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. Ambuscade Primer Volume One grants entry to Intense Ambuscade, a more challenging encounter. Ambuscade 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 one kill, while Volume 2 requires ten.
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.
Rewards
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 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 Earned |
Gallantry Earned 2~6 members |
---|---|---|
Very Difficult | 3600 | 300 ~ 1500 |
Difficult | 2400 | 240 ~ 1200 |
Normal | 1200 | 180 ~ 900 |
Easy | 600 | 80 ~ 400 |
Very Easy |
200 | 20 ~ 100 |
Ambuscade Primer Volume Two
Regular Ambuscade
Difficulty | Hallmarks Earned |
Gallantry Earned 2~6 members |
---|---|---|
Very Difficult | 300 | 30 ~ 150 |
Difficult | 250 | 25 ~ 125 |
Normal | 200 | 20 ~ 100 |
Easy | 150 | 15 ~ 75 |
Very Easy |
100 | 10 ~ 50 |
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. Both Hallmarks and Gallantry are reset to 0 upon each monthly update.
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 capes 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 Abdhaljs Metal and 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:
- Total Hallmarks are the only currency accepted for Ambuscade Ring coupons. The coupons also alternate between Vouchers and Tokens every content update.
- 100: Abdhaljs Seal
- 130: Monthly NQ Feet Voucher/Token
- 170: Super Reraiser
- 220: Monthly NQ Hands Voucher/Token
- 280: Remedy x 12
- 370: Monthly NQ Head Voucher/Token
- 480: Caliber Ring
- 620: Monthly NQ Legs Voucher/Token
- 800: Facility Ring
- 1,050: Monthly NQ Body Voucher/Token
- 1,350: Monthly Ring Voucher/Token
- 1,800: Monthly HQ Feet Voucher/Token
- 2,300: Abdhaljs Metal
- 2,300: Abdhaljs Fiber
- 3,000: Monthly HQ Hands Voucher/Token
- 3,900: Abdhaljs Metal
- 3,900: Abdhaljs Fiber
- 5,000: Monthly HQ Head Voucher/Token
- 6,500: Abdhaljs Metal
- 6,500: Abdhaljs Fiber
- 8,500: Monthly HQ Legs Voucher/Token
- 11,000: Abdhaljs Metal
- 11,000: Abdhaljs Fiber
- 14,500: Monthly HQ Body Voucher/Token
- 20,000: Abdhaljs Metal
- 20,000: Abdhaljs Fiber
- 25,000: SP Gobbie Key
November 2020
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
- Bozzetto Autarch - NIN, glows with a white aura at the start of the fight.
- Bozzetto Erudite - WHM and BLM hybrid. Red aura
- Bozzetto Moraingist - MNK and BRD hybrid. Green aura.
- Bozzetto Protector - PLD. Dark aura.
- Bozzetto Lancer - DRG. Blue aura.
- Bozzetto Wyvern - Up to 3. Summoned by the Lancer at the start of the fight. No aura.
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.
Difficult:
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.
Autarch:
- 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.
- Becomes more evasive at low health.
Erudite:
- 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.
Moraingist:
- 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.
Protector:
- 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.
Lancer:
- 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]
Autarch:
- 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 II A much more powerful version of the SP ability, triggered by the same circumstances. Used instead of Mijin Gakure in Very Difficult, or at very low HP on other difficulties. Also removes the Autarch's aura.
- 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
Erudite:
- Rushing Drub: 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.
- Reckless Assault
- Warm-Up: Increased Accuracy and Evasion.
- Benediction: used once at low HP.
Moraingist.:
- Fetid Flood: Single target damage, Knockback, strong poison (200 HP/tick). Counter Ability
- Hydro Shot: Single target damage + knockback + Enmity down.
- Sucker Punch: Physical damage + Enmity reset.
- Bubble Armor: 20% MDB Shell.
- Spinning Fin: AOE physical damage + length (12s) stun.
- Hundred Fists: used once at low HP.
Protector:
- Invincible: Used once at roughly 66% HP. During Invincible its 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
Lancer:
- 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.
Wyvern:
- Use elemental breaths in sync with each other when the Lancer readies a TP move.
Spells Cast:
Autarch:
- 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 II. This casting of the wheel can be broken by removing its aura, either by hitting it with Darkness or Light skillchains[3], possibly alternatingly.[1]
Erudite:
- Paralyga, Silencega, Slowga and Sleepga.
- Stun.
- Stoneskin, Protectra V, Shellra V, and Hastega.
- Tier III -ga Elemental Magic and Tier VI single target Elemental Magic.
Moraingist:
Protector:
Where to get your Primer:
- Bhaflau Thickets - Home Point #1
- Mamook - Survival Guide warp
- In a pinch the the Private First Class Assault Preemptive Strike can also be used.
Volume 2: Arcana
This month's V2 encounter is a relay against a series of several Bombkin. You only ever fight one opponent at a time, and when one is defeated the next will immediately appear. The relay's 'route' is determined by requirements that must be met and can force a rare golden bomb to appear and grant bonus Hallmarks.
Encountered Foes
- Bozzetto Bomb - Present alone at the start of the fight.
- Bozzetto Cluster - You will fight a minimum of two clusters, with the final enemy being one.
- Bozzetto Snoll
- Bozzetto Djinn
- Bozzetto Spheroid - Rare spawn.
- Bozzetto Bombette - Rare spawn.
- Bozzetto Golden Bomb - Increases your final hallmarks reward by 100 when it appears.
The fight ends when a second Bozzetto Cluster is defeated.
Difficulty Settings
The Difficulty Settings determines only the stats of your foes. Difficulty settings do not appear to have an effect on the odds of a Golden Bomb appearing.[4]
Battle Mechanics
There are multiple 'routes' to the relay of monsters, which depends on how the Bomb and first Cluster are defeated. The most common route is:
Bomb > Snoll > Cluster > Djinn > Cluster.
The Bozzetto Bomb's size can be organized into three states. It's "Normal" size is set at the start of the battlefield, and damage of different types will have an effect on its growth or shrinkage.[5]
- Physical damage causes the bomb to grow in size.
- Magic damage causes the bomb to shrink in size.
The next foe to spawn will depend on the size of the Bomb when it is defeated.
- Defeating the Bomb while it is "Normal" sized forces a Spheroid to spawn next.
- Defeating the Bomb while it is smaller than "Normal" sized forces a Bombette to spawn next.
- Defeating the Bomb while it is larger than "Normal" sized forces a Snoll to spawn next.
After any of the above routes are concluded, a Cluster will spawn. What follows the Cluster depends on how many times it is allowed to use Self-Destruct.
- 0~1 times: A Djinn will spawn next.
- Exactly twice: A Golden Bomb will spawn next.
- 3 times: A Bombette will spawn next.
Golden Bombs have a small chance to spawn after a Bombette, Djinn, or Snoll is defeated. Golden Bombs will always spawn after a Spheroid is defeated.[6]
Up to two Golden Bombs may appear during the encounter.
Passive Traits
Bozzetto Bomb:
- Grows in size when taking physical damage. Shrinks when taking magic damage.
Bozzetto Spheroid:
- Low HP, but only takes 1 damage from any attack.[7]
Bozzetto Cluster:
- Has significantly more HP the second time.
Abilities Used
Bozzetto Bomb:
- Hellstorm - Fire damage breath attack.
- Berserk
- Heat Wave - AOE fire damage + Burn.
- Self-Destruct
Bozzetto Cluster:
- Refueling - Haste
- Self-Destruct - Deals heavy aoe damage. Destroys one bomb from the cluster. If only one bomb remains, deals extra damage.
- Formation Attack - Single target physical damage. Absorbed by 2-3 shadows. Only used if more than one bomb remainds in the cluster.
- Sling Bomb - Single target physical damage.
- Circle of Flames - AOE physical damage + weight. Absorbed by multiple shadows.
Bozzetto Snoll:
- Cold Wave - AOE Ice damage + Frost.
- Freeze Rush - Front AOE Ice breath attack.
- Hypothermal Combustion - Self destructs dealing heavy aoe ice damage
Bozzetto Djinn:
- Nocturnal Combustion - Self destructs dealing heavy aoe dark damage.
- Dark Wave - AOE Bio. Potency increases at night.
- Penumbral Impact - Single target dark elemental damage. Deals additional damage at night.
Bozzetto Bombette:
Bozzetto Spheroid:
Bozzetto Golden Bomb:
- Self-Destruct - Uses immediately after taking any damage.
Spells Cast
None
Where to get your Primer:
- Ru'Aun Gardens, Map 1 (H-10), Dolls near the entrance. Alternatively, dolls and magic pots near any home point.
- Fei'Yin, Map 2 (I-6), Evil Weapons near Home Point #2.
References
Battlefield Archives
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