Category:Abyssea

de:Kategorie:Abysseafr:Catégorie:Abyssée "Hushed whispers tell of the appearance of new Cavernous Maws that serve as gateways to a heretofore uncharted frontier. Those who dare to venture through to the vast bleakness beyond return with harrowing tales of an unforgiving world long forsaken by the gods - a world called Abyssea, whose sanguine sky is an ever-present portant of looming destruction. There, the savage baying of creatures at once surreal and dreadful strikes a chilling counterpoint to the anguished wailing of the land as it crumbles and falls to chasmic depths. Far above the horizon, the moon is aglow in serene radiance, a great jewel of hope shining against a bloody veil of death..."

How to Get Started

 * 1) Travel to Port Jeuno for the first quest A Journey Begins. Talk to Joachim in Port Jeuno (H-8).
 * 2) He'll give you a Traverser Stone. Head to Tahrongi Canyon (H-12), Konschtat Highlands (I-12) or La Theine Plateau (D-4) and click on the Cavernous Maw.
 * To obtain additional stones one must first complete The Truth Beckons before Joachim will give you another stone.
 * You can obtain a new stone every 20 hours (Earth Time) and can hold up to a maximum of 3 stones at one time. If you complete The Truth Beckons any time after 20 hours have passed since getting your first Traverser Stone, you will qualify for another. It is recommended that you gain Visitant Status or you will have to wait 1 hour to go back in again.
 * If you have acquired the Azure Abyssite of Celerity, you may instead obtain a new stone every 16 hours (Earth Time).
 * If you did not acquire your stone the day before, you may speak to Joachim again to request another.
 * 1) Upon entering one of the three areas you will have 5 minutes of preparation before you must gain Visitant Status from the Conflux Surveyor in the area. If you fail to gain Visitant Status before the time is up, you will be ejected from the area.
 * 2) Attempting to leave the primary encampment without obtaining Visitant Status will cause you to be warped back into the encampment after approximately 10 seconds. The Searing Ward (two large glowing barriers) mark the dividing line between the encampment and the rest of the area, crossing this line will start the countdown if you do not possess Visitant Status.
 * Enemies will follow you past the Searing Ward, thus it can not be used like a zone for fair escape.
 * 1) Visitant Status carries over if you leave the area by any means before your time is up, provided your time remaining is greater than 5 minutes.
 * If you leave an Abyssea zone with more than 120 minutes of Visitant Status accrued, the excess time over 120 minutes is lost.
 * Your accrued time is shared among all three Abyssean areas, allowing you to move between them as you see fit.
 * Entering an Abyssean area with stored time and leaving without gaining Visitant Status will cause your previously accrued time to be nullified. Thus, be sure to obtain Visitant Status each time you enter any Abyssea area if you have any stored time.
 * Logging out or disconnecting from the game while under the effect of Visitant Status will NOT halt your timer! Be aware that your time will continue to count down while in Abyssea until you leave the area or are ejected upon your time running out.
 * 1) When requesting Visitant Status, you are given a choice of how many Traverser Stones you want to expend.
 * Each stone used will give 30 minutes of time within the area, with a maximum of 120 minutes.
 * Time gained from stones that exceed 120 minutes is lost. If you got Visitant Status with 110 minutes left, the next stone will give you 10 minutes, regardless if used at the start or end of that 110 minutes.
 * Your maximum total time within Abyssea is limitless (over 24 hours has been reported), provided you are able to acquire enough time extension chests.
 * While you can only hold 3 stones initially, it will be possible to increase the limit to 4 stones, see Ancient Abyssite.
 * Your initial time in the area cannot exceed 120 minutes. If you have more than 90 minutes remaining and you use a stone, you will only gain the difference between 120 minutes and your remaining time.
 * Included in this initial time cap is any time picked up from a previous venture, and any time gained through opening time extension chests. If you were to begin a run with 90 minutes, and gain an additional 30 minutes from time chests, you will not be allowed to add any more time through trading stones; however, you will still be able to gain time through obtaining time chests, regardless of your total time within the area.
 * For example: If you left Abyssea with 180 minutes left on your previous entrance, you would be able to save 120 of those minutes and enter Abyssea without the need for a stone.
 * 1) Once you gain Visitant Status, you are free to roam Abyssea for the remaining time allowed.
 * You will be given warnings at certain intervals, notifying you how much time you have left within the area.
 * 1) Once you are out of time, you will be returned to the Cavernous Maw which took you in.
 * You will not be able to enter the area again for 60 minutes upon leaving the area. Examining the Cavernous Maw before the 60 minutes is up will give you the message: "Your body cannot cope with further Strain. You must rest for another X minutes."
 * This only applies if you ran out of time, left the area with less than 5 minutes remaining, or never obtained visitant status.
 * You will also lose any temporary items you have accumulated during your stay in Abyssea; however, your temporary items will be preserved so long as you leave with greater than 5 minutes of Visitant Status remaining.

Adventuring Inside Abyssea
Abyssea is a world parallel to Vana'diel, each of its areas are similar to their entrance areas. Upon entering Abyssea you are placed inside the main encampment. This encampment is where most transactions and quests are undertaken. Monsters are not known to pass through the barrier that separates the encampment from the rest of the area. From here there are a few things you may want to know.


 * Monsters with a glowing aura surrounding them (seen thus far in the Clionid and Limule families, both of which bear the name Ephemeral instead of their usual area designation) are noted to award several times the experience points given by a normal enemy when defeated.


 * Enemies may respawn at different levels depending on how fast they are killed and by what level players.
 * Enemies have a decent chance to drop Treasure Chests, similar in function to brown treasure caskets
 * If you are killed in Abyssea, accepting Tractor will place you back at the starting encampment and you will lose your visitant status, and will be kicked out of Abyssea in 5 minutes time. (Accepting Tractor is considered zoning.)
 * If you disconnect while in Abyssea, you do not lose visitant status and retain all light and experience progress made since you entered.(however your time will still continue to tick down)
 * All monsters are unable to be charmed.

Abyssea Quests
Integrated with the battle systems of Abyssea is a series of quests. Similar to the Wings of the Goddess Missions, there are a handful of general quests intertwined with quests specific to each area.
 * Vision of Abyssea Quests

Abyssea Voidwalker Notorious Monsters
Inside Abyssea you can obtain Clear Demilune Abyssite for 300 cruor from the Cruor Prospector. This will allow you to contact unique Abyssea VNMs.
 * Abyssea VNMs

The Encampment
Inside the encampment you will find several NPCs that will aid you on your adventures through abyssea.

Conflux Surveyor
''The surveyor will tell you information about Traverser Stones and how they can be used to gain time inside Abyssea. Talking to him is necessary to advance inside Abyssea.''
 * The surveyor will grant you Visitant Status in exchange for a Traverser Stone. One stone will provide you with 30 minutes time inside the area.
 * He will take more than one stone at once, up to 3 stones can be exchanged for extra time.
 * If you have time remaining from a previous visit to Abyssea, you will have the option of using that time without spending any stones or to add that time to the time granted by however many stones you spend up to the 120 minute cap.

Cruor Prospector
''The prospector deals with all manners of cruor transactions. You will be able to buy new Armor, temporary items, and other things from him.

See Cruor Prospector for more details regarding available items.

Atma Infusionist
Will augment you if you are in possession of a Lunar Abyssite key item in exchange for Cruor and Atma.
 * Atma can be obtained from savage monsters in Abyssea
 * When battling a monster, you must exploit its weaknesses to have a chance at obtaining Atma.
 * A monster's weakness may change in future battles
 * There are three possible forms of weaknesses on the mob ([[Image:Weakness.png]] above mob's head):
 * Red - gained by using random elemental Weapon Skill on the mob
 * Inflicts Terror on the mob and triggers Atma key-item drop
 * Yellow - gained by using random Magic on the mob
 * Inflicts Silence on the mob
 * Blue - gained by using random physical Weapon Skill on the mob
 * Inflicts Amnesia on the mob
 * You can have only one Atma active at a time
 * For a list of all Atmas - see the Atma page.

Fame
Each area in Abyssea has its own fame progression, with an NPC in each main encampment to list your current fame level.
 * In Abyssea - Konschtat, the fame NPC is Flaco (A).
 * In Abyssea - La Theine, the fame NPC is Namonutice (A).
 * In Abyssea - Tahrongi, the fame NPC is Zabirego-Hajigo (A).

Sturdy Pyxis Mechanisms
Upon defeating normal enemies within Abyssea, there is a chance for a treasure chest called a Sturdy Pyxis to appear where the defeated enemy lay. There are various kinds of pyxides and all have different mechanisms to open them. Players should take care to complete the challenges and open the chests before they disappear, because they may find such valuable commodities as cruor, experience points, and items. The type and contents of the pyxides that appear depend on the color(s) of your body's feeble aura.


 * Upon checking the chest you are given the option to see what is inside the chest.
 * Blue Chests will give general statements of their contents and quantity of contents. Red Chests will describe the light within them and its intensity. Gold Chests will provide a list of the exact items within the chest.
 * Be aware that if you are dead when a chest with experience/cruor is opened, you will receive NO experience/cruor, so be careful!
 * The lock puzzles on each chests can be avoided by using Forbidden Keys to open the chests directly. Forbidden Keys may be used at any point, meaning that you may attempt the puzzle and still use the key if you are at risk of failing the puzzle.

Blue Pyxis: Dial Twisting

 * 1) Upon opening this particular type of chest you are given a number, two options, a required number of successes, and the amount of times you can fail before losing the chest.
 * 2) The number you are given is a randomly generated number from 1 to 99. You must decide whether the next randomly generated number is going to be higher or lower than the previous one stated.
 * 3) If you think the new number is higher, choose "Turn the dial up.". If you think the new number is lower, choose "turn the dial down.".
 * 4) To maximize your chances of making a correct guess, consider the number of possibilities above and below the given number. For example, if the random number is 75, there are 74 lower numbers and only 24 higher numbers.
 * 5) You must guess correctly for the required amount of successes before running out of attempts and before time runs out.
 * 6) Upon successfully opening the chest, you and other party members will be able to reap the rewards inside.

Red Pyxis: Pressure Adjustment

 * 1) Upon opening this particular type of chest you are given the target air pressure necessary to unlock the chest. You must land within a specified range of pressure for the chest to open.
 * 2) You are given options to either increase or decrease your current air pressure, your options are presented to you in three tier strengths for either increasing or decreasing your current air pressure.
 * 3) The actual increase or decrease in air pressure is dependent on the number of notches the lever is pushed, as well as the current description of the chest mechanism.
 * 4) You are given only a limited number of attempts to adjust the air pressure, and a limited time to make such adjustments before the chest will disappear.
 * 5) Upon landing in the correct air pressure range, the chest will open and yield its reward.
 * 6) The current description of the strength are The sound of air escaping is faintly audible, The mechanism appears to be in good nick, The mechanism's adjuster lever rattles fitfully, The mechanism is silent to the point of eeriness.
 * 7) When it appears to be in good nick, reducing the pressure 3 times will make the pressure go down between 31~35 units.
 * 8) When it is silent to the point of eeriness, reducing the pressure 3 times will make the pressure go down between 44~49 units.
 * 9) When it is silent to the point of eeriness, increasing the pressure 1 time will make the pressure go up around 15 units.
 * 10) When its adjuster lever rattles fitfully, reducing the pressure 3 times will make the pressure go down between 14~47 units.
 * 11) When the sound of air escaping is faintly audible, reducing the pressure 2 times will make the pressure go down around 21 units.
 * 12) When the sound of air escaping is faintly audible, reducing the pressure 3 times will make the pressure go down around 36 units.

Gold Pyxis: Guessing Game

 * 1) These chests operate on a principle similar to the Treasure Caskets in original and Zilart zones.
 * 2) The unlock code number is between 11 and 33, 11 and 44, 11 and 55, 11 and 77, or 11 and 99 (large gold crates only), depending on the difficulty of the crate. If an incorrect number is input, the pyxis states whether the secret number is higher or lower than the guess, and gives a hint regarding one, or both, of the digits (for example, one of the digits is 3 or the second digit is 6, 7 or 8 or the first digit is odd or the sum of the two digits is 11; the secret number would be 38).
 * 3) A helpful strategy to employ is to use the median number of the range as your first guess, thereby eliminating half the possibilities (thanks to to always receiving a greater-than or less-than clue), then continue using the clues offered to find the correct number.
 * 4) The chest disappears if five incorrect guesses are made or time runs out.
 * 5) See the Gold Sturdy Pyxis page for more information regarding items obtainable.

Blue pyxides
Contains:
 * assorted single temporary items
 * temporary item sets, distributed directly to all party/alliance members
 * experience points (250 EXP to 1250 EXP)
 * cruor (200 cruor to 1000 cruor)
 * restoration (effect depends on quality of pyxis; strongest possible restoration is full HP/MP recovery, 300% TP and abilities reset)
 * a "strangely familiar stone" (10 additional minutes of Visitant status)

Building Azure Light will increase the frequency and the quality of Blue chests.

Except for restorations and assorted temporary items, all contents are distributed directly to the members of the party/alliance and are not divided among them. Restorations are granted to the player who opens the pyxis. Individual temporary items can be taken by anyone in the party/alliance after the pyxis has been unlocked.

Higher tiers result in more temporary item sets over assorted singles, greater quantities of experience points or cruor, better restorations, and more frequent time extensions.

The level/quality of a Blue Pyxis can easily be determined by the number of successful guesses that are required to open it. The more guesses that are required, the higher the quality, and the better the rewards.

Red pyxides
Contains:
 * Ruby light
 * Azure light
 * Pearlescent light
 * Amber light
 * Silvery light
 * Golden light
 * Ebon light

Building Ruby Light will increase the frequency and the quality of Red chests.

All people in your party/alliance will have the light added/enhanced upon opening the chest.

Higher tiers result in higher potency, and higher quality lights. Ebon, Silvery, and Golden lights are higher quality than Ruby, Azure, Pearlescent and Amber.

Gold pyxides
Contents vary by size.
 * Small chests contain Augmented Items, powerful Temporary Items, equipment, crafting materials, and Notorious Monster forced spawn items.
 * Large chests contain spell scrolls, rare crafting materials, rare NM forced spawn items and key items.

Building Amber Light will increase the frequency and quality of Gold chests.

Items within the chest must be obtained directly from the chest, and are not randomly distributed or placed inside the treasure pool.

See Gold Sturdy Pyxis for more information.

Navigating Abyssea
''By traveling deep into Abyssea you will find Veridical Confluxes scattered about the land. These confluxes serve as teleporters between one another. In order to use each one you must first activate it by paying a fee in cruor and then another small fee to use the teleport option.''
 * There are 8 Confluxes in each area of Abyssea.
 * The cruor cost to activate each conflux is equal to: 50xConflux#. For example, conflux #1 costs 50 cruor to activate and conflux #5 costs 250 cruor to activate.
 * Conflux #1 is free to teleport to after the activation fee.

Abyssea Goals
You have freedom over your actions. There is no specific objective to accomplish once inside. However, there are several suggested objectives. The objectives go as follow:


 * 1) Complete all quests in the area.
 * 2) *Reward: 8,000 Cruor
 * 3) Obtain every Atma available in this area.
 * 4) *Reward: Cruor
 * 5) Obtain every Ancient Abyssite in this area.
 * 6) *Reward: 10,000 Cruor

Players can complete each of these objectives in all three areas, all three abyssean areas possess different quests, atmas, and abyssite. The only exception to this involves the abyssite objective, which requires five area specific abyssite to be obtained, yet also designates the three purchasable ivory abyssite as part of the objective; therefore, one can obtain the three ivory abyssite and have three of the eight abyssite necessary to complete the objective for all three abyssean areas.

It is unknown as of yet if there is any reward for completing all three objectives for any particular abyssean area.

Cruor
Cruor works as Abyssea's currency. You obtain Cruor by defeating monsters and you can trade them for various products and services including armors, temporary items, key items that will help you in Abyssea, temporary stat boosts, Atma infusion, activating and using Veridical Confluxes to teleport around the area and more.

Martello
The Martellos are set up around each area and serve as replenishers for adventurers. Each of them has a certain amount of energy and each of its restoration given to an adventurer will deplete its energy reserve. To replenish a martello, an adventure must agree to help a Machine Outfitter located at the camp site to participate in a replenishing errand. You will then obtain a key item. Once you check a martello, you will be given the choice to replenish its energy levels. The direction you face affects the amount replenished.

Using a martello will fully restore whatever option was chosen, but can only be used once every 30 minutes. The amount of energy used is listed after each option. Restoring HP after weakness wears or MP during a boss fight (if near a Martello) can prove to be useful to maximize time spent in Abyssea.

Temporary Items
Players may make use of a wide variety of Temporary Items while adventuring in Abyssea. Temporary items can be purchased from Cruor Prospectors, obtained from Blue and Gold Pyxides, and dropped randomly from Notorious Monsters and/or Ephemeral enemies. Temporary items very greatly in potency and effect (some items have similar names/effects yet grant a far stronger bonus than their low tier counterparts); low tier items can be obtained from Blue Pyxides or bought from Cruor Prospectors, but high tier items must be obtained from Notorious Monsters and Gold/Giant Pyxides. Once a player acquires a particular temporary item, that item will remain with the player until it is used or discarded. Temporary items are not immediately forfeit upon leaving an abyssean area, so long as one leaves the area with greater than 5 minutes remaining on their Visitant Status, all items will be preserved and regained upon once again receiving the status; however, leaving the area with less than 5 minutes of time remaining, or being removed from the abyssean area upon the timer running out, will cause the player to lose any accumulated temporary items. Players may only hold one of each type of temporary item at a time (multiple of similar types provided they are of different tier strength), and players may only hold up to 50 temporary items total.

Lights
Lights or Auras are obtained randomly when defeating an enemy in Abyssea. Players will gain a message telling them that their body is radiating with a light of a certain strength and color, these messages only inform the player as to how much additional light is being added to their existing aura. Four of the seven light colors have significant effects upon the chests which may drop upon defeating an enemy in Abyssea, and are obtained upon finishing an enemy via a particular damage type. The remaining three lights are obtainable only through opening Red chests; two of the lights serve to enhance the experience and cruor rewards granted by defeating enemies by raising their floor value; the final light enhances the strength of all six other lights by a minor amount. Players can possess multiple light colors at different strengths without losing the effect or potency of previous lights. Each player possesses their own individual aura strength level for each color light, and only the player who lands the finishing blow upon the enemy will have their aura contribute to the possible chest drop; thus alliances should be aware of newer members with weaker auras landing a finishing blow accidentally, which can cause the chests to drop at a lower tier or potencially not drop at all. Furthermore, lights may lose potency over time, however this has proven difficult to verify or measure. Certain Abyssite are thought to cause particular light colors to increase at a faster rate than normal, such Abyssite are said to increase a player's "fortune" with a particular chest type. All light bonuses are lost when players leaves the area, and thus must be built back up again upon their next visit.

Physical Lights

 * Pearlescent: All sturdy pyxides will appear with greater frequency.
 * Obtained by defeating a Mob using Physical Melee, Ranged attacks, any Blood Pact: Rage (including magical ones), or from a Red Pyxides at any time.
 * Maximum Light Determined by a 95% chests spawn ratio.


 * Ruby: Red pyxides will appear with greater frequency and yield superior spoils.
 * Obtained by defeating a Mob using using Physical Weaponskills, or from a Red Pyxides after a set amount of Ruby Light is accumulated (Roughly 20-30% of maximum).
 * Maximum Light Determined by Red pyxides Yielding Ebon Light.
 * Note: Some mobs such as Blood Bats, Caoineag and Pachypodium do not build Ruby light from Weaponskills and it must be built from Red Chest drops.

Magical Lights

 * Azure: Blue pyxides will appear with greater frequency and yield superior spoils.
 * Obtained by defeating a Mob using Magical attacks, including but not limited to Blue Magic Physical and Magical, Black Magic, White Magic, and Skillchain Damage, or from a Red Pyxides at any time.
 * Maximum Light determined by a Blue Sturdy Pyxide Yielding 1250 XP, 1000 Cruor, Multiple Temporary Items, or Time Extensions.


 * Amber: Gold pyxides will appear with greater frequency and yield superior spoils.
 * Obtained by defeating a Mob with an Elemental Weaponskill, or from a Red Pyxides after a set amount of Ruby Light is accumulated (Roughly 50% of maximum).
 * Maximum Light Determined by Giant Gold pyxides spawning.

Red Chest Exclusive Light

 * Golden: The adventurer will gain experience at an increased rate, Faint light increases Experience by 10XP and Strong light increases EXP by 15.
 * Obtained from a Red Pyxides after a set amount of Ruby Light is Accumulated (Roughly 75% of maximum).
 * Maximum Light Determined when player's Experience points per kill cap at 600.(specific monsters may break this, up to 650)


 * Silvery: The adventurer will obtain cruor at an increased rate of 5.
 * Obtained from a Red Pyxides after a set amount of Ruby Light is Accumulated (Roughly 75% of maximum).
 * Maximum Light Determined when player's Cruor per kill cap at 100.


 * Ebon: A small bonus will be granted to all colored light effects.
 * Obtained from a Red Pyxides after the Maximum amount of Ruby Light is Accumulated.
 * Maximum Light Determined when all previously listed Lights are Capped.

Size Matters and The Ephemeral

 * Small monsters of the same family give more Cruor, but less experience points.
 * Medium monsters of the same family give a normal amount of Cruor and experience points.
 * Big monsters of the same family give less Cruor, but more experience points.

Ephemeral Monsters roam randomly around Abyssea inside other monster families. It is best to have Wide Scan to find them.
 * Ephemeral Monsters are Ephemeral Clionid and Ephemeral Limule.
 * Ephemeral Monsters show their elemental aura.
 * Ephemeral Monsters (and Abyssean Notorious Monsters) give 2x-5.25x more Experience Points and Cruor.

Experience Points
The rules for gaining experience points are altered in Abyssea:
 * There are no experience points chains. However, this is compensated for in other ways as detailed below.
 * Experience rings, such as the Emperor Band and other special abilities such as Corsair's Roll have no effect.
 * All members of an alliance will gain full experience points.
 * Killing monsters of the same family will initially start out low, at about 70 EXP, for level 75-80, per kill and as low as 1 EXP a kill, for lvl 30 jobs in high level alliances. However, with each kill of a monster from the same family, this will gradually increase over time to much higher values. This invisible chain caps at 300XP per kill normally, and with the assistance of Gold and Ebon Light is increased to 600XP.
 * The invisible chain will reset if you kill a monster from a different family or a Notorious Monster, but your bonus from Golden light is retained as long as you remain in Abyssea. To avoid losing your chain, if for some reason you fight a monster from another family (e.g. a mimic), simply CFH the mob, and chain will not be broken.
 * The rules above also apply to limit points.

Ancient Abyssite
Scattered throughout the lands of Abyssea are ancient stones of great power, known as Ancient Abyssite. Each abyssite is known to grant favorable bonuses to its possessor while they travel through Abyssea, and thus can be a valuable asset for adventurers to seek and aquire. Eight ancient abyssite stones can be found in each of the three abyssean areas. Five of the eight abyssite stones are area exclusive, each bearing a different color (Azure, Scarlet, and Viridian), and can only be obtained within their own particular area. However, there are also three abyssite which are the color of white Ivory, which can be bought from Cruor Prospectors for a moderate amount of Cruor. The final Lunar Abyssite, as well as two additional Ivory Abyssite, are obtained by the completion of one or more special quests, yet do not count as abyssite required by the goal tracking NPC.

Weakness Targeting
Striking at a foe's weakness may also cause the creature to yield additional treasures in defeat, but the probability will decrease if the same strategy is applied repeatedly.

NMs can have multiple weaknesses as it appears they will shift on each battle to a random new one, however in order to solve as to whether the possible weakness is one of any possible weaponskill/spell or selected from a pool of potential moves, we are collecting data in the forms below.

When one hits on the monster's weakness, a pair of exclamation marks appears over its name. It is currently unknown what the three colours (red, green and blue) mean. The effects of triggering a weakness can vary widely. Some weakness will "lock" an ability the monster would normally use, often times its most devastating one. Other times it will cause a terror like effect, lasting for up to 10 seconds. According to NPC dialog, using the weakness once will grant larger treasure rewards, potentially even ones normally unavailable, however using the weakness repeatedly can negate the effect and remove the treasure bonus.

See the discussion page for more information about specific mobs and potential triggers.