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The Shrouded Land of Dynamis is a parallel dimension that is separated from Vana'diel, and cannot be entered by normal means. It is a dreamworld created by the terrestrial avatar Diabolos, ruler of dreams, to escape from Vana'diel's fate. The Shadow Lord (known as the Dynamis Lord here), the Dark Kindred, the Forlorn Vanguards, Hydra Corps, and several others were all transported to or entered the realm at some point.

Dynamis

Dynamis Areas

Original Dynamis Areas

Dynamis - Windurst Dynamis - San d'Oria Dynamis - Bastok
Dynamis - Jeuno Dynamis - Beaucedine Dynamis - Xarcabard

Dreamworld Dynamis Areas

 
Dynamis - Valkurm Dynamis - Buburimu Dynamis - Qufim
Dynamis - Tavnazia

 

How to Enter

All Dynamis Areas

The following prerequisites apply to all Dynamis areas:

  1. Rise of the Zilart expansion pack.
  2. Level 65 or higher.
  3. Completion of Mission 5-2 for any nation.

After meeting the above requirements:

  1. Zone into Xarcabard for a cutscene.
  2. Examine one set of Trail Markings to receive another cutscene.
    The Trail Markings can be found just outside each residential area entrance in Windurst Walls, Southern San d'Oria, Bastok Mines or Ru'Lude Gardens.
  3. You will then receive the Key Item Vial of Shrouded Sand.
This Key Item is needed to access all Dynamis-related services.

Dreamworld Dynamis

Access to these areas requires the Chains of Promathia expansion pack and completion of Chapter 3-5: Darkness Named.
Additionally, Dynamis - Tavnazia requires successful completion of:

Beaucedine and Xarcabard

Access to Dynamis - Beaucedine requires successful completion of:

Additionally, Dynamis - Xarcabard requires the successful completion of Dynamis - Beaucedine.

Entering Dynamis

These Goblins also help manage Ancient Currency found in Dynamis.
  • The Timeless Hourglass can then be traded to sets of Trail Markings or Hieroglyphics (depending on area to be entered). This will turn it into a Perpetual Hourglass.
  • From the moment the sands of the Perpetual Hourglass begin to fall, the area of Dynamis corresponding to the location will become reserved.
  • It is important to note your Dynamis time begins when you trade your Perpetual Hourglass. DO NOT TRADE YOUR GLASS MORE THEN A MAXIMUM OF 5 MINUTES PRIOR TO ENTRY. Any more then that will waste precious time you have in the zone.
  • By using the Perpetual Hourglass as an item, the Hourglass will create a copy of itself.
    • This can be used to create an infinite number of Perpetual Hourglasses for other people to enter the same Dynamis area, though only the maximum number specified for that area may actually enter.
  • Once a person trades a Perpetual Hourglass to the markings that slot becomes permanantly reserved for the rest of the run. Once the maximum amount of people have entered a dynamis zone, no others will be allowed entry.
For example, if 64 people enter Dynamis Bastok - only those same characters will be able to use an hourglass to enter the dynamis area, regardless of how many people are currently in the area.
During the reservation period, anyone in possession of the Hourglass (or an Hourglass created from that original Hourglass) can enter that area.
Trading the Perpetual Hourglass to the Trail Markings or Hieroglyphics a second time will teleport the player to the reserved area of Dynamis. If this is your first time entering the area, you will receive a short cutscene.
  • A player who has previously obtained the Key Item Vial of Shrouded Sand and subsequently changed their nation of allegiance is still able to enter Dynamis areas, regardless of their Rank in the new nation.

Rules for Dynamis

Time

Beginning from the exact time the first Perpetual Hourglass is traded to a set of Trail Markings or Hieroglyphics, you will be given exactly one hour (Earth time) in a Dynamis area per reservation, excluding time extensions obtained through defeating certain enemies (these can increase Dynamis time to a maximum of 210 minutes, or three and a half hours). The time your "reservation" expires will always be listed in the item description of each Perpetual Hourglass held.

Time limit warnings will be displayed when 10 minutes and 3 minutes remain. When the time limit expires, all Perpetual Hourglasses created for that session of Dynamis will become void, and all players in the zone will be removed after 30 additional seconds pass. At this point, it is no longer possible to obtain time extensions.

Leaving

It is possible to leave Dynamis before time has expired. This is typically done by dropping your Perpetual Hourglass or selling it in a Bazaar. Each participant in Dynamis must keep the Perpetual Hourglass in his/her inventory in order to remain in Dynamis; if it is ever dropped or sold, they will be removed from Dynamis after 30 seconds pass, similar to what happens when the time limit on the hourglass expires.

As with all other areas, you may also leave Dynamis by being KO'd and Home Pointing, or through teleporting magic or items (such as Warp or Instant Warp). You may re-enter the same area without restriction as long as time has not expired and you still have a Perpetual Hourglass for that session.

Re-Entering

You may re-enter Dynamis before your Perpetual Hourglass expires, however, a character re-entering Dynamis will be weakened for 10 minutes. After your time in Dynamis has expired, 72 hours (Earth time) must pass since your initial entering before you may enter any Dynamis area again.

Trading a Perpetual Hourglass to the markings is counted as entering a Dynamis area, even if you do not actually warp inside Dynamis.

Clearing

Examining the ??? after the boss for the Dynamis area is defeated will grant a Key Item (specific to each Dynamis area) and a title change. After the win, you can check the "Trail Markings" again for another cutscene to progress the story along. Viewing the cutscene is not required.

Experience Points

Experience Points are lost if you are defeated within Dynamis; it is not possible to gain Experience or Limit Points through defeating enemies in these areas, though it is possible to (re-)gain Experience Points through using found items that grant it, such as Copies of "Ginuva's Battle Theory" and Copies of "Schultz Stratagems".

Rewards

100 Pieces In the Original Dynamis areas: 100 pieces only drop from Statues (including the city mega-bosses), Vanguard Eyes, Vanguard Dragons, the NMs killed to spawn Dynamis Lord, and Dynamis Lord himself. Dynamis Lord is very likely to drop one 100, the type of which is random. The Demon NMs used to pop Dynamis lord also have an extremely low chance of dropping a random 100 piece. Statues drop 100 pieces according to their nation of origin, Yagudo drop Jadeshells, Orcs drop Silver pieces, and Quadav drop 100 Byne Bills. Goblin statues, Vanguard Eyes, Vanguard Dragons and Dynamis lord may all drop any of the 3 types.

100 Pieces In CoP Dynamis areas: 100 pieces are again able to drop from Statues and Vanguard Eyes, but the mega bosses of the given area may also rarely drop up to 4 currency of any type at one time once defeated.

Shadow Accessories: These items may be obtained if your are able to defeat Dynamis Lord

Relic Armor In the Original Dynamis areas: Relic armor drops from all mobs excluding Statues, Vanguard Eyes and Bosses. Enemies can drop more than one piece of armor of different types at a time. No matter what the job, any enemy may drop any class' armor. (Excluding the Demon NMs in Xarcabard needed to spawn Dynamis Lord, which drop pieces in accordance to their job.)

Relic Armor In CoP Dynamis areas: all NQ AF is obtainable throughout the CoP, Valkurm dropping the lvl 71 armor pieces, Buburimu dropping the lvl 72 pieces, Qufim dropping the lvl 73, and Tavnazia dropping both the lvl 74 (2nd floor) and lvl 75 (3rd floor). NQ armor only drops from Beastmen mobs. in addition to NQ AF, -1 upgrade items can also be attained from any monster in the areas and be used to upgrade the NQs into HQs when traded to Sagheera with the corresponding items and Ancient Currency. Relic accessories drop only from Nightmare creatures and drop according to a specific drop table in each zone.

Also See: Relic Armor +1.
Also See: Relic Accessories.

Hydra Armor: In addition to relic armor and -1 items, Tavnazia also drops Hydra armor as an additional reward for your efforts.

Other Items may also drop that are used for various things including relic weapon upgrades, crafting, and the Strange Apparatus quests.

Also See: Dynamis Items.

Multiple AF2 Drops

It is possible to obtain two AF2 pieces off the same monster. However there are some restrictions as to how this works:

The new AF2 - COR, BLU, PUP, DNC, SCH all drop differently to the regular AF2. They have a separate drop slot compared to regular AF2 and so it is only ever possible to get an old AF2 (example: WAR SAM DRK) and a new AF2 (example: COR BLU) but NEVER possible to get two old AF2 (example cant get WAR WAR). Because the newer AF2 only comes from the 2nd drop slot it therefore impossible to get two new AF2 off the same monster.

In laymen's terms, any one (1) monster has two drop slots. It can drop any combination of the original 15 jobs in slot 1, and any combination of the new jobs artifact armor in slot 2, but cannot drop two of the original 15 at once, and cannot drop 2 of the new 5 armors at once.

Original Dynamis Areas

Maximum Number of Players: 64
Entry Target: Set of Trail Markings
Area Access: Four Key Items, one from each of the initially-available Dynamis areas, are required to enter Dynamis - Beaucedine; a fifth Key Item, obtainable in Dynamis - Beaucedine, is required for entry into Dynamis - Xarcabard.

Dreamworld Dynamis Areas

Maximum Number of Players: 36 (Tavnazia: 18)
Entry Target: Set of Hieroglyphics
Area Access: Once prerequisites are met, three additional Dynamis areas become initially available. Dynamis - Tavnazia is unlocked by completing these three.

Monster Behavior

All monsters in Dynamis are aggressive and link with all other monsters. They also possess either True Sight or True Hearing, depending on the monster's family. All beastmen will use their job's Two Hour Ability, with the exception of Dragoon-type beastmen; they will instead use Call Wyvern. Finally, all monsters are Notorious Monsters.

Dynamis monsters' linking behavior differs slightly than monsters from outside Dynamis. Normally, there is a slight delay between when a monster loses aggro through the player dying or warping and when it becomes aggressive again. In Dynamis, this delay is eliminated and all monsters will instantly become aggressive again after losing aggro. The end result is that a group of monsters can quickly pummel their way through an alliance if not dealt with accordingly.

Scheduling

Due to the nature of Dynamis areas, some server communities have taken it upon themselves to create a scheduling system that various linkshells can use to coordinate events. Because Dynamis events generally take a large number of people and a significant amount of time, it can create a bit of conflict if two groups try to enter the same area at the same time. To prevent this, linkshells would communicate their proposed schedule on their respective forums, or use websites devoted to Dynamis schedules.

  • An example of a working Dynamis calendar for the Ragnarok Server would be the SpikeFlail calendar.
  • An example of a working Dynamis calendar for the Kujata Server can be found Here.
  • An example of a working Dynamis calendar for ALL Servers can be found at DynamisCalendar.com

Historical Background

"Dynamis" is the Greek word which means the "will to fight". It was used to refer to the willpower that kept Greek soldiers in the military formation known as a "phalanx". If the soldiers broke this defensive formation, they would be much more vulnerable to defeat. "Dynamis" is also the "secret" name of the angel Metatron.


See Also

All items (520)

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