping puzzle that players can tackle to earn bragging rights within their Free Company.

  • How to Get All Patch 7.3 Minions in FFXIV by Completing and Solving

    How to Get All Patch 7.3 Minions in FFXIV by Completing and Solving

    Ten new minions were added in Final Fantasy 14’s Patch 7.3, with nine currently obtainable. We’ll explain how to get each of these minions below. Everyone’s favorite from the new batch seems to be Mini Yan.

    Every Patch 7.3 Minion and How to Get It

    Minion How to Obtain
    Boon Baboon The method is currently unknown, but it’s likely to come from a Retainer venture. Updates will follow once more information is available.
    Falcon-Blue Gobtank Rewards from PvP Series 9, specifically the 15th reward.
    Gimme Kitten Possible drop from the Vault Oneiron Treasure Dungeon, added in Patch 7.3. You need to decipher a Gargantuaskin Treasure Map, defeat enemies, and then open a treasure chest. There’s a chance a portal appears, which you can progress through to earn the minion. Alternatively, it can be bought on the Market Board.
    Micro Crow Might be a reward from The Meso Terminal Dungeon, also added in Patch 7.3. It’s available for purchase on the Market Board as well.
    Mini Yan Likely obtainable from the Vault Oneiron Treasure Dungeon, similar to Gimme Kitten and others. Use a Gargantuaskin Treasure Map and fight through waves of monsters. Purchasing on the Market Board is also an option.
    Raven-Red Gobtank This minion comes as the 16th reward from PvP Series 9.
    Rroneek Calf Can be bought from the Faux Commander in Idyllshire for 400 Faux Leaves earned from Faux Hollows. Market purchase is also possible.
    Sunray Ray Gathered by Fishers. Details on the exact location are still to be confirmed. Market purchase is available.
    Wind-up Eald’narche A potential reward from the San D’Oria: The Second Walk Alliance Raid.
    Wind-up Gulool Ja Ja Added in Patch 7.3 and data-mined, but not yet available. It’s expected to be the reward for the upcoming The Rising seasonal event.
  • Where to Find Timeworn Gargantuaskin Treasure Maps in FFXIV and Completing Them

    Where to Find Timeworn Gargantuaskin Treasure Maps in FFXIV and Completing Them

    With the release of Patch 7.3 for Final Fantasy 14, a new treasure map has been introduced for players who love gathering and treasure hunting: the Timeworn Gargantuaskin Treasure Map. These maps are highly sought after because they can lead to a portal to the Vault Oneiron Treasure Dungeon, which was also added in the same patch.

    If you’re wondering how and where to find a Timeworn Gargantuaskin Treasure Map, this guide has all the details you need.

    Where To Find Timeworn Gargantuaskin Treasure Maps

    You can only find these maps at Level 100 gathering spots in Living Memory. Whether you’re a Fisher, Botanist, or Miner, as long as the gathering spot is Level 100 and located in Living Memory, there’s a chance you’ll uncover a map. Keep in mind, it may take some time before luck strikes, so patience is key.

    Note: You can only gather one map every 18 hours real-world time. If you’ve recently collected one, you’ll have to wait until the timer resets before you can find another.

    Purchase From The Market Board

    If you’re not maxed out in gathering skills or want more maps quickly, you can buy them from the Market Board. This is a good option if you’re looking to save time or if you want to make some profit by selling the maps, especially since they become very popular when released.

    How To Decipher And Use Timeworn Gargantuaskin Treasure Maps

    Once you have a Treasure Map in your inventory, right-click it and select “Decipher” to reveal the treasure location. After deciphering, the map becomes a Key Item, meaning you can’t sell or trade it anymore.

    You can view your deciphered map at any time from the Key Items menu. Use it to compare with the full map of Living Memory and search for the indicated area. When you’ve located the spot, use the ‘Dig’ action to unearth the treasure chest.

    Opening the chest will trigger waves of enemies that you need to defeat before claiming your loot. Sometimes, defeating these monsters or opening the chest will also spawn the Vault Oneiron Treasure Dungeon.

    Tip: Stick to a group of at least eight players to improve your chances of defeating all the enemies and successfully obtaining the treasure.

  • Completing All PvP Series 9 Rewards in FFXIV

    Completing All PvP Series 9 Rewards in FFXIV

    Patch 7.3 has been released in Final Fantasy 14, marking the beginning of PvP Series 9! This new series offers a variety of fresh rewards to earn, including new items that can be exchanged for your Trophy Crystals. Be prepared to play plenty of PvP matches to unlock everything you want.

    Rewards from Series 8 are still claimable until Series 9 ends, provided you’ve already earned them. Here’s all you need to know about Series 9, along with a breakdown of rewards and how many series points you earn per match.

    Series 9 Overview and Rewards

    If you’re a fan of minions, you’re in luck—Series 9 features two minion prizes this time! Additionally, you’ll find new Framer’s Kits, an emote, and a new attire coffer.

    Series Milestones Experience Needed (Per Level) Reward (Per Level)
    Levels 1 – 4 2,000 EXP 1,000 Trophy Crystals
    Level 5 3,000 EXP Ballroom Etiquette – Penning for Posterity (Emote)
    Levels 6 – 9 3,000 EXP 1,000 Trophy Crystals
    Level 10 4,000 EXP Hidden Gorge Framer’s Kit
    Levels 11 – 14 4,000 EXP 1,000 Trophy Crystals
    Level 15 5,500 EXP Falcon-blue Gobtank (Minion)
    Levels 16 5,500 EXP Raven-red Gobtank (Minion)
    Levels 17 – 19 5,500 EXP 1,000 Trophy Crystals
    Level 20 7,500 EXP Borderland Ruins (Secure) Framer’s Kit
    Levels 21 – 24 7,500 EXP 1,000 Trophy Crystals
    Level 25 10,000 EXP Air Cell Attire Coffer
    Levels 26 – 29 10,000 EXP 1,000 Trophy Crystals
    Level 30+ 20,000 EXP 1,000 Trophy Crystals

    How to Level Up in PvP Series 9

    Players gain series experience (EXP) by participating in any PvP mode. Winning matches grants more EXP, helping you progress faster and unlock rewards.

    Here’s how much EXP you earn per match:

    PvP Duty EXP for Win EXP for Loss
    Crystalline Conflict 900 EXP 700 EXP
    Rival Wings 1,250 EXP 750 EXP
    Frontline (Second & Third Place) 1,500 EXP 1,000 – 1,250 EXP

    Checking Your Series Level

    You can easily view your series progress by navigating to the Character menu, selecting the PvP Profile, and then clicking on Series Malmstones. This section displays your current level, progress, and available rewards for redemption.

    Where to Spend Trophy Crystals

    The Crystal Quartermaster, located at (X:4.5, Y:6.1) in Wolves’ Den Pier, is where you can exchange your Trophy Crystals. Options include gear, weapons, accessories, Framer’s Kits, and more.

    The latest gear range, including the highly sought-after Tour Knit Caps, has been added under the Universal Gear section, featuring the new Critical Hit gear line.

  • Completing the Occult Crescent Quest in FFXIV

    Completing the Occult Crescent Quest in FFXIV

    Final Fantasy 14: The Dawntrail Patch 7.25 brings the first chapter of the Occult Crescent, a Field Operation that pairs the Warrior of Light with Ketenramm for his last quest. Together with Ketenramm’s team, they’re off to uncover the mysteries of strange vanishings at sea.

    To unravel the enigma, you’ll join an insightful Tonberry named The Archive. You’ll venture through the Occult Crescent, battling foes and learning new Phantom Jobs. Below, we’ll explore everything you need to know about the Occult Crescent Field Operation, focusing on how to level up your Knowledge Level, unlock new Phantom Jobs, and complete story quests.

    How to Unlock the Occult Crescent

    To unlock the Occult Crescent, begin the quest ‘One Last Hurrah’. Talk to the Expedition Messenger in Tuliyollal (X:17.1, Y:11.8) to start this quest. Make sure you’ve completed the quest ‘Dawntrail’ and reached level 100 as a Disciple of War or Magic.

    Continue through the quest chain until you finish ‘Unfamiliar Territory’; this will grant you full access to the South Horn section of the Occult Crescent.

    Basics of the Occult Crescent

    The landscape of the South Horn in the Occult Crescent in Final Fantasy 14.

    The Occult Crescent introduces new mechanics and currencies. Here are the essential details you should remember.

    Knowledge Level

    Instead of traditional experience points, the Occult Crescent introduces a new leveling system called Knowledge Level. As you defeat foes and complete Fates in the Occult Crescent, you’ll gain Knowledge, functioning like experience points. Accumulate enough Knowledge to progress to the next Knowledge Level.

    Should you die and return to an Aetheryte after reaching Knowledge Level 5, you will lose a portion of your current Knowledge. To avoid this, it’s best to let another player revive you whenever possible.

    Enemies possess Knowledge Levels, indicating their strength relative to yours. Keep this in mind when selecting your challenges.

    Fates and Critical Encounters are Knowledge Level-agnostic, meaning you can participate and contribute meaningfully, regardless of your Knowledge Level. The game will scale your level for the current challenge.

    Phantom Jobs

    The Phantom Jobs selection menus in Final Fantasy 14.

    Another progression feature in the Occult Crescent is Phantom Jobs, with 13 unique Phantom Jobs available, starting with the Phantom Freelancer, which is unlocked by default.

    Each Phantom Job has its own unique set of actions in the Occult Crescent, like the Phantom Monk’s Phantom Kick and the Phantom Knight’s Occult Heal.

    Your equipped Phantom Job gains Phantom EXP by defeating enemies or finishing events in the Occult Crescent. As a Job levels up, it will unlock new Actions and Traits. Once a Phantom Job reaches the max level of 6, it becomes Mastered.

    Every Mastered Job provides a stack of Phantom Mastery, which permanently boosts your damage dealt and healing potency across all Occult Crescent zones, independent of your equipped Phantom Job.

    The Phantom Freelancer operates differently than the other Jobs. Instead of gaining Phantom EXP, it levels up for each Mastered Job.

    Here’s how to unlock each Phantom Job:

    Phantom Job How to Unlock
    Phantom Knight Complete the quest ‘New Job, Old Tricks’
    Phantom Monk Complete the quest ‘New Job, Old Tricks’
    Phantom Bard Complete the quest ‘New Job, Old Tricks’
    Phantom Cannoneer Purchase the Cannoneer’s Soul Shard for 1,000 Enlightenment Silver Pieces from the Expedition Antiquarian.
    Phantom Chemist Purchase the Chemist’s Soul Shard for 1,000 Enlightenment Silver Pieces from the Expedition Antiquarian.
    Phantom Time Mage Purchase the Time Mage’s Soul Shard for 1,000 Enlightenment Silver Pieces from the Expedition Antiquarian.
    Phantom Geomancer Purchase the Geomancer’s Soul Shard for 1,600 Enlightenment Gold Pieces from the Expedition Antiquarian.
    Phantom Samurai Purchase the Samurai’s Soul Shard for 1,600 Enlightenment Gold Pieces from the Expedition Antiquarian.
    Phantom Thief Purchase the Thief’s Soul Shard for 1,600 Enlightenment Gold Pieces from the Expedition Antiquarian.
    Phantom Berserker Drops randomly from the ‘The Unbridled’ Critical Encounter in South Horn.
    Phantom Ranger Drops randomly from the ‘The Black Regiment’ Critical Encounter in South Horn.
    Phantom Oracle Drops randomly from the ‘On the Hunt’ Critical Encounter in South Horn.

    FATEs and Critical Encounters

    In the Occult Crescent, you’ll frequently engage in Fates and Critical Encounters. Fates appear often and involve either taking down groups of enemies or a single boss, featuring relatively simple mechanics. These yield a modest amount of Knowledge, Phantom EXP, and Enlightenment Silver Pieces.

    On the other hand, Critical Encounters happen less frequently and will notify you when they spawn. To join one, you need to be within the designated blue area before the CE begins. If you’re not inside, you’ll be unable to participate until it concludes. These encounters provide more Knowledge, Phantom EXP, and Silver Pieces compared to regular Fates.

    Treasure Coffers, Magic Pots, and Fortune Carrots

    As you navigate the Occult Crescent, you might come across a Bronze or Silver Treasure Coffer, which can be interacted with to reveal loot. Treasure Coffers will appear after completing Fates, Critical Encounters, or by chain-killing enemies. Up to eight Silver and 30 Bronze Treasure Coffers can be active simultaneously.

    It’s wise to explore thoroughly after completing several Fates or CEs to collect your Treasure Coffers. The Freelancer’s level 10 ability, Occult Treasuresight, will inform you of how many Coffers are available on the map.

    Additionally, you can find Treasure Coffers by leading Magic Pots to them. Magic Pots begin to follow you after completing certain Fates like Persistent Pots or Pleading Pots. This grants you the special action Elixir, which will guide you towards a hidden Treasure Coffer. Safely lead the Magic Pot there to uncover the Treasure Coffer and claim its loot.

    Occasionally, when opening a Treasure Coffer, you might also acquire a Fortune Carrot. If used near a discarded carrot on the ground, it will spawn a Gold Coffer, providing 200,000 gil along with rare items like mounts, minions, and emotes.

    Gear and Currencies

    Two primary currencies can be earned in the Occult Crescent: Enlightenment Silver Pieces and Enlightenment Gold Pieces. Silver Pieces are mainly obtained through completing Fates and Critical Encounters, while Gold Pieces come from defeating enemies.

    Both currencies are used for purchasing various items, including new Phantom Jobs, Materia, Glamour pieces, and the exclusive Arcanaut armor set.

    The Arcanaut gear has an item level of 745 and offers exclusive stats while in the Occult Crescent, including the Special Attribute stat, which enhances the effectiveness of your Phantom Job actions. Arcanaut gear can also be upgraded to +1 and eventually +2, further boosting its exclusive Occult Crescent stats.

    Finally, the Occult Crescent is linked to Dawntrail’s Relic Weapons: the Phantom Weapons. You can start working on these shortly after unlocking the Occult Crescent. The first tasks involve completing Fates and CEs within South Horn to gather Demiatma.

    Guide to the Occult Crescent Questline

    Ketenramm and Archive near a campfire in Occult Crescent: South Horn in Final Fantasy 14.

    Numerous quests await you in the Occult Crescent, culminating in the unlocking of the 48-player raid The Forked Tower. Progression in certain quests will require you to gather specific notes in the Occult Record.

    Below, you’ll find a comprehensive list of every quest in the Occult Crescent, including the prerequisites, starting with ‘Unfamiliar Territory’.

    Quest Requirements Rewards
    Unfamiliar Territory

    Unlocks the Occult Crescent: South Horn


    Unlocks Occult Record: Iris

    New Job, Old Tricks

    Unlocks Phantom Knight, Phantom Monk, and Phantom Bard

    The Ancient Arts of War

    Unlocks Occult Record: Phantom Jobs

    Creatures of the Crescent

    Defeat a Crescent Garula


    Defeat a Crescent Flying Lizard


    Defeat a Crescent Bandersnatch

    300 Knowledge

    A Ruined Land

    Occult Record: The Lost Citadel (South Horn, X:31.4, Y:17.0)

    2,500 Knowledge

    A Common Thread

    Occult Record: The Vanishing Slope (South Horn, X:20.2, Y:12.2)


    Occult Record: The Fell Warren (South Horn, X:10.2, Y:22.5)


    Occult Record: The Shadowed City (South Horn, X:24.2, Y:32.8)

    7,500 Knowledge

    Past and Crescent

    Occult Record: The Abandoned Ascent (South Horn, X:15.6, Y:29.5)

    Unlocks The Forked Tower: Blood


    Unlocks Occult Record: Island’s Architect


    11,350 Knowledge

    Mysteries Abide

    Unlocks the Highly Crescentialed Achievement

  • Completing All Patch 7.25 Minions in FFXIV: A Solving Guide

    Completing All Patch 7.25 Minions in FFXIV: A Solving Guide

    Attention, Minion collectors! The latest update, Patch 7.25, has brought six new minions to Final Fantasy 14. It’s time to lace up your boots and head out to find some new adorable companions to accompany you on your adventures.

    As is customary, these new minions are connected to fresh content released in the patch. If you need a little assistance finding each cute (or occasionally less adorable) minion, we’ve compiled a complete guide for you. Enjoy your minion hunting!

    Every Patch 7.25 Minion and How to Obtain It

    Below is a list of all the minions introduced in Patch 7.25 and how to acquire them.

    Minion

    How to Obtain

    Skallic Uolosapa

    You can buy this for 600 Enlightenment Silver Pieces from the Expedition Antiquarian in South Horn at (X: 38.1 Y: 7.0). Earn Sanguinite by completing activities in the Tower of Blood in Occult Crescent or through FATEs and Critical Encounters.


    This minion is also available on the Market Board.

    Tipping Tortoise

    This minion can be obtained as a potential reward from Gold or Silver coffers in Occult Crescent.

    Deimos

    Buy this for six pieces of Sanguinite from the Expedition Antiquarian in South Horn at (X: 38.1 Y: 7.0); Sanguinite is obtained from the Tower of Blood in Occult Crescent.


    This minion is also available on the Market Board.

    Naiad

    This can also be purchased with six pieces of Sanguinite from the Expedition Antiquarian at the same location.


    This minion is available for purchase on the Market Board as well.

    Psamathe

    Acquire this minion using six pieces of Sanguinite from the Expedition Antiquarian (X: 38.1 Y: 7.0).


    This minion can also be found on the Market Board.

    Ja Tiika Leafkin

    Exchange 8 Mamool Ja Nanook to the Mamjool Ja Allied Society, which you earn by completing daily quests. More details on unlocking these quests can be found here.

  • Completing the Mamool Ja Allied Society Daily Quests in FFXIV: Dawntrail

    Completing the Mamool Ja Allied Society Daily Quests in FFXIV: Dawntrail

    The Mamool Ja are a pretty reserved group in Final Fantasy 14, mostly found living peacefully in the Yak T’el forests. Only a small number of them travel to the Eorzean continent for mercenary work. During the Warrior of Light’s adventures in Tural, they’ve encountered several Mamool Ja, both as allies and adversaries, gaining insights into their way of life.

    By taking part in the Mamool Ja’s Allied Society quests, you can delve deeper into their culture while earning rewards. These Disciple of the Land quests also help level up your gathering skills as you work toward acquiring the special Allied Society mount. Below, we’ll explain how to unlock the Mamool Ja Allied Society so you can start completing their daily quests.

    How to Unlock Mamool Ja Daily Quests


    To get started with the Mamool Ja Allied Society, you must first finish a series of Aether Current-related side quests in Yak T’el. These quests initiate from two main quests: ‘Aiming High’ and ‘Lost and Powerless’. Completing these will lead you to ‘One Forest’, followed by ‘Cultivating Hope’, which is vital for unlocking the Mamool Ja.

    Before you can accept ‘Cultivating Hope’, you need to be a level 90 or higher Disciple of the Land.

    Here’s a list of all the side quests you’ll need to complete, along with their starting points:

    Quest

    NPC and Location

    Aiming High

    Ty’at Roh – Yak T’el (X:13.3, Y:13.4)

    Hunting for the Family

    Ty’at Roh – Yak T’el (X:12.3, Y:11.9)

    A Hunter’s Dream

    Ty’at Roh – Yak T’el (X:11.3, Y:14.4)

    The Trial Commences

    Ty’at Roh – Yak T’el (X:30.9, Y:14.9)

    Lost and Powerless

    Shiidil Ja – Yak T’el (X:32.0, Y:31.3)

    Remembering a Dream

    Shiidil Ja – Yak T’el (X:31.7, Y:31.0)

    Budding Promise

    Gotoll Ja – Yak T’el (X:34.7, Y:32.6)

    Skill of a Veteran

    Gotoll Ja – Yak T’el (X:34.7, Y:32.6)

    One Forest

    Gotoll Ja – Yak T’el (X:34.7, Y:32.6)

    Cultivating Hope

    Gotoll Ja – Yak T’el (X:35.6, Y:32.0)

    After finishing ‘Cultivating Hope’, you will gain access to the Mamool Ja and can start completing daily quests to enhance your reputation with the Allied Society.

    Mamool Ja Exchange Rewards


    The base of the Mamool Ja Allied Society in Final Fantasy 14.

    As you complete daily quests for the Mamool Ja, you’ll earn Mamool Ja Nanooks, which can be exchanged for various rewards. As your reputation with the Mamool Ja increases, more items will become available for purchase.

    Item

    Cost

    Reputation

    Gatherer’s Guerdon Materia XI

    3 Mamool Ja Nanook

    Friendly

    Gatherer’s Guerdon Materia XII

    9 Mamool Ja Nanook

    Friendly

    Gatherer’s Guile Materia XI

    3 Mamool Ja Nanook

    Friendly

    Gatherer’s Guile Materia XII

    9 Mamool Ja Nanook

    Friendly

    Gatherer’s Grasp Materia XI

    3 Mamool Ja Nanook

    Friendly

    Gatherer’s Grasp Materia XII

    9 Mamool Ja Nanook

    Friendly

    We’ll update these rewards as we unlock them!

  • Completing Sugar Riot in the Arcadion of Final Fantasy XIV

    Completing Sugar Riot in the Arcadion of Final Fantasy XIV

    Sugar Riot is the second challenger you’ll face in the Cruiserweight division of the Arcadion within Final Fantasy 14. Drawing power from the Feral Soul of a slime, Sugar Riot can make her graffiti come alive, utilizing magic similar to that of a Pictomancer to manipulate the arena around her.

    To conquer Sugar Riot and move up to the champion title in the Cruiserweight division, you’ll need to stay agile and ready to adapt. Below, we’ll explore each of Sugar Riot’s attacks and strategies to dodge them effectively.

    Sugar Riot Raid Guidance

    This encounter unfolds in three phases, with Sugar Riot employing different mechanics in each one, starting with her basic attack phase.

    The arena’s edges are lined with an AoE that inflicts heavy damage if you step inside. Keep this in mind as you engage in the fight.

    Basic Attack Phase

    Attack Name

    Type

    Details

    Mousse Mural

    Roomwide AoE

    Affects the entire party with damage. Heal with AoE recovery spells.

    Single Style

    AoE

    Creates a random symbol that triggers an attack.


    Bomb: Explodes in the indicated area, causing damage in a large AoE.


    Winged Bomb: Drops in an area, then flies to the opposite side of the arena before detonating.


    Arrow: Launches line AoEs from various positions around the arena.


    Targeted Arrow: Draws all arrow line AoEs toward the center target, creating safe zones on the edges next to the arrows.

    Pudding Party

    Continuous Stack Marker

    A random player is marked with a Continuous Stack Marker. Group up with the marked player and remain there during the attack.

    Color Riot

    Double Tankbuster

    Deals significant damage in an area surrounding both Tanks. Tanks should spread out from one another and from other players to avoid overlapping damage.

    Double Style

    AoE

    After the Desert Landscape Phase, Double Style will paint two symbols simultaneously, merging their effects. The combination of symbols is random, so pay attention to the symbols painted and move accordingly to avoid their AoEs.

    After using each of these attacks, Sugar Riot will cast Sugarscape, changing the arena into a desert landscape, or river landscape if the desert has already been established.

    Desert Landscape Phase

    Attack Name

    Type

    Details

    Layer – Sun

    Debuff

    Sugar Riot adds a sun to the arena, applying the Sweltering debuff, which deals damage over time and cannot be removed.

    Layer – Cacti

    AoEs

    Clusters of cacti will sprout in the arena, exploding when they reach full size. Keep an eye on each group and move to evade their AoEs.

    Layer – Sinkhole

    AoE

    Sugar Riot creates a sinkhole near the center of the arena, with small safe spots at the corners. Falling into the sinkhole will result in death after a few seconds, so move toward the corners.


    After the initial sinkhole, another one will appear closer to one edge of the arena, while more cacti begin to erupt. Avoid the sinkhole’s side of the arena as you dodge the cacti AoEs.

    Mousse Touch-up

    AoE Markers

    All players will receive an AoE Marker. Spread out to avoid overlapping damage.

    Sugar Riot will finish this phase with Mousse Mural, returning to her normal attack state and using the same abilities as before.

    River Landscape Phase

    Following the desert landscape phase, Sugar Riot will eventually use Sugarscape again, now forming a river landscape that features three landmasses separated by a river, all connected by bridges. Entering the water grants Fire Resistance Up but applies Lightning Resistance Down.

    Attack Name

    Type

    Details

    Taste of Thunder

    AoE Markers

    All players will receive Lightning-aspected AoE Markers. Spread out but avoid being in the river when the AoE hits, as it will cause additional damage.

    Taste of Fire

    Double Stack Markers

    Two players will get Fire-aspected Stack Markers. Split into two groups and stack with each targeted player, but do so in the river to lessen damage.

    Layer – Rain

    AoEs

    Sugar Riot will introduce rain, transforming the river into muddy water, which causes the Dropsy debuff that deals damage over time. Additionally, several random lightning strikes will occur, creating damage in circular AoEs.

    Layer – Storm

    AoE

    Sugar Riot will summon a lightning cloud above one landmass, which will explode after a second, causing damage in a large AoE. Utilize the bridges to cross to another piece of land and avoid the muddy river.

    Sugar Riot will once again conclude with Mousse Mural, restoring the arena to normal. She will repeat all the attacks from her basic phase and rotate through the desert and river landscape phases until she is defeated.

  • Completing Dancing Green in The Arcadion of Final Fantasy XIV

    Completing Dancing Green in The Arcadion of Final Fantasy XIV

    Final Fantasy 14’s Patch 7.2 brings back the Arcadion raid series, now featuring the Cruiserweight division. In this tournament, you will battle through the ranks of the Arcadion fighters to halt the dangerous use of Feral Souls, which threaten the lives of their users.

    Your first opponent in this challenge is the lively Dancing Green, who harnesses the power of a toad’s Feral Soul to enhance his agility and strength. Here’s everything you need to know before taking on Dancing Green, including his attack patterns and strategies to counter them.

    Dancing Green Raid Guide

    The arena where you confront Dancing Green is bordered by an area of effect (AoE) that can instantly eliminate you if you step into it. Be cautious to avoid this hazard as you navigate around the boss’s attacks.

    Phase 1

    Attack Name Type Details
    Do the Hustle AoE One side of Dancing Green lights up, indicating an AoE blast. Move to the opposite side to evade damage.
    2-snap Twist AoE One side lights up with a blocky effect, followed by two blasts on that side and a third blast on the opposite side. Move to the side opposite the first blasts, then shift to avoid the last one.
    4-snap Twist AoE Similar to 2-snap Twist but with four quick AoE blasts followed by a final AoE on the other side. Evade the same way as before.
    Deep Cut Conal AoE Tankbuster Hits both Tanks with a high-damage conal AoE. Tanks should stand away from teammates and use defensive cooldowns. Avoid standing directly behind the Tanks.
    Funky Floor Grid AoE The arena floor is divided into a checkered grid, with alternating squares targeted by AoEs. Stay between squares and switch positions to avoid hits.
    Full Beat Stack Marker A random player gets a Stack Marker; group up to spread damage. This occurs during Funky Floor, so move collectively to dodge AoEs while resolving the Stack Marker.
    Disco Infernal Roomwide AoE/Special Causes damage to the entire party and applies two Burn Baby Burn debuffs. Spotlights move around the arena; be in one when the debuff expires to avoid damage.
    Celebrate Good Times Roomwide AoE Deals damage to the whole party. Be ready to heal after this.
    Ride the Waves Moving AoE Square AoEs move down the arena; stay in the safe gap and move quickly as new sets appear.

    When Dancing Green ascends to the top of the arena and casts Ensemble Assemble, the fight transitions to its second phase.

    Phase 2

    In this phase, Dancing Green retains all attacks from the first phase and adds new ones, including Ensemble Assemble, Arcady Night Fever, and Let’s Dance!

    Attack Name Type Details
    Ensemble Assemble Special Dancing Green calls forth eight backup dancers along the north wall of the arena.
    Arcady Night Fever Special He tethers to each backup dancer, who will then point to the left or right. A Grooviness gauge will appear as well.
    Let’s Dance! AoE A dancer creates an AoE to Dancing Green’s side based on their pointing direction, repeating this eight times. Dodging will influence the Grooviness gauge.
    Let’s Pose! Roomwide AoE After the dancers pose, the entire arena takes damage based on how full the Grooviness gauge is. Higher gauge means less damage.
    Frogtourage AoE Two Frogtourage backup dancers will create AoEs in a rectangular pattern. There are potential overlapping or separated patterns. Watch closely to avoid damage.
    Eighth Beats AoE Markers All players receive targeted AoE Markers. Spread out to prevent overlaps.

    After Eighth Beats, Dancing Green will no longer introduce new mechanics but will combine existing ones in creative ways.

    Watch out for the combination of Funky Floor and 4-snap Twist, where you’ll need to skillfully navigate between the AoEs. Also, be careful during the mix of Disco Infernal, 4-step Twist, and Frogtourage, as it can become chaotic.

    Stay focused, and with persistence, you will defeat Dancing Green, progressing to the next challenge in the Cruiserweight Arcadion series.

  • Completing the Underkeep Dungeon Guide for Final Fantasy XIV

    Completing the Underkeep Dungeon Guide for Final Fantasy XIV

    The Underkeep is a level 100 dungeon that was added in Patch 7.2 of Final Fantasy 14. As the party searches for information regarding Calyx and the Endless Queen Sphene, they venture into the depths of the Everkeep, which houses the ancient Alexandria castle.

    Unsurprisingly, Calyx and Sphene have activated the castle’s defenses. Players will need to battle through machines and hostile creatures that now inhabit the remnants of the castle. Here, we’ll explore how to unlock this dungeon and successfully defeat its three bosses.

    Unlocking The Underkeep

    To access the Everkeep, players must complete the Main Scenario Quest "Descent to the Foundation," which can be started by speaking to Shale in The Backroom of Solution Nine (X:6.0, Y:6.3). This quest is the sixth one introduced in Patch 7.2.

    Note: A minimum item level of 705 is necessary to enter this dungeon.

    Boss Fight: Gargant

    The Underkeep’s first boss is Gargant. The battle area features four tube-like pathways that are separated by cascading waterfalls of sand. Keep these pathways in mind, as they will play a significant role during the fight.

    Here’s a breakdown of Gargant’s attacks:

    Attack Name Type Details
    Chilling Chirp Roomwide AoE Affects the entire party. Be ready with AoE healing.
    Almighty Racket Line AoE Gargant faces the arena’s center and deals damage in a large line AoE directly in front. This attack appears briefly before executing, so players should move quickly.
    Aerial Ambush Line AoE Gargant crawls along a tube and hides behind sandfalls before jumping through, dealing damage in a line AoE. Observe its movement to predict its next position.
    Earth Spikes Circle AoE Inflicts damage via large circle AoEs that occur shortly after Chilling Chirp and alongside Almighty Racket. Players should dodge both sets of the spikes.
    Sedimentary Debris AoE Marker Targets players with AoE markers. Spread out to prevent overlapping, which happens simultaneously with the second wave of Earth Spikes.
    Earthsong Circle AoEs Summons two sets of Sand Spheres that explode in small circular AoEs. Move to a safe spot to avoid their first and second attacks. The first occurrence will pair with Aerial Ambush, requiring careful tracking of the boss.
    Trap Jaws Tankbuster Delivers high damage to the tank; defensive cooldowns are advised here.

    Gargant’s mechanics may seem simple individually, but they can become complicated when combined later in the fight. Pay close attention to Aerial Ambush; failing to track Gargant properly can lead to significant damage.

    Boss Fight: Soldier S0

    The second boss in the Underkeep is Soldier S0. Here’s a summary of its abilities:

    Attack Name Type Details
    Field of Scorn Roomwide AoE Deals damage to all party members.
    Thunderous Slash Tankbuster Inflicts high damage to the tank.
    Sector Bisector Half-circle AoE Generates afterimages with blue half-circles indicating attack zones. Only the last afterimage will attack, so players should move to the opposite side of it.
    Ordered Fire Line AoEs Cannons in the arena deal line damage from two corners, intersecting and leaving the opposite corner safe. This will occur simultaneously with Static Force.
    Static Force Conal AoEs Attacks each party member with moving conal AoEs. Players need to spread out to avoid overlapping, while ensuring they’re within the safe corner from Ordered Fire.
    Electric Excess AoE Markers Marks each player with circular AoE markers. Spread out to prevent overlaps.

    While Sector Bisector may appear challenging, the solution is to simply find the last afterimage and move accordingly, ignoring the other images.

    Boss Fight: Valia Pira

    The final encounter in the Underkeep is with Valia Pira, the Indefatigable Defense:

    Attack Name Type Details
    Entropic Sphere Roomwide AoE Causes moderate damage to the party; be sure to use AoE heals.
    Coordinate March Cross AoEs Two blue lines form paths with energy orbs that explode in a cross AoE upon contact. Watch the paths and move accordingly.
    Turret Fire Line AoEs Two turrets will fire line AoEs across the room; players should position between the two active turrets to avoid damage.
    Electric Field Conal AoEs Conal AoEs emerge from the boss; players need to move strategically to avoid overlap while accounting for the slight expansion of the AoEs.
    Neutralize Front Lines/Hypercharged Light Line AoE/AoE Markers The boss targets a direction with a line AoE, while also marking players with circular AoEs. Move behind the boss and spread out to avoid overlaps.
    Deterrent Pulse Line Stack Marker Targets a player with a line stack marker, prompting the group to gather and mitigate damage from the attack.

    Valia Pira will continue to employ these moves until defeated. Be prepared for attacks to blend as the fight progresses—especially Coordinate March, Turret Fire, and Neutralize Front Lines. Take each attack in sequence to manage the damage effectively.

    Upon taking down Valia Pira, you’ll have successfully completed the Underkeep.

  • Mastering Machinist in FFXIV PvP: A Tactical Guide

    Mastering Machinist in FFXIV PvP: A Tactical Guide

    PvP in Final Fantasy 14: Machinist Guide

    While Player vs. Player (PvP) content in Final Fantasy 14 might not have the same level of popularity as its Player vs. Environment (PvE) counterpart, it certainly presents some fascinating concepts. A notable aspect is how each Job is adapted to fit this different gameplay style, retaining its fundamental identity while also incorporating fresh features.

    Overview

    The Machinist serves as an excellent illustration of this adaptation. Though it isn’t always the top choice for high-end PvE, its PvP version stands out as a formidable damage dealer. It features impressive damage output, a wealth of utility, and among the most enjoyable — and at times, infuriating — Limit Breaks in PvP.

    As a Physical Ranged Job, the Machinist excels in PvP as a fast-paced damage dealer, capable of dishing out significant damage from a safe distance. Its abilities can be accessed with just a click, adding interesting effects to each action.

    Despite having a quick cast time for its basic attack (a rarity compared to PvE), this is the only downside to the Machinist’s kit. After landing enough normal shots, it switches into quick-fire mode for a few seconds, allowing players to unleash powerful attacks against targets with the classic Wildfire nuke.

    Signature abilities like Drill and Chain Saw also make an appearance. The significant distinction is that you cannot directly select which tool you’ll use next, but you can utilize Analysis to apply unique effects, such as Stuns, Damage Increase debuffs, or even double damage outputs.

    The Machinist has adequate defensive measures to compensate for its lack of mobility, meaning you won’t need to be overly concerned about those pesky melee players or tanks swooping in before you can regroup with your team in Crystalline Conflict. Overall, it’s a great choice for players eager to climb the ranks.

    Job Action Breakdown

    The Machinist focuses on using burst abilities in sequence while filling gaps with Blast Charge attacks. Once fully charged, you start firing off your Blazing Shots rapidly and gain a Movement Speed boost, which allows you to either chase down low-HP enemies or reposition yourself strategically.

    Though it lacks massive AoE capabilities, its strength lies in eliminating a single target swiftly. Once you weaken your opponent’s defenses, that player typically stands little chance against your burst damage.

    Action Cast Time Recast Time Attack Type Information
    Blast Charge 1.44s 2.4s Weaponskill Deals 6,000 potency to one target. Movable while casting. Grants a Heat stack that lasts 15s and leads to the Overheated state, which changes the action to Blazing Shot. Overheated lasts for 5s.
    Blazing Shot Instant 1.5s Weaponskill Deals 8,000 potency to a single target. Usable only in Overheated state.
    Full Metal Field Instant 30s Weaponskill Hits the target and nearby enemies with 10,000 potency, causing two hits but the second hit deals half damage. Triggers Overheated state.
    Wildfire Instant 24s Ability Places a ticking bomb on the target that explodes later. Each hit with Weaponskills raises the bomb’s damage by 4,000 potency, up to a maximum of 16,000 potency. Lasts for 8 seconds.
    Detonator Instant 1s Ability Immediately explodes the Wildfire bomb on the current target with current stacks.

    Unlike other physical ranged roles, casting times on basic attacks may feel unusual, but it’s essential for aiming accurately. Blast Charge will be your primary attack while you wait for other abilities to become available. It also activates Overheated, your strongest damage state.

    Blazing Shot stands out as one of your most stylish abilities, unleashing a fast barrage in Overheated mode. While this phase lasts only a brief moment, it can create a significant impact. Wildfire is most effective when used during Overheated, making it easy to achieve its four-hit requirement.

    General Strategy

    Machinists thrive at dealing substantial damage to single targets. Their AoE options are effective but usually best applied for picking off isolated enemies. The key rule is to not cap on Drill and its follow-up actions as they regenerate every ten seconds, allowing for consistent damage output.

    Analysis has a longer cooldown, making it a bit more situational. Prioritize Chain Saw = Air Anchor > Drill > Bioblaster, adjusting based on the match’s needs. Always use Analysis on your first Drill to maximize damage potential in your opening skirmish.

    As you begin to engage, ensure you use all your cooldowns before unleashing Blast Charges. A well-timed first Wildfire could secure an early elimination. Typical combos would be:

    Analysis + Drill > Wildfire + Full Metal Field > Blazing Shot (x3) > Bioblaster.

    This combination allows Wildfire to explode with high intensity while setting up a potent follow-up tool after Bioblaster. Detonator shouldn’t be a frequent choice, unless you are confident it will secure a kill for you.

    In PvP modes, focus on exposed targets. When the chance arises, don’t hold back from bursting them down. If your Limit Break is available or nearly charged, ensure your target has already used their defensive resources before landing the kill shot.

    Deploying your turret should always be a priority. It can provide shields for allies or poke enemies from a distance, offering higher utility than it appears. Always aim to maximize its potential on the battlefield.

    Crystalline Conflict Strategy

    Crystalline Conflict is often the best setting for a Machinist. The 5v5 matchups allow for players to leverage their high damage output effectively. Stay back initially, letting tanks and melee classes charge in, and then follow up when it’s your time to push forward.

    Using Scattergun can help push enemies away, clearing objectives more efficiently. Bioblaster paired with Analysis can provide valuable AoE damage during team skirmishes.

    Manage your Blast Charges carefully. If you find yourself in the Overheated state, it typically signals that other abilities are ready for use. Avoid capping on your cooldowns, unless the area is clear of enemies.

    When it comes to using your Limit Break, don’t save it for too long. Focus on taking out enemy backline players but ensure to weaken them first. The ultimate is particularly effective against players sneaking objectives during overtime or when they’re preoccupied with other engagements.

    Frontline Strategy

    In Frontline matches, the Machinist’s lack of AoE damage can be a significant disadvantage, although it functions similarly to other modes. Maintaining awareness of the backline is crucial, as your damage can go unnoticed amidst chaos.

    When securing objectives, utilize major cooldowns on essential targets while saving some for potential fights to come. Scattergun remains beneficial for preventing enemies from reaching strategic points.

    Stay close to your team, using ranged attacks to secure kills and assists, which can enhance your overall effectiveness in battle. Remember that increasing your Battle High boosts your Limit Break’s damage, making it even deadlier.

    Always make calculated decisions on when to engage in fights. Focus on objectives while being ready to capitalize on enemies attempting to escape. The Overheated state allows for better movement, letting you reposition if necessary.

    For optimal performance, focus your abilities on Bioblaster and Chain Saw, particularly prioritizing Chain Saw for its potential to hit multiple targets at once. Be cautious of divers in the game and use your skills strategically to aid your allies.

    In summary, adeptly managing your abilities, positioning yourself wisely, and targeting enemies efficiently are key strategies to master the Machinist role in PvP.

  • Unlocking the Bouquet Emote in FFXIV: A Complete Guide

    Unlocking the Bouquet Emote in FFXIV: A Complete Guide

    Love is back in the world of Final Fantasy 14 with the return of the Valentione’s Day event. This year, players can unlock a new Bouquet emote and a wall-mounted decoration for their homes.

    If you haven’t finished this year’s event yet, make sure to do so by February 17, 2025, at 10:59 AM PST / 4:59 PM GMT, as the seasonal quests will no longer be available after this date. Below is all the information you need to successfully participate in the event and claim your rewards.

    ‘I Promise You A Rose Garden’ Seasonal Quest Guide

    To start the quest titled ‘I Promise You a Rose Garden’, talk to Astrid in Old Gridania at coordinates (X:10.2, Y:9.4).

    You need to be at least Level 15 to access this quest.

    Next, head to (X:5.7, Y:7.7) to meet with Laurovic for a cutscene. After that, go to (X:10.4, Y:9.1) and speak with the Woman with a Rose Earring.

    Proceed to the designated area at (X:12.8, Y:9.2) for another cutscene and interact with the following NPCs:

    Gossipy Citizen

    (X:13.9, Y:9.2) in Old Gridania.

    Talkative Citizen

    (X:9.8, Y:8.5) in Old Gridania.

    Chatty Citizen

    (X:11.4, Y:11.2) in New Gridania.

    After gathering the information, return to Laurovic at (X:6.0, Y:7.4) in Old Gridania for another cutscene and talk to him again once the scene concludes.

    Finally, return to Astrid at (X:10.2, Y:9.4) to finish the quest and earn the Bouquet Emote along with the ‘Snowdrops on Roses’ achievement.

    How To Obtain the Heartfelt Valentione’s Day Advertisement

    House Valentione Maid in Final Fantasy 14.

    To purchase seasonal items, speak with the House Valentione Maid at (X:10.6, Y:8.8) in Old Gridania.

    You do not need to complete the seasonal quests to access the new furnishings this year.

    Item

    Type

    Price (Gil)

    Heartfelt Valentione’s Day Advertisement

    Furnishing

    2,000

    Prismatic Heart (Left)

    Consumable

    8

    Prismatic Heart (Right)

    Consumable

    8

  • Conquering Tsukuyomi in Castrum Fluminis: A FF XIV Guide

    Conquering Tsukuyomi in Castrum Fluminis: A FF XIV Guide

    Castrum Fluminis is a Level 70 Trial in Final Fantasy 14, introduced in Patch 4.3 titled “Under the Moonlight.” After Yotsuyu, who is haunted by her past, uncovers her memories, she transforms into the night deity, Tsukuyomi, thanks to aether-infused crystals from Asahi.

    As Hien chases after Asahi, it’s your responsibility to thwart Tsukuyomi’s plans and prevent her from plunging Doma into everlasting darkness. Below, we’ll go through essential information about this Trial, including how to manage Tsukuyomi’s mechanics throughout the battle phases.

    How to Unlock Castrum Fluminis


    To unlock Castrum Fluminis, you must complete the Main Scenario Quest titled ‘The Primary Agreement’ as part of the Patch 4.3 questline. Additionally, you need an item level of 335 to participate in this Trial.

    Tsukuyomi Fight Walkthrough


    Tsukuyomi before the battle begins in Final Fantasy 14.

    Phase 1

    In the initial phase, Tsukuyomi will unleash a series of attacks and mechanics.

    Attack Name

    Type

    Details

    Torment Unto Death

    Tankbuster

    Inflicts high damage in a cone in front of the boss, targeting Tsukuyomi’s main focus. The tank should turn the boss away from the team and use defensive cooldowns to mitigate damage.

    Zashiki-asobi

    AoEs

    Tsukuyomi spawns fans around the area; one at the center, and six in a circle at the edges. The fans will explode in an AoE, starting from the center and following the order they appeared. Watch for the first AoE and move to the safe spot beside it until the central fan detonates, then step into the center to avoid the rest. After that, Tsukuyomi will cast Nightfall.

    Nightfall

    Special

    Casts Steel of the Underworld, Reprimand, Midnight Haze, or Lead of the Underworld randomly. Tsukuyomi uses this during Zashiki-asobi as the fans explode.

    Steel of the Underworld

    Conal AoE

    Deals damage in a large cone in front of the boss. Move out of the AoE indicator to prevent damage.

    Reprimand

    Roomwide AoE

    Damages all party members. Heal through this with AoE healing.

    Midnight Haze

    Summon

    Tsukuyomi will create two Midnight Haze clouds on opposite sides of the arena that will tether together and slowly approach each other. If they collide, they’ll explode, causing damage to everyone. You must destroy both clouds before they connect.

    Lead of the Underworld

    Line Stack Marker

    Targets a random player with a Stack Marker. Gather around that player to distribute the AoE damage.

    Tsukuyomi concludes this phase with Nightbloom, which damages everyone in the party and inflicts Down for the Count for a short time, preventing any action.

    Phase 2

    Once you regain mobility, multiple adds will spawn and begin targeting Tsukuyomi. Their attacks will fill Tsukuyomi’s Suffering gauge, which will determine the damage of her end-of-phase attack.

    Group up and eliminate each wave of adds to protect Tsukuyomi. Eventually, the Specter of Zenos will appear and cast Concentrativity, damaging the party while inflicting Stun and Down for the Count. After you regain the ability to attack, defeat Zenos’s Specter to complete the phase.

    Following this, Tsukuyomi will cast Nightbloom again, dealing damage based on her Suffering gauge. If the gauge is full at 100, it will result in an instant kill for the whole party, so successfully finishing the add phase is crucial. After Nightbloom, phase three begins.

    Phase 3

    In this phase, Tsukuyomi will reuse several attacks from phase one, along with some new mechanics outlined below.

    Attack Name

    Type

    Details

    Selenomancy

    Special

    Divides the arena into a white half and a black half. Standing on the white side accumulates stacks of Moonlit, while the black side gives stacks of Moonshadowed. Reaching 5 stacks of either debuff will inflict Doom and Bleed.


    Shifting to the opposite side will remove the stacks of the debuff you were standing in. To avoid Doom, you’ll need to switch between both sides periodically.

    Moonlight – Lunar Halo

    Ring AoEs

    Two Moonlight orbs will appear on opposite sides of the arena. They will cast Lunar Halo, causing damage in a large ring AoE with a safe spot near the orb itself. Transition to the other side to manage your Moonlit or Moonshadowed debuff and stand close to the orb to avoid Lunar Halo damage.

    Antitwilight

    Roomwide AoE

    Damages all players and returns the arena to normal.

    Dance of the Dead

    Roomwide AoE

    Deals damage to all players, followed by a cast of Lunacy.

    Lunacy

    Continuous Stack Marker

    A random player is marked with a continuous Stack Marker. The group should congregate around that player to share the damage of this attack. Healers must heal through this to keep everyone in good condition.

    Dark Blade/Light Blade

    Conal AoE

    Inflicts damage in a large conal AoE. Move away from the affected area to avoid taking damage.

    Throughout this phase, Tsukuyomi will continue to use Nightfall. If Nightfall triggers Lead of the Underworld, the targeted player should try to stand at the boundary between both halves of the arena so that everyone can gather for the Stack Marker while still being able to shift sides if necessary.

    These phase three mechanics will cycle until Tsukuyomi is defeated. Keep a watchful eye on your Moonlit and Moonshadowed debuffs, and move accordingly to avoid Doom. You’ll also see a moon icon above your head, indicating the buildup of your stacks, which helps track your debuffs effectively.

  • Mastering the White Mage in FFXIV PvP: A Quick Guide

    Mastering the White Mage in FFXIV PvP: A Quick Guide

    When you’re not battling interdimensional foes in Final Fantasy 14, you can engage in PvP matches against other players. Playing as a White Mage allows you to maintain your healing role while also showcasing your abilities as a formidable spellcaster.

    PvP differs significantly from PvE, requiring you to adapt to rapidly changing situations during matches, which can be quite intense. As a White Mage, you’ll have unique skills tailored for PvP that enable you to have a substantial impact on the game.

    Overview

    Playing the White Mage in PvP may not seem as thrilling as taking on roles like tank or DPS, but this healer has the potential to unleash significant damage while supporting their team. While boasting potent abilities, it’s crucial to know when to utilize them, as mis-timed heals or shields can lead to your team’s downfall. This job requires a strategic approach, focusing on the right moments to engage.

    Although you might not top the damage charts, a skilled White Mage can be instrumental in leading their party to victory. With the ability to deal area damage and keep teammates alive, proper execution of your skills is essential.

    To help you become the lifeline for your team as a White Mage, we’ll dive into your PvP toolkit, highlighting key strategies for success in matches like Crystalline Conflict or Frontline.

    Job Action Breakdown

    In PvP scenarios, similar to regular duties, the White Mage can deliver support to teammates while inflicting heavy damage. The PvP actions are uncomplicated but demand strategic timing, as they can influence the outcome of an objective-based match.

    Here’s a breakdown of your actions as a White Mage in PvP:

    Action Recast Time Attack Type Information
    Glare III 2.40s Spell A long-range attack with a potency of 6,000.
    Afflatus Misery 16s Spell An instant cast attack with a potency of 12,000 that strikes enemies near your target.
    Miracle of Nature 24s Ability Transforms an enemy player, preventing their actions and reducing their MP by 2,500.
    Cure II 12s Spell Heals a target with a potency of 12,000, available in two charges.
    Cure III 2.40s Spell Heals a target for 16,000 and nearby allies for 12,000; castable only when under Cure III Ready effect.
    Aquaveil 20s Ability Grants you or an ally a barrier that absorbs up to 8,000 potency of damage, lasting 10 seconds.
    Seraph Strike 20s Ability Executes a jump attack hitting the target and surrounding enemies with a potency of 6,000; provides buffs.
    Glare IV 2.40s Spell Requires Sacred Sight stacks; it damages the target and enemies around them with a potency of 8,000.

    The White Mage’s actions revolve around Glare III, your filler skill to use whenever possible. Glare IV becomes a priority when you have the Sacred Sight stacks available.

    Your powerful instant cast spell, Afflatus Misery, is perfect for quickly taking down enemies or for making a swift escape. The significant skill, Seraph Strike, enhances your defensive strategy and prepares you for using both Cure III and Glare IV effectively.

    Lastly, Miracle of Nature is invaluable as it can incapacitate enemies, effectively canceling their Limit Break or stopping the strongest DPS on their team.

    Limit Break Breakdown

    Your most impactful ability during PvP matches is the Limit Break, Afflatus Purgation. When activated, your threat level increases significantly. This skill can be used both offensively and defensively, making it versatile yet caution is advised as your vulnerability grows while it’s on cooldown.

    Here’s a look at its specifics:

    Action Recast Time Information
    Afflatus Purgation 10s Deals 20,000 potency and impacts all enemies in a line. Additionally, enemies hit are stunned for 2 seconds, and you gain Temperance, applying Regen healing.

    Common Actions Breakdown

    Familiarize yourself with these common actions; proper usage can enhance your survivability:

    Action Recast Time Information
    Sprint 1.50s Increases movement speed by 50%. The effect ends when you use the action again or take another action.
    Guard 30s Instantly grants a barrier that reduces 90% of incoming damage and makes you immune to negative effects.
    Purify 24s Functions as an instant Esuna, removing various debuffs and providing brief immunity to them.
    Recuperate 1s Heals yourself for 15,000 potency. Costs 2,500 MP.
    Standard-Issue Elixir 5s Restores both HP and MP to maximum. Unlike Recuperate, it has a 4.50s cast time.

    General Strategy

    Every PvP match is unique, requiring you to adapt your strategies and make quick decisions to help your team win. However, certain best practices can set you up for success.

    Basic Combos

    In PvP, your aim is to eliminate enemies swiftly with well-timed skill combinations. As a White Mage, the best combo to initiate against a single target is:

    1. Afflatus Purgation > Seraph Strike > Afflatus Misery

    This sequence starts with your Limit Break, reducing the opponent’s health significantly and stunning them briefly. Following up with Seraph Strike closes the gap while dealing damage, giving you a strong chance of finishing them off with Afflatus Misery.

    Tip: After executing this combo, retreat quickly to avoid being overexposed in the fight.

    Another combo you can utilize when your team prepares to engage the enemy is:

    1. Seraph Strike > Afflatus Purgation > Afflatus Misery > Miracle of Nature

    This is optimal when targeting multiple opponents, as Seraph Strike enables you to jump into the fray while hitting your Limit Break, potentially stunning several foes. Concluding with Miracle of Nature ensures that your target can’t use any abilities for a short time.

    Positioning

    In both Frontline and Crystalline Conflict, positioning is critical for a White Mage. Unlike more resilient classes, you must stay behind the melee fighters and tanks, utilizing Glare III from a safe distance.

    Tip: Be proactive about positioning, using Guard when an enemy attempts to flank you.

    Protecting The Group

    While securing kills is impressive, supporting your teammates is equally vital. Your Limit Break can be a game-changer if held for the right moment; one well-timed Afflatus Purgation can deter multiple enemies from targeting your backline.

    Your skill, Seraph Strike, not only boosts your party’s damage resistance but also enables you to heal surrounding teammates through Cure III.

    By mastering these elements, you’ll enhance your effectiveness as a White Mage in PvP, ensuring you become a crucial part of your team’s success.

  • Conquering Nidhogg: Your Guide to Final Steps of Faith in FFXIV

    Conquering Nidhogg: Your Guide to Final Steps of Faith in FFXIV

    The Final Steps of Faith is a level 60 trial in Final Fantasy 14, serving as the peak of the post-Heavensward main story quest (MSQ) and concluding the Dragonsong War storyline. After gaining Hraesvelgr’s favor in Sorh Khai, you’re fully prepared to face Nidhogg in the ultimate showdown.

    Nidhogg, taking control of the Azure Dragoon’s body, confronts you at the Steps of Faith. Here, we’ll outline everything you need to know for this battle, including strategies for managing Nidhogg’s unique attack patterns.

    Unlocking The Final Steps Of Faith


    This trial becomes available through the post-Heavensward MSQ introduced in Patch 3.3. You can access it during the quest titled ‘An End to the Song’, but you’ll need to have an item level of 205 to join.

    Nidhogg Fight Guide


    Nidhogg ready to battle at the Steps of Faith in Final Fantasy 14.

    This encounter is broken into four phases, each featuring different mechanics that are important to know.

    Phase 1

    In the first phase, expect the following attacks and mechanics from Nidhogg.

    Attack Name

    Type

    Details

    Deafening Bellow

    Roomwide AoE

    Causes unavoidable damage to the entire group. Utilize AoE healing to recover.

    Horrid Roar

    Circle AoEs

    Lines will appear beneath random players that quickly expand into circular zones that inflict damage. Move away when the line shows up.

    Hot Wing

    Line AoEs

    Deals damage on both sides of Nidhogg in two large line AoEs. Stay in the center area to avoid these attacks.

    The Scarlet Whisper

    Conal AoE

    Delivers untelegraphed damage in a cone in front of the boss. The Tank should angle Nidhogg away from the party.

    Cauterize

    Line AoE

    Nidhogg will become untargetable, fly away, and create Horrid Roar AoEs on several players. Next, he will begin a line AoE down the center of the arena. Dodge the Horrid Roar, then move aside to avoid Cauterize. Nidhogg will land, dealing damage in that area before the fight continues.

    When Nidhogg reaches about 70% health, he will disappear and summon three enemies marking the beginning of the next phase.

    Phase 2

    This phase introduces three enemies: a Shadow Brobinyak, Shadow Dragon, and Shadow Falak. The Shadow Dragon cannot be tanked and will move unpredictably, using a sweep attack that applies a Damage Down debuff. Make the Shadow Dragon your top priority while each Tank manages one of the other two adds away from each other.

    Watch out for the Shadow Brobinyak and Shadow Falak, as both have breath attacks that target their front. Be mindful not to position yourself in front of these enemies when engaging.

    Defeat the Shadow Dragon first, followed by the Brobinyak and Falak. After eliminating all three, Nidhogg will use Final Chorus, dealing damage to the party and moving you into phase three.

    Phase 3

    During this phase, Nidhogg will take on the form of Estinien and utilize a different set of attacks, as outlined below.

    Attack Name

    Type

    Details

    Ala Morn

    Tankbuster

    Deals high damage to the main Tank. Use defensive cooldowns to mitigate damage from this attack.

    Geirskogul

    Line AoE

    Causes damage in a line AoE. Simply step out of the AoE marking to avoid damage.

    High Jump

    AoE Markers

    Targets several players with AoEs that create puddles on the ground dealing continuous damage. Spread out to prevent overlapping damage.

    Super Jump

    Proximity AoE

    Targets a section of the arena with a proximity AoE that inflicts greater damage the closer one is to it. Relocate to the far side of the arena.

    Geirskogul

    Line AoEs

    While executing Super Jump, Nidhogg will hit several players with Geirskogul line AoEs. Ensure you avoid both the proximity and line AoEs while moving.

    Nidhogg will continue using these attacks until his health is around 30%. He will then jump away and unleash Bloodrage, damaging the entire party before transitioning into the fourth and final phase.

    Phase 4

    This phase begins with Nidhogg simultaneously casting Horrid Roar and Cauterize. Avoid the circle AoEs and sidestep out of Cauterize’s range before re-engaging Nidhogg.

    In this phase, Nidhogg will repeat attacks from the first phase but will introduce new mechanics as well.

    Attack Name

    Type

    Details

    Akh Morn

    Continuous Stack Marker

    Targets one player with a continuous stack marker. Group together with the affected player while Nidhogg bombards the vicinity with damage. Healers should maintain healing throughout this attack.

    Flame Blast

    Line AoEs

    Nidhogg will create several flame orbs that explode into cross-shaped line AoEs after a short duration. Position yourself diagonally to avoid these orbs.

    Hot Tail

    Line AoE

    This attack follows immediately after Hot Wing, dealing damage with a line AoE down Nidhogg’s center, replacing the previous safe area. Once Hot Wing resolves, steer to one side to dodge Hot Tail.

    Nidhogg will repeat these mechanics until he is defeated. This final confrontation is relatively quick, but you must pay special attention to Akh Morn, as insufficient healing or grouping can easily lead to a wipe.

  • Conquering King Thordan in the Singularity Reactor: FF XIV Guide

    Conquering King Thordan in the Singularity Reactor: FF XIV Guide

    The Singularity Reactor is a level 60 Trial in Final Fantasy 14. This Trial serves as the climactic battle in the Heavensward expansion, featuring the archbishop of the Heavens’ Ward confronting the spirit of the legendary King Thordan.

    Fueled by Nidhogg’s Eye, King Thordan won’t back down easily, so it’s your mission to bring his iron fist to an end. Below, you’ll find key details about this battle, including strategies to handle each of Thordan’s attacks and mechanics.

    This information may be outdated, and many mechanics can be easily avoided by a skilled team. Thus, some mechanics described below might not be present during a typical run of The Singularity Reactor.

    Unlocking the Singularity Reactor


    To unlock the Singularity Reactor, complete the final quest in the Heavensward expansion, titled ‘Heavensward’. Once you finish the Aetherochemical Research Facility quest, this level 60 Trial will be available.

    King Thordan Fight Guide

    King Thordan in the cutscene before the Singularity Reactor Trial in Final Fantasy 14.

    This encounter consists of two main phases followed by a final ‘ending’ phase. Below is a detailed breakdown of each phase.

    Phase 1

    In the first phase, King Thordan will employ various attacks and mechanics, which include the following:

    Attack Name

    Type

    Details

    Ascalon’s Mercy

    Conal AoE

    Inflicts damage in three conical areas in front of King Thordan, causing Windburn which deals damage over time. Step outside the AoE markers to avoid it.

    Ancient Quaga

    Roomwide AoE

    Harms all party members. Ensure AoE healing is available to recover.

    Lightning Storm

    Circular AoEs

    Targets multiple players with circular AoEs. Spread out to prevent overlaps that can hit others.

    Meteorain

    Circular AoEs

    Right after Lightning Storm, several additional circular AoEs appear across the arena. Move out of the indicators to avoid damage.

    Knights of the Round

    Special

    King Thordan summons members of the Knights Twelve to execute various attacks, including:

    • Ser Janlenoux and Ser Adelphel: They dash around, creating light orbs that explode and deal damage, inflicting Bleeding. Find safe spots between the orbs.
    • Ser Vellguine: Produces a large line AoE down the center of the arena, which can be avoided by moving to the sides.
    • Ser Hermenost: Creates three pillars that must be absorbed by at least three players; failure to do so causes them to explode, dealing damage to everyone and inflicting Paralysis.

    The Dragon’s Eye

    Buff

    Grants King Thordan a Damage Up buff and enhances his next Ascalon’s Mercy, leading to additional AoEs.

    The Dragon’s Gaze

    Gaze Attack

    Following The Dragon’s Eye, this attack deals damage and inflicts Terror on any player who looks at Thordan when it completes. Look away from Thordan before the cast finishes to avoid the debuff.

    Thordan will repeat these attacks until he is at around 15 percent health, at which point he will vanish and phase two will start.

    Phase 2

    During phase two, you will engage each of the Knights Twelve and manage their unique mechanics. They come in a specific order, outlined below:

    1. Ser Charibert and Ser Hermenost: Charibert generates three rows of three circular AoEs, while Hermenost deploys three absorbable pillars just like in phase one.
    2. Ser Zephirin: Casts Sacred Cross, dealing damage based on his health percentage. If his health is reduced to one before the cast finishes, it will inflict minimal damage to the party.
    3. Ser Vellguine: Executes a line AoE like in the previous phase.
    4. Ser Adelphel and Ser Janlenoux: Attack together using Holiest of Holy for party-wide damage and Holy Bladedance for heavy damage to their primary target.
    5. Ser Ignasse: Delivers damage through a proximity AoE. Move away from the proximity marker to minimize damage.
    6. Ser Paulecrain and Ser Haumeric: Paulecrain will lock onto one player with a tracking line AoE, while Haumeric targets players with ice AoEs that form puddles causing Leaden and Frostbite, which slows movement speed while dealing damage over time.
    7. Ser Grinnaux: Creates four growing AoEs. Avoid these as they expand.
    8. Ser Noudenet: Spawns several Comet Circles along the edges of the arena and a Meteor Circle in the center. Destroy these to prevent meteors from falling and causing damage.
    9. Ser Guerrique: During the meteor segment, he will deal damage in a cascading conal AoE, with a safe spot directly behind him.

    Once the Comet and Meteor Circles are dealt with, Thordan and the Knights Twelve will return to cast Ultimate End, dealing damage to the party. Ensure your team is ready for AoE healing as the fight transitions into its final phase.

    Phase 3

    In this final phase, Thordan will receive a Damage Down debuff and will only utilize weak auto attacks. Focus on delivering enough damage to finish off his last few health points, concluding the encounter.