Category:Dynamis

de:kategorie:Dynamis

Original Dynamis Areas

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 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Windurst
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - San d'Oria
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Bastok
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Jeuno
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Beaucedine
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Xarcabard
 * }
 * }

Dreamworld Dynamis Areas

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 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Valkurm
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Buburimu
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Qufim
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Tavnazia
 * BGCOLOR="#E3E6FF" align="center"|Dynamis - Tavnazia
 * }

All Dynamis Areas
The following prerequisites apply to all Dynamis areas:
 * 1) Rise of the Zilart expansion pack.
 * 2) Level 65 or higher.
 * 3) Completion of Mission 5-2 for any nation.

After meeting the above requirements:
 * 1) Zone into Xarcabard for a cutscene.
 * 2) Examine one set of Trail Markings to receive another cutscene.
 * The Trail Markings can be found just outside each residential area entrance in Windurst Walls, Southern San d'Oria, Bastok Mines or Ru'Lude Gardens.
 * 1) You will then receive the Vial of Shrouded Sand.
 * This Key Item is needed to access all Dynamis-related services.

Dreamworld Dynamis
Access to these areas requires the Chains of Promathia expansion pack and completion of Chapter 3-5: Darkness Named. Additionally, Dynamis - Tavnazia requires successful completion of:
 * Dynamis - Valkurm
 * Dynamis - Buburimu
 * Dynamis - Qufim

Beaucedine and Xarcabard
Access to Dynamis - Beaucedine requires successful completion of:
 * Dynamis - Bastok
 * Dynamis - Windurst
 * Dynamis - San d'Oria
 * Dynamis - Jeuno

Dynamis - Xarcabard requires the successful completion of Dynamis - Beaucedine.

Entering Dynamis
There are two methods for entering Dynamis. They are purchased from one of the Goblin NPCs waiting by the entrances to Beadeaux (Haggleblix), Davoi (Lootblox) or Castle Oztroja (Antiqix).
 * These Goblins also help manage Ancient Currency found in Dynamis.

Entry via Timeless Hourglass
 * Applicable Areas: Dynamis - Buburimu / Dynamis - Qufim / Dynamis - Valkurm / Dynamis - Tavnazia
 * Your group must acquire a Timeless Hourglass.
 * Obtained by trading 500,000 gil to NPC Goblin for a Timeless Hourglass.
 * Only one Timeless Hourglass will be required for all members to enter a Dynamis area.
 * The Timeless Hourglass can then be traded to sets of Trail Markings or Hieroglyphics (depending on area to be entered). This will turn it into a Perpetual Hourglass.
 * Trading the Perpetual Hourglass to the Trail Markings or Hieroglyphics a second time will teleport the player to the reserved area of Dynamis. If this is your first time entering the area, you will receive a short cutscene.
 * No reservations of zones are possible and loot is distributed on the usual player/party/alliance loot pool basis.
 * A player who has previously obtained the Vial of Shrouded Sand and subsequently changed their nation of allegiance is still able to enter Dynamis areas, regardless of their Rank in the new nation.

Entry via Prismatic Hourglass
 * Applicable Areas: Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst / Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard
 * Obtained by trading 50,000 gil to NPC Goblin for the Prismatic Hourglass.
 * Each alliance member (18 members) must have their own Prismatic Hourglass.
 * Reservations are longer be required to enter the above areas.
 * New key items replaced (or supplemented) the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.
 * The key items need only be obtained once.
 * It is available at an affordable price via the Goblin NPCs presently dealing in hourglasses.
 * Time restriction for entry was changed to once per Earth day (24 hours).
 * Duration of stay is initially set at 60 minutes, extendable to a maximum of 120 minutes.
 * Leaving the area will render you ineligible for reentry, regardless of time remaining.
 * Time extensions are granted via key items obtainable by defeating certain monsters.
 * Only one of each individual key item may be possessed at a given time.
 * These key items are lost upon leaving the area.

The May 10, 2011 Update revised Dynamis
The following adjustments were made:
 * Added Prismatic Hourglass) [SEE DETAILS ABOVE]
 * Applicable Areas: Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst / Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard

Addition]ally:
 * Monster distribution received drastic revisions.
 * Standard monsters respawn at set time intervals after being defeated.
 * Monster groups were each assigned a specific home territory. Enemies lured outside these designated regions and disengaged will disappear, then respawn back in their home territory after a short time.
 * Trigger items introduced as a new spawn condition for certain notorious monsters (NMs).
 * Battling attestation- and fragment-yielding NMs:
 * Battling attestation- and fragment-yielding NMs:
 * The format changed to standard battles in which a maximum of 18 players face a single foe.
 * These NMs no longer use Warp.
 * Battling boss NMs:
 * Battles conducted in Confrontation format, with a maximum of 18 players able to participate.
 * Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
 * Key items obtained from boss monsters are awarded to all alliance members.
 * Players not in alliance WILL NOT receive these key items. (e.g. 19+ players or connection lost)
 * Monster claim and item drops work the same way as in regular fields and dungeons.
 * Monsters yield experience points (excluding certain NMs).
 * Treasure:
 * There were no plans to change the drop rate of Relic equipment.
 * Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session was lowered. Overall, this change should increase the Ancient Currency distributed across the World.

Time
You begin dynamis with a time of 60 minutes. Time extensions via Key Items gained from defeating certain monsters can increase the maximum time to 120 minutes.

Time limit warnings will be displayed periodically. When your time limit expires, you will be removed from the zone.

Leaving
It is possible to leave Dynamis before time has expired, however you cannot re-enter any zone for 24 hours unless you are using a Perpetual Hourglass in a Dreamland zone (see below).

Re-Entering
You may re-enter Dynamis before your Perpetual Hourglass expires, however, a character re-entering Dynamis will be weakened for 10 minutes. After your time in Dynamis has expired, 24 hours (Earth time) must pass since your initial entering before you may enter any Dynamis area again.
 * Trading a Perpetual Hourglass to the markings is counted as entering a Dynamis area, even if you do not actually warp inside Dynamis.

Clearing
Examining the ??? after the boss for the Dynamis area is defeated will grant a Key Item (specific to each Dynamis area) and a title change. After the win, you can check the "Trail Markings" again for another cutscene to progress the story along. Viewing the cutscene is not required.

Experience Points
Experience Points are lost if you are defeated within Dynamis; it is possible to gain Experience or Limit Points through defeating enemies in original areas, though in Dreamland zones it is only possible to (re-)gain Experience Points through using found items that grant it, such as Copies of "Ginuva's Battle Theory" and Copies of "Schultz Stratagems".

Rewards
100 Pieces In the Original Dynamis areas: 100 pieces only drop from Statues (including the city mega-bosses), Vanguard Eyes, Vanguard Dragons, the NMs killed to spawn Dynamis Lord, and Dynamis Lord himself. Dynamis Lord is very likely to drop one 100, the type of which is random. The Demon NMs used to pop Dynamis lord also have an extremely low chance of dropping a random 100 piece. Statues drop 100 pieces according to their nation of origin, Yagudo drop Jadeshells, Orcs drop Silver pieces, and Quadav drop 100 Byne Bills. Goblin statues, Vanguard Eyes, Vanguard Dragons and Dynamis lord may all drop any of the 3 types.

100 Pieces In CoP Dynamis areas: 100 pieces are again able to drop from Statues and Vanguard Eyes, but the mega bosses of the given area may also rarely drop up to 4 currency of any type at one time once defeated.

Shadow Accessories: These items may be obtained if your are able to defeat Dynamis Lord

Relic Armor In the Original Dynamis areas: Relic armor drops from all mobs excluding Statues, Vanguard Eyes and Bosses. Enemies can drop more than one piece of armor of different types at a time. No matter what the job, any enemy may drop any class' armor. (Excluding the Demon NMs in Xarcabard needed to spawn Dynamis Lord, which drop pieces in accordance to their job.)

Relic Armor In CoP Dynamis areas: all NQ AF is obtainable throughout the CoP, Valkurm dropping the lvl 71 armor pieces, Buburimu dropping the lvl 72 pieces, Qufim dropping the lvl 73, and Tavnazia dropping both the lvl 74 (2nd floor) and lvl 75 (3rd floor). NQ armor only drops from Beastmen mobs. in addition to NQ AF, -1 upgrade items can also be attained from any monster in the areas and be used to upgrade the NQs into HQs when traded to Sagheera with the corresponding items and Ancient Currency. Relic accessories drop only from Nightmare creatures and drop according to a specific drop table in each zone.
 * Also See: Relic Armor +1.
 * Also See: Relic Accessories.

Hydra Armor: In addition to relic armor and -1 items, Tavnazia also drops Hydra armor as an additional reward for your efforts.

Other Items may also drop that are used for various things including relic weapon upgrades, crafting, and the Strange Apparatus quests.
 * Also See: Dynamis Items.

Multiple AF2 Drops
It is possible to obtain two AF2 pieces off the same monster. However there are some restrictions as to how this works:

The new AF2 - COR, BLU, PUP, DNC, SCH all drop differently to the regular AF2. They have a separate drop slot compared to regular AF2 and so it is only ever possible to get an old AF2 (example: WAR SAM DRK) and a new AF2 (example: COR BLU) but NEVER possible to get two old AF2 (example cant get WAR WAR). Because the newer AF2 only comes from the 2nd drop slot it therefore impossible to get two new AF2 off the same monster.

In laymen's terms, any one (1) monster has two drop slots. It can drop any combination of the original 15 jobs in slot 1, and any combination of the new jobs artifact armor in slot 2, but cannot drop two of the original 15 at once, and cannot drop 2 of the new 5 armors at once.

Original Dynamis Areas

 * Entry Target: Set of Trail Markings
 * Area Access: Four Key Items, one from each of the initially-available Dynamis areas, are required to enter Dynamis - Beaucedine; a fifth Key Item, obtainable in Dynamis - Beaucedine, is required for entry into Dynamis - Xarcabard.

Dreamworld Dynamis Areas

 * Maximum Number of Players: 36 (Tavnazia: 18)
 * Entry Target: Set of Hieroglyphics
 * Area Access: Once prerequisites are met, three additional Dynamis areas become initially available. Dynamis - Tavnazia is unlocked by completing these three.


 * When entering these areas, all players will receive an SJ Restriction, and all buffs are lost.
 * This Status Effect may be removed in Dynamis - Buburimu and Dynamis - Qufim by finding and checking a ??? found somewhere within the Dynamis area.
 * If the ??? in Dynamis - Buburimu and Dynamis - Qufim is found by someone before you enter the zone, your buffs will not be lost upon entering.
 * In Dynamis - Valkurm, 3 Nightmare Flies must be defeated to unlock support jobs, while in Dynamis - Tavnazia both the Nightmare Worm and Nightmare Antlion must be defeated to unlock support jobs.
 * Upon subjobs being restored you lose Reraise (Status Effect) if it was applied by the Reraise spell or you have taken a Reraiser or Hi-Reraiser (reraise effects from a hairpin or earring are not lost).

Monster Behavior
As of the 5/9/2011 Version Update not all enemies within original Dynamis zones are True Sight or True Hearing. It is now possible to use Invisible (Status Effect) and Sneak (Status Effect) to move past many of the enemies residing in Dynamis.

Successfully defeating an enemy in original Dynamis zones will now also grant experience/limit points.

There are tiers of difficulty in these zones, with lowest tier being Easy Prey to level 90, to the strongest being Incredibly Tough. Naturally, the easier monsters appear near the entrance of the zone, while the more powerful ones can be found deeper in.

Take note that even though regular enemies in these zones are no longer Notorious Monsters they are still able to use their job's respective Two Hour Ability.

Most if not all of the previous notorious monsters that resided in original Dynamis zones are now force spawned by trading a specific item to a spawn point. Therefore it is required to do some item farming in order to extend time and complete the zone.

Enemies inside of original Dynamis zones are now susceptible to Weakness Targeting. However, the triggers for these weaknesses are vastly different. For example, Provoke has been witnessed to trigger yellow !! The Weakness Targeting page needs to be accordingly updated as it is no longer an Abyssea specific factor.

All monsters in Dreamworld Dynamis are aggressive and link with all other monsters. They also possess either True Sight or True Hearing, depending on the monster's family. All beastmen will use their job's Two Hour Ability, with the exception of Dragoon-type beastmen; they will instead use Call Wyvern. Finally, all monsters are Notorious Monsters.

Dynamis monsters' linking behavior differs slightly than monsters from outside Dynamis. Normally, there is a slight delay between when a monster loses aggro through the player dying or warping and when it becomes aggressive again. In Dynamis, this delay is eliminated and all monsters will instantly become aggressive again after losing aggro. The end result is that a group of monsters can quickly pummel their way through an alliance if not dealt with accordingly.

Scheduling
Due to the nature of Dynamis areas, some server communities have taken it upon themselves to create a scheduling system that various linkshells can use to coordinate events. Because Dynamis events generally take a large number of people and a significant amount of time, it can create a bit of conflict if two groups try to enter the same area at the same time. To prevent this, linkshells would communicate their proposed schedule on their respective forums, or use websites devoted to Dynamis schedules.
 * An example of a working Dynamis calendar for the Ragnarok Server would be the SpikeFlail calendar.
 * An example of a working Dynamis calendar for the Kujata Server can be found Here.
 * An example of a working Dynamis calendar for ALL Servers can be found at DynamisCalendar.com
 * An example of a working Dynamis calendar for ALL Servers can be found at FFXI-Dynamis

Historical Background
"Dynamis" is the Greek word which means the "will to fight". It was used to refer to the willpower that kept Greek soldiers in the military formation known as a "phalanx". If the soldiers broke this defensive formation, they would be much more vulnerable to defeat. "Dynamis" is also the "secret" name of the angel Metatron.