Category talk:Abyssea

Abyssea better in its own section?
From what I collected in my short visit to Abyssea, I do not think the thing fits the mission format.

First, it's a whole system of its own with unique rules, mechanics and features. Then, there's no actual "missions" (at least not from the start at least) but quests and objectives. For example, the current 4th mission in the list, A Goldstruck Gigas, is a La Theine quest. Furthermore, there's no real order since I opened three quests while in Tahrongi.

Therefore, I propose that Abyssea has its own section, moved to a more appropriate location or at the very least reformated to fit the nature of Abyssea. Nightshader~ 2010-06-22

I am reformating this page into something more traditional. Please change the categroy location to somewhere more fitting.

I believe we should rename this article for simply Abyssea. It seems this information will be general Abyssea stuff. ~Nightshader @2010-06-22

I agree, as there is too much ambiguity with the expansion data page ( Vision of Abyssea and the page with the (apparently) only quest. I'm going to export this page and import it as Category:Abyssea.  Tahngarthor talk-contribs 02:37, June 23, 2010 (UTC)

Thank you. In the meantime, I'll see if I can add the stuff I received while visiting Abyssea earlier. ~Nightshader @2010-06-22

Export/import complete. By the way please use four tildes to sign your comments. Don't manually type out your name. You can customize how your signature appears through your Preferences. Tahngarthor talk-contribs 02:57, June 23, 2010 (UTC)

Unverified claims
"*Monsters in Abyssea start out as unaggressive, but grow more and more resentful towards adventurers slaying their abyssean kin. One does not even have to kill that family to gain their resentment. One could kill a dozen lizards, and earn the ire of Efts. "

Where did we get this? I've killed dozens of lizards and a number of other mobs, and no lizard or sapling or other normally non-aggroing mob has aggro'd me. The only things I've gotten aggro from so far are Clionids, which aggro anyway even without killing anything else. Tahngarthor talk-contribs 08:01, June 26, 2010 (UTC)

Although I didn't put that in there, you kind of proved what he said in the post. For example, Clionids do not start off aggroing. I ran through tons of them for about 30 minutes with my cousin, killing them and looking for shiny ones and such. The fact that you killed lizards made the clionids aggro you I am guessing. Clionids did not start aggroing me until the next time I entered with more people. this was konchstat btw. There is still so much to be learned about aggro here so all of these theories could be entirely wrong. At the time, they seem to be the most accurate though.Markscp 06:20, June 27, 2010 (UTC)

Verified as untrue.. Ran thru Abyssea - Konschtat having only ever killed Limule and Clionid type mobs. the Spirit type mob, Dybbuk, did in fact aggro. Briag 04:48, June 28, 2010 (UTC)

This "Abyssean Aggro Traits" is completely false. Clionids HP aggro, Limules Aggro spellcasting, Gigas aggro sight, Myconid types aggro sound, Pixies don't aggro. The portion about having certain glows changing aggro behavior is also false in my experience. Signing here to support removal of this section and fix the AA traits on mob tables.Tekniques 01:44, June 29, 2010 (UTC)
 * Had a Limules that I had some hate on chase me down when I had full HP, Sneak, Invis, and Deoderise on, either they have true sight sound or smell, or the light lets them track you. More testing would be required.--Duzell-Levi 02:47, July 3, 2010 (UTC)

A lot of fluff has been added by Teiei; I have not seen any verification about Viridian/Azure/Scarlet abyssite only working in their respective zone, and in some cases how would that even work (e.g. Azure Abyssite of Celerity which decreases Traverser Stone repop rate clearly is in effect all the time, not when in Abyssea-Konschtat). As such, I've removed such claims. If you're unsure about something, either ask on the discussion page, tag a verification or don't add it at all. Kegsay 12:07, July 14, 2010 (UTC)

Map Ownership
The maps I am posting which show where each enemy is located is not mine, I did not make it. The maps were made by Cairthenn, from bluegartls and can alternatively be found here: http://www.bluegartr.com/forum/showthread.php?t=95053&page=13.Markscp 06:24, June 27, 2010 (UTC)

Key Items
Has anyone found anything involving whether or not the purchasable Key Items are permanent or temporary? I assume that the three listed from the Cruor Prospector are permanent due to their descriptions and costs, but knowing SE this could be wrong. Doluka 23:56, June 27, 2010 (UTC)

Yea, would like to know too. If they are permanent it will make a great diffrence for fights in Abyssea --Killercat Bis 17:22, July 5, 2010 (UTC)

Nobody has reported losing the key items even though they are listed as temporary key items. Krizz 14:55, July 20, 2010 (UTC)

i have obtained the following keyitems Ivory Abyssite of Sojourn, Ivory Abyssite of Confluence and Ivory Abyssite of Expertise, along with map of Abyssea - Tahrongi. i went out and came back in and i still have all keyitems, i conform they are permenant.--Namy 08:25, July 24, 2010 (UTC).

Things Carrying Over to Other Zones
Is Cruor universal to all Abyssea zones? Like gaining cruor in Abyssea-La Theine and spending it in Abyssea-Tahrongi? --HazelEyeDrops 22:43, June 28, 2010 (UTC)

Yes, you can gain cruor anywhere and spend it in any of the zones --Urth 22:51, June 28, 2010 (UTC)

Stored time erased?
I noticed something odd this last time I went into Abyssea. The previous time I entered I had 117 minutes saved up and I had 3 stones on me. I used a little over 90 of those minutes and exited Abyssea. I immediately reentered Abyssea again and traded my 3 stones to store the time so I could pick up new stones. Fast forward to last night when I went in to Abyssea again expecting to have stored time + 2 stones. I had no stored time saved up.

I originally stored the time in Abyssea - La Theine and the second time I entered Abyssea - Konschtat where I noticed I didn't have the time I should have. I think there might have been a conquest update between the two times I entered but I'm not sure as I don't remember exact dates. I'm also not sure if the latest patch happened between me storing time and noticing it not there.

Has anyone else experienced a loss of time from stones already stored and if so, do any of the above situations apply to you as well?

--Mastershadow 01:17, July 6, 2010 (UTC)

This happened to me as well. I went to abyssea-tahrongi hoping to store up some more time (was gonna trade one stone to max out at 120 minutes) and I noticed I only had the option to request visitant status by using my one traverser stone and gaining 30 minutes. I was not given the option to set my visitant status to the time remianing, like I had done before when I stored time.

There was NOT a conquest tally between the last time I went to abyssea (indeed it is now Tuesday and I went Monday) and there was not a patch. Also, i had stored time in the same zone that I was attempting to add time to. No one else I have talked to has had this happen to them. Anyone else out there experiencing this?

--Divinian 12:26, July 7, 2010 (UTC)

Just checked after maintenance and I still have all my time. --Mastershadow 02:57, July 8, 2010 (UTC)

I currently have 46 minutes. I left to get some more stones. Re-entered and hoped I could trade some stones to bump up the time. The guy would only give me 3 min for 1 stone, 6 min for 2 stones and 9 minutes for 3 stones. --Razorcat 06:39, July 12, 2010 (UTC)

time still ticks if you log off or DC in Abyssea zone, to save your time leave the zone instead of logging off there.--Namy 08:33, July 24, 2010 (UTC).

I had this happen as well. reading down this page I noticed one person had there time erased by entering then leaving without visitant status. I know I did this, so that may be what happened to others. ShadowKatze 21:40, July 26, 2010 (UTC)

Unable to chain ?
Was in Abyssea - Tahrongi with a 10 man alliance farming Mandies for Humus and we werent getting EXP chains. we were killing them fairly quickly and should have been getting at least chain 5, but werent. anyone else notice this ? or is Odin's Abyssea - Tahrongi broke ? --MIKUMARU 19:30, July 6, 2010 (UTC)

It is not broken. You do not chain exp in there, and EXP rings have no effect either. --Maruraba 02:46, July 7, 2010 (UTC)

I remeber seeing the Corsair's roll and Dedication having no effect but didnt see Chaining mentioned. I suppose it makes sense with the sexy pryxis thingies. --MIKUMARU 16:12, July 7, 2010 (UTC)

in abyssea is a hidden chain on a mob family. the more you kill the more xp you get for each kill and more cruor and chest pop's. if you kill other mobs chain resets (unless you CFH). Mindi 22:54, July 9, 2010 (UTC)

I entered Tahrongi zone, used one stone, checked my cruor and left using the maw. re-entered to drag someone else out without requesting visitant status leaving through the maw again. waited one hour because i couldn't re-enter and when i did re-enter my 28-29 minutes were gone.--Chimeramage 16:58, July 7, 2010 (UTC)

Light, EXP, and You
I ran with an LS EXP Abyssea group tonight with the intent of figuring out how some of the lights work, chest drops, etc. To corroborate what others have noticed (and my past experience has conclusively proven to me), killing with magic earns you azure light, killing with weapon skills earns ruby light, and killing with physical damage earns pearlescent light.

What those three specific lights do is a little unclear to me still. At the very least, when killing a monster with magic often enough, we were getting more azure light messages, and more chests dropped. The chests were more often blue than gold or red, but killing with magic -did not- cause blue chests to drop exclusively. Now, this is pure speculation on my part, but stronger lights of each type could cause their corresponding chests to provide better rewards. The ultimate rewards being 1000 cruor, 1250 exp, the load of temp items, and time extensions from blue chests and the strong silvery, ebon, and golden lights from red chests. I'm assuming augmented items, scrolls, gems, and rare crafting materials are the ultimate rewards from gold chests.

As far as the three lights from red chests go, golden was the one I paid most attention to. After around the 2 1/2 hour mark of our exp run, we seemed to be capped at about 345 exp per kill for a good 5-10 minute stretch, having largely ignored red chests to focus on opening blue chests. When I began opening red chests with golden light, these caps began to raise noticeably. I started using Forbidden Keys on them to easily obtain more golden light (they're very hard to open with a narrow range of 5 or 6 numbers i.e. 14~18 or 22~27). It got to the point where I believe we hit the hard cap of 600 exp per kill, no additional golden light seemed to increase it beyond 600 exp per kill (as seen in screenshots 5 and 6 below).

Screenshots detailing the progression of exp following golden light. Relevant parts of the log are highlighted.       An important note to those that wish to EXP in Abyssea: in order to "chain" to very high EXP amounts, only a single mob type can be killed. Should any other mob or NM be killed, the "chain" is reset back to its base values, along with the "levels" of your light (meaning, chest rewards go back to easy-to-open, but poor rewards).

With all this in mind, I'm gonna go ahead and clean up some of the tags on the light section, because I'm certain that some of the information here and what's already been posted is conclusive enough. Any additional info on what exactly silvery and ebon lights do (I'm assuming one of them affect cruor rates) will clean up the rest of that section.--Mooffins 11:39, July 10, 2010 (UTC)

Light effects have been confirmed so the verification tags can be removed if they are listed correctly --Baelorn 03:42, July 16, 2010 (UTC)

Given that SE's outright told us what the lights do now, can we get that entire "Abyssean Aggro" section struck? While it's possible select mobs may have aggro changes based on the lights, that should go into that family's page and not in the category. Also, could we get Abyssea added to the sidebar directly, instead of having to go through several other pages or a direct search? This page has enough information to warrant a direct link under Endgame now. Tristan Kain 10:27, July 17, 2010 (UTC)

Weakness Discussion
This section is completely speculative and is also incorrect. It should be removed. You don't collect data on a main page of a wiki. You collect it on the discussion page. The data available now indicates that the triggers rotate all the time, so this table could be completely worthless. --Ringthree 16:37, July 14, 2010 (UTC)

or it could be moved to the mob pages where most would be looking for that type of information, and noted that it could change at any time. also see this --Icari 16:45, July 14, 2010 (UTC)

Echoing Ringthree's comment. Add to that the fact that of the first entries on the table, Tachi: Gekko is listed as a magical weapon skill, when it most certainly is not. Too little is known about what possible triggers there are to have something so definitive. It's even worse when triggers aren't even labeled properly. Inclusion of the table basically says "these are the things that will trigger the ?!" when it could be anything at any time. I understands works-in-progress, but that should be reserved for the discussion.--Mooffins 23:40, July 14, 2010 (UTC)

Ok, I am moving the tables here for now. The information can be added to the individual mob pages, but as of right now they do no appear to actually have any correlation with the specific mobs, so that may be useless too. --Ringthree 15:43, July 15, 2010 (UTC)

Spell weakness might be triggered by element damage or status effect. I noticed Flash on both pulls/first 'voke' of Gancanagh and Tefenet caused, with NIN and RDM Blind-spells causing it on different occasions during the fight as well. --Seedling 08:56, July 16, 2010 (UTC)

I believe the tables should remain here, and be updated as much as possible. Sure, individual mob pages should have them listed, but this will hopefully enable us to look for patterns, if they exist, easier. Krizz 14:55, July 20, 2010 (UTC)

Abyssea - Konschtat

Abyssea - La Theine

Abyssea - Tahrongi

"Max effects" determination from lights
Hi guys, today I was doing Abyssea - Tahrongi and we maxed out azure light first. I asked my group how one could determine that and they said that it could be determined from 1k Cruor or 1250 experience given from blue chests. I decided to add this little note to the wiki page, and I would like to request that 1) It be verified and 2) max effect determinations be added for other lights. Thanks! Raxiaz 20:43, July 16, 2010 (UTC)

i understand that max Cruor you can get is 1k and max exp is 1250, but does anyone know for fact that if as soon you reach that the TE box start to appear? if yes then it means that's indeed the "limit" for Azure, if no then it simply mean that TE is the next tier, also need to compare the restore box as well in comparison with TE drops, i have conformed that with very high Azure you can get 100% 2hrs reset, i went 9/9 as smn and spammed Odin using it (also went 9/9 on KO) --Namy 08:39, July 24, 2010 (UTC).

Chest opener role for exp groups
One person in the group needs to open the treasure chests. The designated box opener should spend about 20,000 cruor on forbidden keys, which take a few minutes to purchase one at a time from the cruor prospector. After about an hour with a typical group that has farmed lights properly, you will have very little time to do anything but open the chests. To conserve your forbidden keys, you can play the number games until you have made two wrong guesses on blue chests or are on your last attempt on red chests. At that point you can decide if it's worth using a forbidden key (peek into the box if you haven't already). Curor, exp, and familiar stone fragments are usually worth keys. Sometimes it's worth using keys on red chests to speed up the group's light bonuses, or even on numerous temp items to speed up kills. More advanced groups may want you to announce the intense soothing light blue boxes for other jobs so they can use keys and reset their 2hours. They may also want you to avoid building certain lights, such as avoiding ruby lights but wanting amber lights. Discuss with your group beforehand on how to handle items from the golden boxes. If the group wants to random for items, you might need another person to handle the /randoms and distributing. Really bad augmented items can be sold to npcs and can cover the box opener's curor loss. If the target mob doesn't do any nasty AOE damage, you can level a job as low as 30. It might be more useful to help kill mobs during the first hour of low light bonuses, though.

Data gathering on lights and boxes
i need people to note effects of number of kills of a certain lights and when do the changes occur, as after x amount of lights + y amount of z power box i got this box with this power. i hope we be able to make a table for how many kills (light power) required before reaching a certain point of required boxes power (like when to reach TE for example). --Namy 08:50, July 24, 2010 (UTC).

Abyssean Aggro

 * Verification Needed  See  Discussion Page.
 * Monsters in Abyssea start out as aggressive, but grow more and more resentful towards adventurers slaying their Abyssean kin. One does not even have to kill that family to gain their resentment. One could kill a dozen lizards, and earn the ire of Efts.
 * This aggression might be linked to the 'lights' messages. After killing an enemy, sometimes a message tells you the player's body shines with a certain light.
 * Cruor reward for the next mob that aggros due to lights is increased. (As much as x6 bonus, if not more, but it resets once 'spent'.)
 * feeble azure : Causes Gulch Limule to aggro.
 * faint pearlescent : Causes ??? to aggro.
 * faint ruby : Causes Jaguarundi to aggro.

This is all Untrue, this has been tested after killing Mandy's for up to 9hrs and accumulating Maximum amount of light in all Tiers. Gulch Limule Aggro to Low HP and Jaguarundi Aggro to Sight no matter how little or much Light you have. As for ??? aggro this is just a laughable conclusion as these are spawned with Key Items, Rare, or Exclusive drops from there particular Family inside Abyssea.

Moved this section here from main article, as it's really old information of questionable accuracy. When/if it gets verified, it's here, so that it can be easily copied back. --Katrel 15:30, July 26, 2010 (UTC)

Abysseans have strange aggro patterns. during a run in Abyssea - Konschtat running by the Dybbuk with sneak up caused a massive train. they even came from beyond sightline. we ran by Ypotryll with sneak up with np ,, but goin by under the effects of a Sprinter's Drink made it like sneak and invisible werent even up. ==MIKUMARU 00:10, July 28, 2010 (UTC)

The main article says: Yesterday I was in Abyssea-Konschtat running around activating confluxes when someone in the party aggroed a bugard, which I provoked. Ran to the nearest conflux (which was faaaaar away from the entrance to the zone, can't remember the number for now) and warped to #1. Refilled HP at the martello outside the main camp, and then waited for the others to raise up and whatnot. Sat there for probably 10 minutes, when suddenly the bugard ran in there and brutally killed me. Now this may not be true for all mob types or under all circumstances, such as not having taken any action on the mob, so I'm not sure whether to remove it from the main article or if it just needs to be changed, and in that case WHAT it needs to be changed to, but using confluxes definitely isn't a "fair escape"! --Isilien 03:23, August 2, 2010 (UTC)
 * 1) Using a Veridical Conflux will grant fair escape, like zoning.Verification Needed

Pearlescent lights
I was noticing that even if the mob was killed with a melee attack, the exp group was not getting the pearlescent light. I switched to a melee job and noticed when I killed it with 89 damage melee hit it did not give the pearlescent light, however when I killed the mob with a 108 damage hit, it did. Much more testing needed but I believe that pearlescent light has a damage minimum for the killshot. I stuck the heavy 2handers on the mobs for the kill and built our pearlescent lights in notime. Can anyone else verify this too? --Eiryn 14:47, July 27, 2010 (UTC)

I have notice strange things with pearl lights too we went nearly 90mins without seeing a single pearl light with a party made up of alot of low dmg hitters and lv75's. Have been in with lv77-80 and got to 20+ pearl within 30mins but next time with lower lv ppl taking up to 45-50mins to get 20 lights. It maybe all lights have a dmg min but with ws and nukes you rarely see one for < 100. --Jamiegraham8210 16:34, July 27, 2010 (UTC)

In the second run I've 'commanded,' I also noticed some oddities trying to get Ruby light. We had plenty of heavy-hitting DD but I did notice Pearlescent light not showing on every kill while trying to build up the chest drop-rate. Once Pearl and Azure were 'capped' we began trying to kill with weaponskills for Ruby but hardly received any messages about Ruby light. I think I saw 2 out of probably 45 minutes. HOWEVER, we did still receive a few red chests with Ebon light, so either that is still a random light attainable at levels under 'Ruby cap' or you can still gain light without seeing a message about it. DiabloRojo 18:03, July 27, 2010 (UTC)

red chests
It feels like each click is worth 10 pressure but the value has a range based on the noise message. Good nick, faintly audible, rattles fitfully, point of eeriness seem to be from smallest variance to highest variance but more data should be collected. the sound of air escaping is faintly audible down 1: 13, 18, 13, 17, 16, 12, 20 down 2: 23, 28 down 3: 35, 37, 38, 36, 32, 32, 39, 31, 37 up 1: 18 up 2: up 3: the mechanism is silent to the point of eeriness down 1: 20, 22, 23, 13, 30, 36 down 2: 39, 25, 34 down 3: 49, 57, 52, 57, 58, 31, 60 up 1: 10 up 2: up 3: The mechanism appears to be in good nick down 1: 10 down 2: down 3: 30, 30, 31, 33, 31, 32, 30 up 1: up 2: 21 up 3: The mechanism's adjuster lever rattles fitfully down 1: 22, 20, 10, 11, 23, 23 down 2: 21 down 3: 39, 38, 45, 30 up 1: up 2: up 3: