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Introduction

Just like the Mission system, conquests have a direct impact on your current Allegiance. In conquests, the three nations of San d'Oria, Windurst and Bastok compete to rule over specific regions. Each region is made up of up to eight smaller areas. Your role should be to fight beastmen and Monsters for the honor and glory of your nation. You can watch the conquest progress by looking at your ingame regionmap under the topic "Conquest".

What to do

Your task is to gather Conquest Points in the Outlands. A certain percentage of those points are used by your Allegiance to enhance the conquest influence of that region, where you are getting C.P.s.
Dying at the Outlands decrease your Allegiance influence and increase the influence of the Beastmen hordes instead. Your primary objective should be to fight mobs under signet status (read the signet article for detailed info, please). Only signet allows to get Crystals and C.P.:

  • You have to fight Easy Prey mobs or above
  • You need a joblevel 6+ for C.P. accumulation. Under level 6 neither death nor victory against mobs afflict the Conquest system.
  • You only get crystals in regions under Nation control.
  • C.P. are experience points related and the amount of C.P per xp differ by the conquest control hierarchy and which region you are fighting mobs (see article Conquest Points for a formula).

Besides the way of fighting xp mobs to conquer a region, there are several other possibilities to get C.P. and influence for your nation, but those can only be done under certain conditions:

Rewards of the Conquest

A nation's conquest place depends on the number of regions under its control, and has a large impact on its economic status. The more regions your nation controls, the more prosperous it will become. And a strong nation will surely result in innumerable benefits for adventurers like you. Each monday 0:00 a.m. Japanese Standard Time (JST) the gamesystem executes a "conquest-tally". The result is the conquest hierarchy of the 3 nations for one earth week. The places are determined by the amount of regions under one nations control. To get control of a region, one nation have to get more "influence" over the other Allegiances and the Beastmen hordes, when the tallying timepoint is coming and it will conquer this area. "Influence" of a region between the weekly tallies can vary and arn't relevant besides the nations could maybe loose the Outpost Vendor-Teleport function, when the beastmen hordes get over 95% influence.
At the conquest system hierarchy you can have either a 1st, 2nd and 3rd place ranking or draws or even Alliances of nations. Alliances will be built by the weaker nations, if one stronger nation conquers 80% or more regions. Draws and Alliances often change the normal Conquest behaviour. Some NPCs dont spawn, some items can't be bought at the Conquest Overseers or the C.P. gain is changed.
Here is a short list of conquest relating stuff:

  • Specific Regional Merchants will be available for the city, which Allegiance claimed the conquest-control of the belonging region.
  • Supply Run Missions will be available to the nation in control of the region under certain conditions.
  • Outpost Teleporting to cities are available, when a nation have regional conquest control.
  • Conquest Points: As a player, you will receive C.P. (see under this topic for a formula and "What to do" above), which are allowing you to obtain special items at City and Jeuno Conquest Overseers as your conquest points increase. Some items are only available when your current Allegiance is 2nd or 1st in conquest ranking. The amount of conquest points by killing enemies is also region control dependant.
  • Once a regions comes under your nation's control, Outpost Vendors and Regional Conquest Overseers of the controling Allegiance will be dispatched to stand guard there. These guards play a vital role in supporting the crystal-gathering activities of players.
  • Expeditionary Forces and Garrisons quests are conquest dependant.
  • Besides Regional Merchants the 1st place Allegiance will have available following NPCs in its city: Nokkhi Jinjahl, Ominous Cloud, Valeriano, Mokop-Sankop, Cheh Raihah, Nalta and Dahjal. If there is a draw or a 1st place Alliance, those NPCs won't be available.


The History of the Conquest

Let us take a brief look at the historical origins of the conquest in Vana'diel. Although there has been a marked decrease in large-scale coordinated attacks from the beastmen since the end of the Crystal War, constant sweeps are required to hunt down wandering bands of beastmen that threaten small villages and travelers.

Yet the nations of Vana'diel are exhausted from the war, and continue to harbor doubts about their allies. As such, they are reluctant to dispatch large numbers of their own troops to deal with the problem.

Troubled by the situation, Grand Duke Kam'lanaut of the Grand Duchy of Jeuno proposed the conquest system. This awards the right to control a region to the nation that contributed the most to ensure its safety. As the nation of Jeuno is a crossroads of trade and does not desire any further territory of its own, it acts as the impartial judge and sponsor of the conquest.

The representatives of the three great nations of Vana'diel gathered in Selbina, and agreed that a force was needed to deal with the beastmen scourge. The representatives signed the "Selbina Pact for Conquest." Since then, each nation's border guards have been authorized to deputize adventurers of the same allegiance to participate in the conquest. This has ushered in a new era in the history of Vana'diel: the Age of Adventurers.

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