Ambuscade is a instanced dungeon battlefield in which players team up against the monster-of-the-month.

Getting Started

First, activate the Records of Eminence quest Stepping into an Ambuscade, then talk to Gorpa-Masorpa at Mhaura (G-9). To enter any Ambuscade battlefield all players in the party will need a Key Item. KeyItemAmbuscade Primer Volume One grants entry to Intense Ambuscade, a more challenging encounter. KeyItemAmbuscade Primer Volume Two grants entry to Normal Ambuscade, a step down in technical difficulty. "Intense" and "Normal" not only describe the relative challenge of the two battlefields, but alter the final rewards on completion.

Obtaining Key Items

You obtain the Key Items with Records of Eminence quests. There are two different quests per Key Item to activate: a non-repeatable daily quest, and a repeatable quest. The Daily objectives for both Volume 1 and Volume 2 require one experience-yielding monster be killed of the specified type. The repeatable objective for Volume 1 requires five kills, while Volume 2 requires 10.

  • Monsters in Dynamis and Abyssea zones are not counted for any Ambuscade objectives.

The Ambuscade Tome

Once everyone in the party has the Primer key items, the party leader then registers the party at the Ambuscade Tome right next to Gorpa-Masorpa. At registration you choose the difficulty level of the selected Ambuscade type and inscribe your name into the tome, assigning you a number. Inscribing your name in the Ambuscade Tome gives you a page number. Page numbers are called in a zone-wide system message "Page ### of the tome flares up!" and the party leader can interact again with the Tome to enter the battlefield. The Tome also has an option to auto-transport your party to the battlefields as soon as your number is announced.

  • Your Key Item is lost upon completion of a successful battle.


Successful completion of an Ambuscade battlefield rewards two forms of currency: Hallmarks and Gallantry. Hallmarks earned vary with the Key Item used to enter the battlefield and the selected difficulty level. Gallantry earned is based on the Key Item, Difficulty and the total number of party members, excluding Trusts. Solo players do not earn Gallantry. Using an 06500 Abdhaljs Seal will triple the currency rewards for a single win.
  • Hallmarks, Total Hallmarks, and Gallantry are reset to zero every monthly content update.

Ambuscade Primer Volume One

Intense Ambuscade

Difficulty Hallmarks
Gallantry Earned
2~6 members
Very Difficult 3600 300 ~ 1500
Difficult 2400 240 ~ 1200
Normal 1200 180 ~ 900
Easy 600 80 ~ 400
600 20 ~ 100

Ambuscade Primer Volume Two

Regular Ambuscade

Difficulty Hallmarks
Gallantry Earned
2~6 members
Very Difficult 300 30 ~ 150
Difficult 200 20 ~ 100
Normal 100 10 ~ 50
Easy 75 5 ~ 25
50 1 ~ 5

Redeeming Hallmarks and Gallantry

Spend your accumulated Hallmarks and Gallantry with Gorpa-Masorpa, who offers a limited stock of rewards that is reset at every monthly content update, usually around the first or second Thursday of each month.

Ambuscade rewards are organized into materials used to reforge REMA weaponry, Skirmish Stones, JSE Capes and materials used to augment them, and Vouchers and Tokens redeemable for Ambuscade Armor and the materials required to upgrade it.

REMA Reforging Materials

The full list of REMA Materials purchasable with Hallmarks is always available.

REMA Materials purchased with Gallantry are available on a rotating schedule.

  • Empyrean weapon materials are available January, April, July, and October.
  • Relic weapon materials are available February, May, August, and November.
  • Mythic/Ergon weapon materials are available March, June, September, and December.

Skirmish Stones

+2 Skirmish Stones are available every month, purchasable only with Hallmarks. Each stone costs 200 Hallmarks, up to a limit of 10 of each type.

JSE Capes

You can buy up to one cape per job for 500 Hallmarks each.

The materials for augmenting these capse can be bought with either Hallmarks or Gallantry, with different prices and stock limits.

Ambuscade Armor

Hallmarks can be used to purchase coupons good for 1 NQ piece of equipment, rotating between Tokens and Vouchers every month. Gallantry can be used to purchase coupons good for 1 HQ piece of equipment, rotating between Tokens and Vouchers every month.

The special materials 09270 Abdhaljs Metal and 09271 Abdhaljs Fiber are used to upgrade NQ armor to HQ, and HQ armor to HQ+2 armor. These materials are available either for Hallmarks or Gallantry.

Total Hallmarks

This special tally of total accumulated Hallmarks is used to obtain items and equipment from a special menu. Once an item is redeemed, it disappears. Total Hallmarks are not consumed, but represent an ever filling pool that grants access to more expensive rewards from this list:

November 2019

Volume 1: Mamool Ja

Face off against the Bozzetto Autarch and its allies. This fight will test your discipline with damage to the adds, as to succeed at higher difficulties you must remove auras from every one of the allies before defeating them so that the Autarch may be reasonably damaged. It is not enough to simply dispatch the adds, you must temper your damage output to ensure the Autarch is properly weakened to be safely killed.

Encountered Foes

The fight ends when all enemies are defeated.

Difficulty Settings

The Difficulty Setting determines the HP of the mobs, as well as the behavior of the Autarch's casting of Utsusemi: San

Very Difficult:
Casts Utsusemi: San at 75% health, 50% health, 25% health and 10% health.

Casts Utsusemi: San at 50% health and at 10% health.

Very Easy to Normal:
Casts Utsusemi: San at 5% health.

Battle Mechanics

Passive Traits
All mobs are susceptible to sleep except the Protector and the Wyverns.

  • Immune to silence
  • While the white aura is active, takes significantly reduced damage from all sources. Initially removing this aura is a matter of first removing the individual auras from all of its allies before defeating them. When an aura is removed from an add, a zone-wide message appears in the combat log: "Your foes' leader grows ever more oppressive!" This is also visually represented by the breaking of weapons from the Mamool Ja adds.
  • Fast Cast. Particularly important during its casting of the elemental Ninjutsu wheel. Suscepticble to Addle or Pining Nocturne.
  • Gradually builds a damage taken resistance over the course of the fight, particularly at lower HP totals. It's possible this increasing damage resistance is triggered by repeating the same weaponskill or skillchain too often. Exclamation
  • Becomes more evasive at low health.


  • Immune to silence.
  • Glows with a red aura from the start of the fight. This can be removed by performing Fusion skillchains or by inflicting enough critical hits.


  • Immune to silence.
  • Glows with a green aura from the start of the fight. This can be removed by performing Fragmentation skillchains or by inflicting enough critical hits.


  • Immune to silence.
  • Glows with a dark aura from the start of the fight. This can be removed by performing Gravitation skillchains or by inflicting enough critical hits.


  • Glows with a blue aura from the start of the fight. This can be removed by performing Distortion skillchains or by inflicting enough critical hits.

Abilities Used
All mobs except the Wyvern have a unique Counter Ability, always used in retaliation to any magic damage except for En-spell, Rune Enhancement, Elemental Spikes and Elemental Weapon skills. Possibly used as a counterattack to debuffs.[1]


  • Mijin Gakure Used only if it completes a cast of the elemental Ninjutsu wheel while its aura is up. Draws-In anybody not in range. After using it, its aura disappears.
  • Mijin Gakure Kai A much more powerful version of the SP ability, triggered by the same circumstances. Used at low HP.
  • Rushing Slash: 4 melee hits. Absorbed by 4 shadows.
  • Tyrannic Blare: AOE Magic damage. Pierces shadows.
  • Miasma: AOE Poison, Plague and Slow. Pierces shadows.
  • Decussate: AOE Damage. Takes 2 shadows.
  • Hemotoxin Wheel: Single target damage + Charm + Poison (50 HP/tick). Counter Ability




  • Invincible: Used once at roughly 66% HP. During Invincible it's hate list becomes inverted and it will attack the party member with the lowest Enmity. [2]
  • Batterhorn: Front AOE damage + knockback. Takes several shadows.
  • Fire Angon: Targeted AOE Fire Damage. Pierces shadows.
  • Blazing Angon: Targeted AOE Fire Damage + 50% Defense Down + Knockback.
  • Granite Skin: Grants a physical shield, nullifying all physical damage, when attacked from the front.
  • Cyclonic Flame: Single target damage + Silence + Amnesia. Counter Ability


  • Spirit Surge: Used once at roughly 66% HP. Despawns all active Wyverns
  • Rushing Stab: 4 melee hits to a single target + Silence. Counter Ability
  • Groundburst: Targeted AOE Fire damage.
  • Firespit: Single target ranged Fire damage.
  • Somersault Kick: Single target physical damage + knockback.
  • Warm-Up: Increased Accuracy and Evasion.
  • Forceful Blow: Single target physical damage. Absorbed by 1 shadow. Only used when disarmed.
  • Call Wyvern: Used at the start of combat to summon 3 Wyverns. Can use at will to resummon defeated Wyverns. Will resummon wyverns after using Spirit Surge if enough time passes.


  • Use elemental breaths in sync with each other when the Lancer readies a TP move.

Spells Cast:

  • Utsusemi: Ichi and Utsusemi: Ni.
  • Dokumori: Ni, Hojo: Ni, Kurayami: Ni, Jubaku: Ni, Aisha: Ichi, and Yurin: Ichi.
  • Utsusemi: San. This cast signals the start of a "phase" of its elemental ninjutsu wheel, indicated by the presence of a dark aura.
  • San-level Elemental Ninjutstu. Casts in a specific order: Katon, Suiton, Raiton, Doton, Huton and Hyoton. It will always advance to the next spell on its list even if its spellcasting is interrupted (e.g. by Paralysis). During this phase, it will perform no other special moves except to advance to the next spell in the elemental Ninjutsu wheel. After casting Hyoton, it will immediately ready Mijin Gakure or Mijin Gakure Kai. This casting of the wheel can be broken by removing its aura, either by hitting it with Darkness or Light skillchains[1], possibly alternatingly.[1]




Where to get your Primer:

Volume 2: Aquans

Face off against the Blue Sea Monk Microcosmus. It's vulnerability to damage type is greatly determined by the TP moves it uses.

Encountered Foes

The fight ends when Microcosmus is defeated.

Difficulty Settings

The Difficulty Settings determines only the stats of Microcosmus

Battle Mechanics

Passive Traits

  • Approximately 900,000 HP on VD[3]
  • Double Attack
  • Its attack gradually rises as its HP decreases. Cross Attack can exceed 1000 damage at low health.
  • Takes reduced damage from both Magical and Physical damage until it uses Hard Membrane, which will grant it either Evasion or Magic Evasion and cause it to take increased Magic or Physical damage, respectively. The damage increases seem to be able to overlap and even stack. It's not uncommon to do max damage weapon skills and skillchains by the end of this fight.

Abilities Used

Spells Cast

Where to get your Primer:


  1. 1.0 1.1 1.2 Ejin Caitsith YouTube
  2. JP Wiki
  3. NextGames YouTube

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