Campaign Battles
This is the collective term given to the series of battles and border skirmishes waged in the Quon and Mindartian theaters during the Crystal War.
The regions in question contain areas which are continually being plagued by sporadic outbursts of hostility along perpetually contested borders. Should the incessantly encroaching beasthordes be unequivocally repelled, the lands in dispute will be claimed as territories under Altana. There are several benefits to be reaped once claim is laid to an area, such as an increase in the number of Campaign Ops available, and the number of such benefits will grow in proportion to the amount of land secured.
Moreover, by having an "Allied Tag" issued to you by an area's Campaign Arbiter (C.A.), you may choose to have your campaign battle performance assessed. By doing so you may receive rewards for your service, such as Campaign-specific points, known as "Allied Notes," and even experience points. It is worth noting that experience points will not be lost in the event that a player should die while participating in Campaign.
Campaign Map
The Campaign Map shows the current Campaign conflicts and how the nations are faring against the Beastmen. This can be accessed by typing /campaignmap or /cmap.
Map Information:
The Controlled Areas information appears in the upper right hand corner of the map when the arrow is not hovering over an area icon. This shows how many areas each nation currently controls. When a nation controls an area their field Campaign officer will be standing at the fortifications. When the beastmen are controlling an area the C.A. (Campaign Arbiter) will be standing some distance away from the fortifications.
The Campaign Map shows the current Campaign battles. The sword icon over the area icon is the indicator for a current Campaign battle. Icons that are colored blue, red, or yellow are controlled by one of the nations and are currently defending. Grey icons are beastmen controlled.
It also indicates the Fortifications and Resources levels (actual vs maximum) in each area. These amounts represent how much damage the stronghold can take before it falls to the attacking force completely, and the availability of Temporary Items during a campaign battle.
If Resources hits 0, no more temporary items can be purchased. Campaign Ops supply transport missions including Crimson Domino I / II can be completed to replenish an area's resources- by 1 point each time for Crimson Domino I; a concentrated effort by several players is needed to add a meaningful amount to the supply.
Enlisting in Campaign Battles
All those wishing to serve would enlist with one of the allied army's three main forces--the Kingdom of San d'Oria, the Republic of Bastok, or the Federation of Windurst--to combat the ever-advancing beastmen confederate comprising the Quon Host of the Orcish Empire, the Quadav Shieldwarriors, the Yagudo Theomilitary, and the Shadowlord's Dark Kindred. However, a volunteer's duties were not always limited to direct engagement with the enemy. Campaign endeavors also extended to tasks such as marches, supply runs, entrenchment and fortification, and cooperative maneuvers with allied forces.
How to Enlist:
- Complete Steamed Rams, The Fighting Fourth, or Snake on the Plains to join San d'Oria, Bastok, or Windurst's military forces respectively. Once you have enlisted in a military force you are able to partake in Campaign.
Traveling to a Campaign Battle
Speak to a Campaign Arbiter in your Allied nation.
- They will offer you teleportation to any of the Campaign zones, but you must have previously been in the zone at some point.
- The C.A will transport you to a Campaign area for a number of Allied Notes. The cost will depend on where you are traveling and who is controlling it.
- You will arrive at the Fortifications in the zone if it is controlled by an allied nation or by the Jeuno C.A. if it is controlled by beastmen. Some zone's arrival locations are much closer to the fortification than others. Be prepared to sneak if possible.
- You can also teleport back from any zone to your allied nation by speaking to the field officer or C.A. in any zone.
Town Campaign Arbiters | |||
Windurst (S) | Windurst Waters (S) | Wenonah, C.A. (G-10) | |
Bastok (S) | Bastok Markets (S) | Narkissa, C.A. (E-8) | |
San d'Oria (S) | Southern San d'Oria (S) | Scarlette, C.A. (H-9) |
Participation in a Campaign Battle
- When you have arrived in a Campaign area, you must sign up with the Campaign Arbiter in the zone to receive Allied Tags for participation in the battle. The battle may sprawl out across the zone, but it is generally focused upon the fortifications in the zone.
- Once you receive tags a sword icon will appear in front of your name. Under these tags, you will be able to earn Experience Points or Limit Points for participating in the battle, and you will not lose experience if K.O.'d. However, you forfeit any experience points and item drops from all other monsters in the zone, and cannot gain any skill-ups.
- Campaign opponents will only aggro players with Allied Tags. Players not participating will not be affected by their attacks or get aggro, unless they have accrued enmity with campaign enemies.
Campaign Temporary Items
The Campaign Arbiters provide the players with temporary items in exchange for Allied Notes. These items vanish after you exit the battle. The availability of items depends on the area fortification's Resources: if they reach zero, players will be unable to obtain temporary items until resources are replenished. The actual selection may vary further depending on freelances, number of areas under that nation's control, or other unknown factors.
- Temporary items are only available to players participating in Campaign Battles within their home nation's region. For instance, only players allied with Bastok in the past may purchase items from the Campaign Arbiter in Rolanberry Fields [S].
Item | Cost | Effect |
Hi-Potion +3 | 30 AN | Restores 130 HP |
Hi-Ether +3 | 30 AN | Restores 70 MP |
Instant Reraise | 30 AN | Adds Reraise effect |
Lethe Water | 30 AN | Removes up to 3 enhancements on target |
Barbarian's Drink | 30 AN | Increases attack power |
Oracle's Drink | 30 AN | Increases magical attack powers |
Spy's Drink | 30 AN | Grants Haste effect |
Fighter's Drink | 30 AN | Increases accuracy |
Assassin's Drink | 30 AN | Increases magical accuracy |
Sprinter's Drink | 30 AN | Grants Flee effect |
Gnostic's Drink | 30 AN | Grants Pax effect |
Black Mine | 30 AN | Plants a bomb which counts down from 3 and explodes |
Binding Tube | 30 AN | Binds targets within Area of Effect |
Paralyzing Tube | 30 AN | Paralyzes targets within Area of Effect |
Silencing Tube | 30 AN | Silences targets within Area of Effect |
Shepherd's Drink | 30 AN | Instantly restores a pet's HP |
X-Potion +3 | 45 AN | Restores a moderate amount of HP. |
Super Ether +3 | 45 AN | Restores 120 MP |
Catholicon | 45 AN | Cures most status ailments. |
Soldier's Drink | 45 AN | Increases damage output |
Monarch's Drink | 45 AN | Grants Regain effect |
Champion's Drink | 45 AN | Grants Potency effect |
Elixir | 60 AN | Instantly Restores HP and MP 25% |
Daedalus Wing | 60 AN | Instantly increases TP by 100% |
Body Boost | 60 AN | Maximum HP +50% |
Mana Boost | 60 AN | Maximum MP +50% |
Fanatic's Drink | 60 AN | Nullifies physical damage |
Cleric's Drink | 60 AN | Cures most status ailments on nearby party members. |
Fool's Drink | 60 AN | Nullifies magical damage |
Vicar's Drink | 60 AN | Cures most status ailments. |
Campaign Rewards
During the battle, most actions you do will earn you Experience Points and Allied Notes. (See Campaign XP Point Calculations for actions that will not grant XP)
- The calculations and limits on XP and AN gained during a battle can be found here: Campaign XP Point Calculations
- You can ask for an assessment at any point during the campaign battle and be granted new allied tags after you have reached the capped limit. Additionally, the recently increased limits are nearly unachievable, so this is rarely necessary anymore.
- If you die while participating in a campaign battle and the enemy forces retreat you will still obtain the exp/limit points and allied notes you earned as soon as you are raised. Zoning in any way during a campaign battle will forfeit all exp/limit points and allied notes you have earned during the battle. This includes returning to your Home Point, being tractored, and casting teleportation spells.
- You can earn additional experience for completing battles by signing up for missions such as the Aegis Scream Campaign Ops. Asking for an assessment during the battle will not yield this additional reward.
Fortifications
The battle will be centered on the Fortifications in the outdoor zones. These are generally located at the same spot as the Outpost from the future if there is an Outpost in that zone.
Fortification Locations:
- West Sarutabaruta (S) - (H-6)
- Meriphataud Mountains (S) - (E-5)
- Sauromugue Champaign (S) - (H-7)
- Fort Karugo-Narugo (S) - (H-9)/(I-8), continue west behind the Phosphorous Ward onto the Fivespires map.
- North Gustaberg (S) - (D-10)
- Pashhow Marshlands (S) - (K-6)
- Rolanberry Fields (S) - (J-7)
- Grauberg (S) - (I-8)
- East Ronfaure (S) - (H-8)
- Jugner Forest (S) - (I-8)
- Batallia Downs (S) - (J-7)
- Vunkerl Inlet (S) - (G-10)
- Eldieme Necropolis (S) - (I-8)
Gaining Control of a Fortification
- Players can now attack the ???s once they change to targets named "Fortification". It seems that the forts' HP returns to full after it reaches 50%. However, each reduction to 50% reduces the Fortification number by 1 point. Fortifications seem to "repair" themselves over time when not under attack. If enemies spawn around a fort outside of a campaign battle, it seems to increase this rate of repair.
- These Fortifications are Lv.50 and can be skilled-up on when not participating in the Campaign battle with Allied Tags. They have incredibly low evasion, but high defense and very high hit points. Though no matter who has done the most damage to them, they do not "turn". However, when used in conjunction with Hide, Sneak Attack will activate (addendum: one of the fortification points is considered the rear of the fort, and Sneak Attack will activate without Hide. For example, the West side of the Rolanberry Fields (S) fortification near the flag will always be hit by Sneak Attack -- Garwyn).
- For each battle, there is a winner and a loser. The winning side will have all monsters or NPCs warp out, with the losing side fleeing out of sight. The winning army will gain influence in the region as well.
- Fortifications have no MP and cannot be Paralyzed or Slept. They can, however, be assaulted with Acid Bolts for a Defense-down effect. They take 50% normal damage from magic (tested with BLU breath spells). This damage reduction also blocks 50% of the damage otherwise inflicted with Spirits Within.
- Black Mage DPS spells such as Rasp seem to affect the attributes of the fortification as well as reduce small amounts of HP.
Fortification Flags
Control of the fortification is indicated by a nation or beastman flag. The fortifications controlled by a nation also have their field officer present.
Fortification Flags | |||
Windurst (S) | Bastok (S) | San d'Oria (S) | Beastmen (S) |
Siege weapons
Upon reaching certain technological levels, both the Allied Forces and the Beastman will be able to deploy siege weapons in campaign battles:
Belfry
Available to both the Allied Forces of Altana as well as the Beastman Confederate, the belfry will become available to armies attacking regions not under their influence once their technological means have reached a predetermined level.
Since they house a "war bell" capable of calling forth reinforcements, it is imperative that players not only protect the belfries of the Allied Forces tooth and nail, but also demolish those of the Beastman Confederate as quickly as possible.
Mantelet
The mantelet is also available to both sides, and will be placed at a location that an army is defending once their technological means have reached a predetermined level.
The mantelet's benefit derives from its ability to restore the HP of friendly players within its vicinity. As such, much like the belfry, they must be defended or destroyed accordingly.
Siege Turret
Available only to the Beastman Confederate are siege turrets, which will appear when an army's technological means reach an incredibly high level while attacking an area not under their influence.
Capable of repeated long-range attacks, in addition to spawning ferocious enemies, the siege turret is widely considered to be the Beastman Confederate's most powerful and deadly weapon.
Allied Campaign NPCs and Heroes
Allied Campaign NPCs will join in the combat. These seem to be fairly strong NPCs. They come in large squads to protect or attack fortifications. Also, Campaign Heroes will join in the fray. NPCs will tend to stay in one area and only attack Beastmen that enter that area. If you pull or kite a Beastman near them they will assist you.
Federal Forces of Windurst
Federation Army - Windurst | ||||||
Commander | Regulars | Notes | ||||
Kayeel-Payeel | Aquarian Casters | Tarutaru Black Mages - Kayeel-Payeel uses AM2, summons "Fiend" elementals to aid him and wields the Claustrum | ||||
Lutete | Ariesian Casters | Tarutaru White Mages - Lutete summons light elementals called "Luminous Coalescence" | ||||
Zonpa-Zippa | Capricornian Casters | Tarutaru Monks - Zonpa-Zippa calls upon Ace Cardians into battle | ||||
Zolku-Azolku | Libran Casters | Tarutaru Scholars - Unleashes helix spells on opponents, Zolku also casts Tier 4 nukes | ||||
Gariri | Scorpion Casters | Tarutaru Black Mages - Gariri summons a Flame Giant into battle, which can be buffed like other NPCs. Gariri herself casts Flare II | ||||
Nyumomo | Patriarch Protectors | Tarutaru Beastmasters - Nyumomo calls Patrol Worms into battle | ||||
Mikhe Aryohcha | Cougar Volunteers | Mithra Monks - Mikhe is is a tough brawler, uses a special weaponskill "Leonine Legflail" | ||||
Haja Zhwan | Wildcat Volunteers | Mithra Rangers - Haja Zhwan repeatedly uses Detonator. | ||||
Vhino Delkahngo | Crocodile Mercenaries | Mithra Rangers - | ||||
Lhu Mhakaracca | Python Mercenaries | Mithra Beastmasters - Lhu Mhakaracca calls upon two Rocs named "Kyo" and "Pya," and wields the Guttler | ||||
N/A | Piscean Casters | Tarutaru White Mages - Auxiliary unit that performs supply runs and sabotage. | ||||
N/A | Combat Salvemixer | Tarutaru White Mage support unit. Will buff and heal all allied characters that are joining in Campaign. Will not engage in actual combat unless attacked. Is not dispatched as a seperate unit but instead will appear on the battlefield along with a dispatched other unit (except the Piscean Casters). | ||||
Allied Belfry |
Republican Army of Bastok
Republican Army - Bastok | ||||||
Commander | Regulars | Notes | ||||
Maximilian | 1st Legionnaire | Galka Rangers - Maximilian Dual Wields two swords and attacks rapidly | ||||
Ludwig | 2nd Legionnaire | Hume Dark Knights - Ludwig casts normal Dark Knight spells plus Bio III | ||||
Invincible Shield | 3rd Legionnaire | Hume Warriors - Invincible Shield uses his own unique slightly-ranged slightly-AoE Weapon Skill, Napalm Tomahawk, while his unit stands back and fires crossbows | ||||
Bartholomaus | 1st Iron Musketeer | Hume Red Mages - Bartholomaus uses his own unique AoE Weapon Skill, Glory Slash | ||||
Kurt | 8th Iron Musketeer | Hume Ninjas - Kurt and his musketeers use ranged attacks | ||||
Elivira | 1st Gold Musketeer | Hume Musketeers (RNG) - Elivira is armed with an Annihilator | ||||
Else | 1st Legion Reiter | Galka Red Mages - Despite wielding a polearm, Else is a Red Mage that casts typical high tier Red Mage spells plus Bindga | ||||
Striking Bull | 2nd Legion Grenadier | Galka Warriors - Striking Bull repeatedly uses Mistral Axe and throws "Bloody Tomahawks" at long range as his preferred style | ||||
Adelheid | 2nd Legion Scout | Hume Scholars - Adelheid summons "status tubes" to assist in battle | ||||
Sonia | Field Musician Guard | Hume Dancers - Sonia's attacks have Additional Effect: Stun | ||||
N/A | 4th Legionnaire | Hume - Auxiliary unit that performs supply runs and sabotage. | ||||
N/A | Field Woundpatcher | Hume - White Mage support unit. Will buff and heal all allied characters that are joining in Campaign. Will not engage in actual combat unless attacked. Is not dispatched as a separate unit but instead will appear on the battlefield along with a dispatched other unit (except the 4th Legionnaires). | ||||
Allied Belfry | 1st Legion Aidman | Hume Red Mages - Emerges from an Allied Belfry in Quadav-controlled areas |
Royal Army of San d'Oria
Kingdom Army - San d'Oria | ||||||
Commander | Regulars | Notes | ||||
Yrvaulair S Cousseraux (DRG) | Royal Knight | Elvaan Paladins - Yrvaulair throws special "Volant Angons" that inflict direct damage. | ||||
Febrenard C Brunnaut | Temple Knight | Elvaan White Mages - The knights will use any white magic buffs (Stoneskin, etc.) and will Cure V each other and Febrenard. | ||||
Valaineral R Davilles | Royal Guard | Elvaan Paladins - Valaineral's Hauteclaire always procs its Additional Effect: Light Damage, and uses Uriel Blade. | ||||
Cerane I Virgaut | Aragoneu Knight | Elvaan Paladins - Cerane has an Aegis and uses it to Shield Bash, and Hexa Strikes often. | ||||
Feldrautte I Rouhent (MNK) | Norvallen Knight | Elvaan Paladins - Feldrautte can use Counterstance. | ||||
Laisavie X Berlends | Silver Fox Archer | Elvaan Rangers - Laisavie uses a bow and ranged weapon skills (including Namas Arrow), plus white magic. | ||||
Noillurie (SAM) | Red Rose Condottiere | Elvaan Warriors - Noillurie uses Meditate and will regularly self-skillchain with her Amanomurakumo. She can also heal herself with Cure IV. | ||||
Leonoyne (DRK) | Savage Hound Condottiere | Elvaan Warriors - Leonoyne uses Tier 3 -ga black magic and some white magic, including Cure IV. He also has a unique ice-based, cone-AoE weaponskill, Spine Chiller, that inflicts Terror. | ||||
Ashmea B Greinner (RDM) | Scarlet Boar Esquire | Elvaan Dragoons - Ashmea dual wields swords and casts Red Mage spells, and has a unique, fire based cone-shaped AoE weaponskill, Prominence. | ||||
Mieuseloir B Enchelles (DRK/PLD) | Crimson Wolf Esquire | Elvaan Dragoons - Mieuseloir has a large Additional Effect: Drain effect and casts Absorb spells, but also uses Invincible and has other PLD characteristics. | ||||
N/A | Gold Badger Esquire | Elvaan - Auxiliary unit that performs supply runs and sabotage. | ||||
N/A | Royal Palliator | Elvaan - White Mage support unit. Will buff and heal all allied characters that are joining in Campaign. Will not engage in actual combat unless attacked. Is not dispatched as a seperate unit but instead will appear on the battlefield along with a dispatched other unit (except the Gold Badger Esquire). | ||||
Allied Belfry | Royal Banneret | Elvaan Paladins - Emerges from an Allied Belfry in Orc controlled areas. |
Freelances
Freelances | ||||||
Commander | Regulars | Notes | ||||
Achtelle | Bravo | Elvaan; summons a Greater Wyvern named Bravo to assist her. | ||||
Areuhat | N/A | Elvaan; morphs into the wyrm Odzmanouk during battle. | ||||
Azima | N/A | Hume Black Mage/Blue Mage; casts powerful Thunder elemental spells. | ||||
Babban Ny Mheillea | Bryher, Camlin, or Darach | Plantoids; Babban brings either Bryher, Camlin, or Darach to assist in campaign. | ||||
Choh Moui | Azo & Vahi | Mithra Beastmaster; brings in a spider & scorpion pets as helpers. | ||||
Dalzakk | N/A | Galka Monk, | ||||
Duskraven | Dusk Raiders | Hume Dark Knight; summons his own squad of NPCs to assist in campaign and casts tier 4 nukes. | ||||
Kagetora | Utsusemi clones | Hume Ninja, | ||||
Maat | N/A | Hume Monk, uses only Asuran Fists | ||||
Poroggo Prince | Poroggo Servants | Poroggos - Black Mage Poroggo leading frog fighters | ||||
Rongo-Nango | Jajaro, Popochu, Papako, Momowa, and Lerren | Tarutaru Beastmaster Calls a dhalmel, manticore, tiger, bird, and buffalo to assist him. | ||||
Titania | Faeries | Pixie White Mages, attack together as a group and heal players that are injured. | ||||
Ulla | Kilhwch | Hume Paladins; battles in campaign as a couple. Kilhwch uses Excalibur and Knights of Round |
Campaign Enemies and Notorious Monsters
The monsters appear in squadrons with a named leader. They all check as Impossible to Gauge. These will not aggro players without the sword icon for Campaign; only players with Allied Tags will be attacked.
- It is possible to gain skill ups on these mobs, as long you do not have an Allied Tag. Fortifications are 50, regular mobs are estimated to be in the mid-60s, the Commander is 75+.
- Being defeated by these mobs without Allied Tags will cause you to lose experience points.
- It is possible to gain hate without Allied Tags if you assist other player characters with Allied Tags on.
- Since the 3/10/08 update, the attack power of these mobs against NPCs and (possibly) Fortifications has been dramatically increased (possibly NPC defense has been lowered instead). As well, NPCs will now earn and keep enmity rather than being ignored at the slightest provocation. Combined, this means that while it is easier for lower-level players to operate in Campaign without being slaughtered, many more players will likely be needed to maintain control over hotly contested regions as the NPCs can no longer be expected to do all the work.
Dark Kindred
These uncommon forces sometimes show up during campaign battles, and are often more difficult than the other three forces. They sometimes bring freelances with them into campaign battles.
Dark Kindred | ||||||
Commander | Regulars | Notes | ||||
Shadoweye (Ahriman) | Shadoweye Gnat (Gnat) | The gnats ferociously attack in a swarm and are very difficult to hit physically compared to other attackers. | ||||
Shadowfang (Kindred SMN/DRK) | Shadowfang Void (Dark Elemental) | Shadowfang uses Condemnation and Quadrastrike and most DRK spells | ||||
Shadowhand (Fomor WAR/RDM/BLM) | Shadowhand Cuirassier (Fomor BLM) | Shadowhand uses Mighty Strikes, Chainspell, and Manafont. | ||||
Shadowhorn (Taurus MNK/BLM) | Shadowhorn Stormer (Gigas MNK) | Shadowhorn uses Hundred Fists, and casts Thundaga III, Shock Spikes, and Stun. | ||||
Boodlix (Goblin) | Goblin Lansquenet (Goblin WAR) | Boodlix spams Bomb Toss. | ||||
Eurytos (Gigas RNG) | Gigas Mercenary (Gigas RNG) | Eurytos will use Eagle Eye Shot | ||||
Kaiser Behemoth | N/A | Though easier than most Behemoths, its AOE attacks can hit for well over 1,500 points of damage to each target. | ||||
Raigegue R d'Oraguille (Corse) | Ancient Royal Knight (Skeleton WAR) | Raigegue takes only 10% of normal damage and can teleport around the area. | ||||
N/A | Fiendish Leechkeeper (Imp WHM/RDM) | Heals the Beastmen Confederate forces. When engaged, spams Abrasive Tantara and Deafening Tantara. |
Orcish Hosts
The Orcish Host employs "Orcish Counterstance," granting them a counterstance effect. To avoid being countered, stand behind the enemy.
Some NM's use "Berserker Dance" to grant a self-Haste effect.
Orcish Hosts | ||||||
Commander | Regulars | Notes | ||||
Alpha Gnole Anders | Moonfang Warrior (MNK) | Anders can summon bodyguards, uses Hundred Fists | ||||
Battlemaster Vatgit | Clan Longtooth Pillager (WAR) | Past version of Warchief Vatgit | ||||
Conqueror Bakgodek | Steelhide Protector (PLD) | Past version of Overlord Bakgodek, spams Invincible and has Addition Effect: TP Drain | ||||
Dirtyhanded Gochakzuk | Gravemaker Mesmerizer (BLM) | Gochakzuk casts mainly earth based Elemental Magic | ||||
Deathlord Rojgnoj | Spinebeak Neckchopper (DRK) | Past version of Warlord Rojgnoj, spams Dread Spikes, Battle Dance can hit for 500-1000+ damage | ||||
Jagidbod's Warmachine | Clan Reaper Grunt (RNG) | The warmachine can use very powerful water-based cone attack Fountain for 1500+, Blastbomb for 700+. Jagidbod of Clan Reaper spawns upon the death of the warmachine. He will spawn at the spot where the warmachine died. | ||||
One-eyed Gwajboj | Gutrender Trooper (PLD) | Gwajboj spams Battle Dance | ||||
Poisonhand Gnadgad | Dismemberment Grappler (MNK) | Gnadgad moves very fast and has low delay | ||||
Steelbiter Gudrud | Bloodwing Impaler (DRG) | Gudrud uses Jump very frequently, and Mighty Strikes | ||||
Three-eyed Prozpuz | Throatripper Predator (RNG) | Three-Eyed can cast Bindga, may use Eagle Eye Shot more than once | ||||
N/A | Clan Bear Fighter (RNG) | Do supply runs in beastmen held zones and warp out. Run sabotage in city-controlled zones. They may be intercepted. | ||||
Confederate Belfry | Orcish Strongarm | Emerges from a Confederate Belfry in San d'Oria-controlled areas | ||||
Orcish Turret | War Smilodon | Siege Turret that appears in the battlefield once a sufficient technology level is attained. It heavily attacks fortifications and surrounding players and NPCs and spawns reinforecements. |
Quadav Shieldwarriors
Quadav Shieldwarriors have a TP move called "Diamond Shell" that makes any attacks from behind hit for 0 damage while the effect is active. Take note of this when used and move to the front to cause damage. Diamond Shell sometimes has no effect. Notorious Monsters can use Ore Lob (Ranged AOE high damage that wipes shadows) and Wrath of Gu'Dha (absorbed by 3 shadows, potent AOE knockback and Weight).
Quadav Shieldwarriors | ||||||
Commander | Regulars | Notes | ||||
Bi'Gho Headtaker | Qulun Heavyshell (DRK) | Bi'Gho uses Blood Weapon. | ||||
Bo'Dho Hundredfist | Waughroon Heavyshell (WAR) | Bo'Dho frequently uses Wrath of Gu'Dha (AOE knockback + Weight, absorbed by two shadows), and uses both Hundred Fists and Mighty Strikes | ||||
De'Vyu Headhunter | Beadeaux Vanguard (PLD) | De'Vyu casts Phalanx as well as standard Paladin spells, plays more as a PLD/RDM. Past version of De'Vyu Headhunter | ||||
Di'Dha Adamantfist | Di'Dha's Elite Guard (WHM) | Di'Dha casts Hastega, Cure V, Curaga IV, can use the Ore Lob attack (but rarely), and use Benediction multiple times | ||||
Do'Bho Venomtail | Dadough Vanguard (BLM) | Do'Bho has very strong poison added effect (80/tick) on his weapon, and also casts Bio III and Poisonga II often. | ||||
Ga'Dho Softstep | Vhuud Vanguard (THF) | Ga'Dho summons Gu'Dho Staggershell which uses damaging Ore Lob attack that wipes shadows and does high damage | ||||
Gha'Bu Champion | ||||||
Gi'Ghi Rockchopper | Gi'Ghi's Elite Guard (BST) | Gi'Ghi calls upon two pet Gi'Ghi's Peiste (which can cast Breakga and always auto-follow the NM regardless of enmity) and uses Mighty Strikes. | ||||
Go'Bhu Herohunter | Go'Bhu's Elite Raider (RDM) | Go'Bhu casts many AOE Enfeebling spells. Past version of Go'Bhu Gascon | ||||
Go'Dha Jademaiden (BLM/RDM) | Go'Dha's Elite Raider (RDM) | Go'Dha Chainspells and casts Flood II and other water based attack magic, as well as level 2 enfeebles such as Paralyze II. | ||||
No'Mho Crimsonarmor (WHM/BLM) | No'Mho's Elite Guard (WHM) | No'Mho uses Benediction near death, and tends to nuke using Banishga II and Banishga III | ||||
N/A | Bo'Dho's Shieldwarrior (PLD) | Runs to an allied-held fortification to drop an Iron Bomb, then warps out. Have been known to do supply runs in beastmen held zones. | ||||
Confederate Belfry | Khroma Quadav | Emerges from a Confederate Belfry in Bastok-controlled areas | ||||
Quadav Turret | War Ajattara | Siege Turret that appears in the battlefield once a sufficient technology level is attained. It heavily attacks fortifications and surrounding players and NPCs and spawns reinforecements. |
Yagudo Theomilitary
The Yagudo Theomilitary have an ability called "Feathered Furore" that will remove one random piece of equipment in a cone blast. Several campaign leaders also use "Dark Invocation" to inflict poison/death.
Yagudo Theomilitary | ||||||
Commander | Regulars | Notes | ||||
Dee Xalmo the Grim (MNK) | Divine Ascetic (MNK) | Dee Xalmo uses Hundred Fists, frequently uses Doom, and his melee attacks have Additional effect: Doom | ||||
Kazan the Peerless (NIN/SAM) | Plenilune Ronin (NIN) | Kazan uses powerful, exotic weapon skills. | ||||
Moo Ouzi the Swiftblade (SAM/WAR) | Divine Disseminator (SAM) | Moo Ouzi has a permanent Meditate effect | ||||
Muu Buxu the Elusive (NIN) | Divine Assassin (NIN) | Muu Buxu can use Mijin Gakure repeatedly, dealing 1000 damage to each person it hits | ||||
Vaa Oozu the Redolent (BST/WAR) | Divine Inciter (SAM) | Vaa Ouzu calls up to two pet Vaa Oozu's Scolopendrid. These scorpions can use a stronger version of Death Scissors, Hell Scissors that can deal extreme damage to a single target. | ||||
Vee Qiqa the Decreer (SMN) | Divine Templar (SMN) | Vee Qiqa summons multiple Vee Qiqa's Elementals | ||||
Vuu Puqu the Beguiler (BRD/NIN) | Divine Inspirer (BRD) | Vuu Puqu uses both bard songs and ninjutsu | ||||
Yuu Mjuu the Awakened (WHM/SMN) | Divine Sentinel (WHM) | Yuu Mjuu summons multiple light elementals | ||||
Vee Seju the Consumed (SMN/MNK) | Divine Martyr (SMN) | Vee Seju summons multiple Vee Seju's Elementals, and uses Hundred Fists | ||||
Yaa Haqa the Pious (BLM/RDM) | Divine Liturgist (BLM) | Past version of Yaa Haqa the Profane; Yaa Haqa only uses wind elemental magic spells, but can use all of them, up to Tornado II | ||||
N/A | Divine Pilgrim (MNK) | Brings supplies to Yagudo forces in beastmen held zones, or attempt to sabotage allied fortifications. Warps out when finished. | ||||
Confederate Belfry | Yagudo Genja (NIN) | Emerges from a Confederate Belfry in Windurst-controlled areas | ||||
Yagudo Turret | War Lynx | Siege Turret that appears in the battlefield once a sufficient technology level is attained. It heavily attacks fortifications and surrounding players and NPCs and spawns reinforecements such as the War Lynx. |
All items (225)
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- Capricornian Caster
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- Cerane I Virgaut
- Chigoe (NPC)
- Choh Moui
- Clan Bear Fighter
- Clan Longtooth Pillager
- Clan Reaper Grunt
- Combat Salvemixer
- Confederate Belfry
- Confederate Mantelet
- Conqueror Bakgodek
- Cougar Volunteer
- Crimson Wolf Esquire
- Crocodile Mercenary
- Dadough Vanguard
- Dalzakk (S)
- De'Vyu Headhunter
- Deathlord Rojgnoj
- Dee Xalmo the Grim
- Degenhard (S)
- Di'Dha Adamantfist
- Di'Dha's Elite Guard
- Dirtyhanded Gochakzuk
- Dismemberment Grappler
- Divine Ascetic
- Divine Assassin
- Divine Disseminator
- Divine Inciter
- Divine Inspirer
- Divine Liturgist
- Divine Martyr
- Divine Pilgrim
- Divine Sentinel
- Divine Templar
- Do'Bho Venomtail
- Dusk Raider
- Duskraven
- Scarlet Boar Esquire
- Scorpion Caster
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- Scylla Brigade Healer
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- Shadowbreath
- Shadowbreath Defiler
- Shadowclaw
- Shadowclaw Devastator
- Shadoweye
- Shadoweye Gnat
- Shadowfang
- Shadowfang Void
- Shadowhand
- Shadowhand Cuirassier
- Shadowhind Machinator
- Shadowhorn
- Shadowhorn Stormer
- Shadowsoul
- Shadowsoul Devourer
- Shadowwing
- Shadowwing Infuriator
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- Silencing Tube (Mob)
- Silver Fox Archer
- Skeleton Escort
- Sonia
- Spinebeak Neckchopper
- Steelbiter Gudrud
- Steelhide Protector
- Striking Bull
- Stun Tube