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	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Relmreborn</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
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	<updated>2026-05-16T21:56:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Surprise&amp;diff=1306034</id>
		<title>Cinder Surprise</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Surprise&amp;diff=1306034"/>
		<updated>2026-05-11T12:19:36Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Fishing Log: The River of Sand */ Corrected Cinder Surprise window, 12am (midnight) not 12pm (midday) and only runs until 2am&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Cinder Surprise&lt;br /&gt;
| icon = cinder surprise icon1.png&lt;br /&gt;
| image = cinder surprise.png&lt;br /&gt;
| description = These bizarre, steaming-hot creatures inhabit the River of Sand, and on rare occasions, find themselves on anglers&#039; hooks. Said anglers are normally bemused by such an apparently inedible catch, but when desperately searching for sustenance in the arid desert, one takes what one can find.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Suitable for printing on small canvases.]&lt;br /&gt;
| type = crafting material&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Seafood&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = green&lt;br /&gt;
| level = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 119&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 4a0be61cb71&lt;br /&gt;
| id-gt = 33241&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Basic Information==&lt;br /&gt;
*&#039;&#039;&#039;Recommended [[Fishing]] Level&#039;&#039;&#039;: 71&lt;br /&gt;
*&#039;&#039;&#039;Fish Type&#039;&#039;&#039;: [[Sands]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] Type&#039;&#039;&#039;: [[????]]&lt;br /&gt;
*&#039;&#039;&#039;Sizes&#039;&#039;&#039;: Smallest - ??im, Largest - ??im&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charging through the searing desert at improbable speed, this boss of the sand eggs is a mystery wrapped in a concealing shell. Even when cracked open, the true nature of this glowing-eyed enigma is obfuscated beneath a seemingly endless eruption of sooty smoke.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===[[Fishing Log: The River of Sand]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Location]]&#039;&#039;&#039;: [[Amh Araeng]] (x32,y13)&lt;br /&gt;
*&#039;&#039;&#039;Hole Level&#039;&#039;&#039;: 71&lt;br /&gt;
*&#039;&#039;&#039;[[Baits]]&#039;&#039;&#039;: [[Desert Dessert Frog]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mooch]]ed from&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Condition&#039;&#039;&#039;: Between 12PM-2AM, 2250+ [[Gathering (Attribute)|Gathering]] required&lt;br /&gt;
*&#039;&#039;&#039;[[Weather Chain]]&#039;&#039;&#039;: {{weather icon|dust storms}} [[Dust Storms]] -&amp;gt; {{weather icon|heat waves}}[[Heat Waves]]&lt;br /&gt;
Requires {{status effect|buff|fishers intuition}} [[Fisher&#039;s Intuition]] buff from catching 10x {{item icon|Sand Egg}}.&lt;br /&gt;
&lt;br /&gt;
{{evt|service=youtube|id=2S1OHYIcZrk|dimensions=400|description=Video guide by Fruity Snacks}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]] (490.00)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The name is presumably a reference to [[wiki:Kinder Surprise|Kinder Surprise]] eggs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Seafood]] [[Category:Sands Fish]] [[Category:Legendary Fish]] [[Category:Shadowbringers Legendary Fish]]&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1031627</id>
		<title>Dragonsong&#039;s Reprise (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1031627"/>
		<updated>2025-09-30T22:25:27Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Gear and consumables */ Grade 1 Gemdraught caps potion benefit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = “There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man&#039;s masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...&lt;br /&gt;
| image = Dragonsong&#039;s Reprise1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 605&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Medias Res&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.11&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;DSR&#039;&#039;&#039; or &#039;&#039;&#039;DSU&#039;&#039;&#039; and is based on [[Main Scenario Quest]] dungeon and trial bosses from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}, speak with the [[Wandering Minstrel]] in [[Old Sharlayan]] (X:12.7 Y:14.2) as a level 90 Disciple of War or Magic.&lt;br /&gt;
*Dragonsong&#039;s Reprise (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 605, equipment with an [[item level]] of at least &#039;&#039;&#039;725&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available [[food]] and bring a supply of sufficiently high level stat-increase potions for their job (Grade 1 or higher Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight, although it will be beneficial in earlier phases (e.g. phases 3-5) if there are multiple deaths.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
[[Category:Pages needing embed video template]]{{#ev:youtube|A-P1eXE18ko|350|right|Visual guide by Tessan Twintails}}&lt;br /&gt;
It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.&lt;br /&gt;
&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “A” can be located at the north, and “1” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Spineshatter Dive” stand to mitigate confusion and allow for quick adjustments.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics, if not outright killing the player, will inflict a crippling -50% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039; debuff is around half the damage loss versus the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The total fight length is around 22 minutes (3 minutes for phase 1, 19 minutes for phases 2-7 post-checkpoint).&lt;br /&gt;
 &lt;br /&gt;
===Phase 1: Sers [[Ser Adelphel|Adelphel]], [[Ser Grinnaux|Grinnaux]], and [[Ser Charibert|Charibert]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;, deals heavy room wide damage, and must be mitigated. &lt;br /&gt;
*&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Grinnaux&#039;&#039;&#039;. Casts a donut AoE with the only safe area within the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Tethers to a random player which can be exchanged to other players on contact. Will then charge at the tethered player and use this ability, dealing moderate damage and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and is followed up immediately by &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;: A heavy-damage multi-hit tankbuster with a small AoE that requires heavy mitigation or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; moves to the center of the arena and randomly targets four players with orange overhead markers. Shortly afterwards, he will fire a line cleave at each marked player, dealing high damage, debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, while firing a wide conal shared damage AoE directly behind him that must be shared by the unmarked players, dealing high damage and debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If the portals are too close together, they will tether and explode, wiping the party. If they are placed too close to the cardinals of the arena, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will charge through them later, exploding them and wiping the party.&lt;br /&gt;
*&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast this, knocking all players away a good distance and dealing light damage. The knockback can be prevented with anti-knockback abilities.&lt;br /&gt;
*&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will drop on the edge of the arena at a random cardinal, perform &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Execution&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; targets the highest player in his &#039;&#039;&#039;[[enmity]]&#039;&#039;&#039; list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly killed.&lt;br /&gt;
*&#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. A massive heal on &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; that needs to be interrupted with {{action icon|Interject}} or {{action icon|Head Graze}}. This is cast three times in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players, likely resulting in deaths due to the concurrent &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to two DPS.&lt;br /&gt;
**&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one DPS and one healer.&lt;br /&gt;
**&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one DPS and one tank.&lt;br /&gt;
**&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to one tank and one healer.&lt;br /&gt;
*&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. All players are hit by a large fire AoE, dealing high damage and debuffing with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Full Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; fires a point-blank circular AoE with the safe region past max melee range.&lt;br /&gt;
*&#039;&#039;&#039;The Bull&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Brightblade&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, but will stop when he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Otherwise will deal high damage that requires mitigation.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
The fight will open with Sers &#039;&#039;&#039;Adelphel &amp;amp; Grinnaux&#039;&#039;&#039; as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; at roughly the same level of HP. &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will begin by casting &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing heavy party-wide damage, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;, so players should move into his hitbox. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will tether to a random player and begin casting &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, which the off tank should pick up and turn away from the party. Once the &#039;&#039;&#039;Holy Shield Bash/Blade Dance&#039;&#039;&#039; combo goes off, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will hit all players with &#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;, dealing high damage, which should be mitigated and healed through.&lt;br /&gt;
&lt;br /&gt;
After a certain amount of time, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will leave the arena and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will target four random players with &#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won&#039;t tether or get hit by &#039;&#039;&#039;Adelphel&#039;&#039;&#039; later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, severely hindering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will soon return to the arena, landing on a random cardinal of the arena and begin to cast &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing proximity-based damage. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Next, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where &#039;&#039;&#039;Adelphel&#039;&#039;&#039; first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as &#039;&#039;&#039;Adelphel&#039;&#039;&#039; immediately follows up with &#039;&#039;&#039;Execute&#039;&#039;&#039;, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.&lt;br /&gt;
&lt;br /&gt;
Players should move the bosses back to the center of the arena, and prepare to interrupt &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, a massive heal for &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will use a second &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039; at this point, and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will try to cast a second &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. For this &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn&#039;t break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, hitting all players in a small AoE and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players overlap for this attack, they will die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will cast another &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, while &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; casts either &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; or &#039;&#039;&#039;Full Dimension&#039;&#039;&#039;. If &#039;&#039;&#039;Empty&#039;&#039;&#039;, players need to move into &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; hitbox, and if its &#039;&#039;&#039;Full&#039;&#039;&#039;, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will attempt to cast another &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren&#039;t able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with &#039;&#039;&#039;Charibert&#039;&#039;&#039; on the west side of the arena. The untargettable &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; tethers all players to him and pulls them into a &#039;&#039;&#039;Planar Prison&#039;&#039;&#039;, inflicting them with &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which will kill players immediately if they leave the prison circle.&lt;br /&gt;
&lt;br /&gt;
At this point, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, which will deal party-wide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;, dealing very high damage debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the &#039;&#039;&#039;Skyblind&#039;&#039;&#039; debuff AoE. Players need to burn down &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible before his attack finishes casting. Players will notice &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; appear on the east side of the arena and throw his &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; at the party, but [[Haurchefant]] run into the arena and block the spear, which quickly drains his HP and kills him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out party-wide damage with &#039;&#039;&#039;Shockwave&#039;&#039;&#039; that should be healed through. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts and as long as at least one player is alive, the arena will transition. The &#039;&#039;&#039;Limit Break&#039;&#039;&#039; gauge will reset, players will gain access to a third &#039;&#039;&#039;Limit Break&#039;&#039;&#039; bar and a checkpoint, the only one in the encounter. Note that players must attack &#039;&#039;&#039;Thordan&#039;&#039;&#039; for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[King Thordan]] and His [[Knights Twelve]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a narrow conal AoE that snapshots players&#039; positions when the cast bar finishes and resolves shortly after.&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; to perform a series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;: &#039;&#039;&#039;Sers Ignasse, Vellguine, Paulecrain&#039;&#039;&#039; appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Conviction&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039;, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: The &#039;&#039;&#039;Ward&#039;s&#039;&#039;&#039; [[Dragoon]]s leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE and inflicting both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets a random non-tank player without a blue marker with an untelegraphed split damage AoE.&lt;br /&gt;
**&#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039; will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, inflicting {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; to them and anyone too close to them, then follow up with &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;, a multi-hit high damage conal tankbuster that requires heavy mitigation. The tethers can be exchanged with other players by contacting the tether. Damage can be mitigated with increased distance from the knights.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide attack that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Tankbuster that debuffs with {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. This is followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, requiring a tank swap or invulnerability cooldown to survive.&lt;br /&gt;
*&#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; once again for several more attacks.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039; that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;Sacred Sever&#039;&#039;&#039;: &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;in a medium-sized AoE that is reduced by distance from Zephirin. The damage should be shared among four players with heavy mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel and Janlenoux&#039;&#039;&#039; appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.&lt;br /&gt;
**&#039;&#039;&#039;Holy Comet&#039;&#039;&#039;: &#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039; will mark two random players based on their role (either two supports, or two DPS) with a red overhead marker and the {{status effect|Prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (&#039;&#039;&#039;Holy Impact&#039;&#039;&#039;) and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;: &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039; will target four players of the same role (DPS or supports) with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict {{status effect|ice resistance down}} &#039;&#039;&#039;[[Ice Resistance Down]] II&#039;&#039;&#039; among all players hit, making overlap lethal. The ice puddles will inflict {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;The Heaven&#039;s Stake&#039;&#039;&#039;: &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and performs a knockback from the center of the arena, dealing light raidwide damage. The knockback can be prevented by {{action icon|Surecast}} or {{action icon|Arm&#039;s Length}}.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate End&#039;&#039;&#039;: An attack that deals massive damage and must be mitigated in order to survive.&lt;br /&gt;
*&#039;&#039;&#039;Broad Swing&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and knock back any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. If players do not defeat &#039;&#039;&#039;Thordan&#039;&#039;&#039; before this attack fires, the party will be wiped. &#039;&#039;Note that any shields applied to the party will be instantly removed when the cast bar fills, but there is a slight delay until the attack kills players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
At the beginning of the phase, players should pull &#039;&#039;&#039;Thordan&#039;&#039;&#039; into the center of the arena to better handle coming mechanics. He will start with &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting &#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;, summoning the other &#039;&#039;&#039;Knight&#039;s Twelve&#039;&#039;&#039; to the arena and becoming intangible after the cast.&lt;br /&gt;
&lt;br /&gt;
For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights, &#039;&#039;&#039;Sers Ignasse, Vellguine, and Paulecrain&#039;&#039;&#039; will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the &#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;, as their attacks are quite wide. Players must also space out for the &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039; attack, as the attack deals high damage and debuffs with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, meaning overlap will kill. At the same time these attacks are happening, &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; will charge up and use &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will reappear in the center of the arena again and prepare another &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;. To handle this, players will have to line up to bait the cleaves and move like before. Following this, &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear and begin casting &#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;, causing several dark portals to spawn on the ground that begin to slowly grow. &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039;, the two [[Paladin]]s will drop in the center of the arena and turn to face a certain direction. This indicates where &#039;&#039;&#039;Thordan&#039;&#039;&#039; will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights will soon drop on them using &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won&#039;t reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once the &#039;&#039;&#039;Paladins&#039;&#039;&#039; drop their tethers and the tanks pick them up, they can move to either side of the safe area near &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once they reach the safe area, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;, which will require the three players to stack to mitigate damage. The &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights will then rush to the tanks and use the &#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039; combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center of the arena and immediately begin casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;, dealing high party-wide damage, so healers should be ready for this. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, a heavy-hitting tankbuster that inflicts the main tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. This is immediately followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, which will kill the tank unless swapped or an invulnerability skill is used. After this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center and use &#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;, another series of mechanics. Once all the knights have lept from the center of the arena, the two &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights and &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; the [[Dark Knight]] will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena&#039;s edge as well. Two players will be marked with either one sword or two sword markers. The two &#039;&#039;&#039;Paladins&#039;&#039;&#039; will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; both ways. During this, the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; on the first marked player, then the second, then back to the first, and back to the second. Each hit of &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; must be split amongst other players to mitigate. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawn, as both will be casting a gaze attack that will inflict {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if hit by it.&lt;br /&gt;
&lt;br /&gt;
Once parties have been corrected, one party will move to behind the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;, and the other will move opposite. Once the gaze attacks fire, the knight&#039;s will begin dashing and the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will begin attacking. Players will need to move around the edge of the arena in the same direction as the &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights to avoid the &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; left behind.&lt;br /&gt;
&lt;br /&gt;
Once the knight&#039;s attacks have been resolved, the &#039;&#039;&#039;Mage&#039;&#039;&#039; knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive &#039;&#039;&#039;Prey&#039;&#039;&#039; markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players will need to meet up with their partners, with the &#039;&#039;&#039;Prey&#039;&#039;&#039; marked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use &#039;&#039;&#039;{{action icon|Sprint}}&#039;&#039;&#039; or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a &#039;&#039;&#039;Resistance Down&#039;&#039;&#039; of their element, and kill on the second touch. The meteors as they land will deal light party-wide damage, so healers may want to raise barriers or top up on healing for this.&lt;br /&gt;
&lt;br /&gt;
A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear at this time and begin charging &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks resolve, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable again and appear to the north of the arena and begin casting &#039;&#039;&#039;Ultimate End&#039;&#039;&#039;. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, &#039;&#039;&#039;Thordan&#039;&#039;&#039; gains the &#039;&#039;&#039;Discomposed&#039;&#039;&#039; debuff, increasing his damage taken by 30%. He will move into the arena, using two &#039;&#039;&#039;Broad Swings&#039;&#039;&#039;. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039; as an enrage. &#039;&#039;&#039;Thordan&#039;&#039;&#039; must be defeated before this cast finishes, or the party will be wiped. Upon defeating &#039;&#039;&#039;Thordan&#039;&#039;&#039;, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage. Note that if Thordan is defeated when the animation for his enrage goes off, any shields on the party will be deleted and will need to be immediately re-applied for the transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Nidhogg]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039;: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;: Each player is marked with a specific number over their heads, ranging from one to three ([[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, [[File:Third in line icon1.png|link=]] &#039;&#039;&#039;Third in Line&#039;&#039;&#039;). Three random players will be marked with 1, two players will be marked with 2, and the remaining three players will be marked with 3. These debuffs indicate what order the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, indicating where a tower will spawn after the &#039;&#039;&#039;Clones&#039;&#039;&#039; dive. The tower will spawn around 3 seconds after the clone dives. Each clone dive will inflict heavy damage, {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; to the targeted players, in a medium-sized AoE. Players who are caught in others&#039; clone dives will be knocked back and instantly die.&lt;br /&gt;
**[[File:High jump target icon1.png|link=]] &#039;&#039;&#039;Dark High Jump&#039;&#039;&#039; (circle): Dives on the player, and places a tower where they are standing. &lt;br /&gt;
**[[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Dark Elusive Jump&#039;&#039;&#039; (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing. &lt;br /&gt;
**[[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039; (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing. &lt;br /&gt;
**These are assigned per number group. At least one, but no more than two number groups will have arrows, while the remaining group(s) will have all circles. A group containing arrows will always contain one of each arrow, with the remaining player (if not group two) given a circle.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039;: A &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. If a player with these debuffs soaks a tower, they will die. &lt;br /&gt;
**A later variant will spawn four towers at the intercardinals in melee range of the boss. These require multiple players to soak to prevent them from exploding ~5 seconds after spawning. Towers may require one to four players, as indicated by the number of pillars within the tower circle. The pattern of these is random, but there will always be a total of 8 pillars. If fewer than the required number of players soak a given tower, it will explode and wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Gnash and Lash / Lash and Gnash&#039;&#039;&#039;: The boss will use three sequential attacks: a stack AoE, followed by an attack either within its hitbox, or outside, depending on the name of the cast. Being hit by the latter two attacks will inflict a small amount of damage, knock the player back slightly, and inflict a crippling {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039;: A high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players with additional party mitigation to lower damage.&lt;br /&gt;
**&#039;&#039;&#039;Lashing Wheel&#039;&#039;&#039;: A donut AoE that hits the entire arena except for inside the boss&#039;s hitbox.&lt;br /&gt;
**&#039;&#039;&#039;Gnashing Wheel&#039;&#039;&#039;: A point-blank circular AoE that hits inside the boss&#039;s hitbox, making the outside safe.&lt;br /&gt;
**In other words, &#039;&#039;&#039;Gnash and Lash&#039;&#039;&#039;: stack -&amp;gt; out -&amp;gt; in. &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;: stack -&amp;gt; in -&amp;gt; out&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039;: Line AoEs fired by the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will turn towards a random player and fire a point-blank conal AoE that deals lethal damage. He will always turn south when he uses this ability the second time.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; and a random &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; spawned from the last set of &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will each tether a random player. This clone will not use &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;. The tethers can be exchanged to other players on contact. A few seconds after the tethers appear, both will use a heavy-hitting AoE tankbuster on the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Players should group in the center of the arena and pop several mitigations to handle the damage output from &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting &#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;, and each player will be targeted with a marker ranging from one to three: [[File:First in line icon1.png|link=]][[File:Second in line icon1.png|link=]][[File:Third in line icon1.png|link=]]. These marks indicate which order players will have a &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: [[File:High jump target icon1.png|link=]] &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; (indicated by a debuff with a blue circle), [[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Elusive Jump Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points downwards), and [[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Spineshatter Dive Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the &#039;&#039;&#039;Third&#039;&#039;&#039; debuff to take their tower, as the &#039;&#039;&#039;Clone&#039;&#039;&#039; landing on a player inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, and they will die if they try to soak their own tower.&lt;br /&gt;
&lt;br /&gt;
During this, the boss will cast &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;, requiring players to move into the boss&#039;s hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with &amp;quot;one&amp;quot; will move to their locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, while the players marked with &amp;quot;two&amp;quot; and &amp;quot;three&amp;quot; stack in front of the boss to mitigate &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;. Players will then move in, and back out of the boss&#039;s hitbox. Following this, the &amp;quot;three&amp;quot; marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the &amp;quot;two&amp;quot; marked players move to their own predetermined locations to prepare to drop their towers.&lt;br /&gt;
&lt;br /&gt;
For the next set of towers, as mentioned prior, the &amp;quot;two&amp;quot; players will move to their predetermined location to drop their towers, and the &amp;quot;three&amp;quot; players will move to their predetermined locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; marker and face the correct location. The &amp;quot;three&amp;quot; marked players will also need to face outwards away from the boss immediately following the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; attack, as they will mimic the player. Once they begin casting &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; casts are resolving, the boss will begin casting another &#039;&#039;&#039;Gnash/Lash&#039;&#039;&#039; combo in either order, so players will need to determine the correct movement for the attack. &amp;quot;2&amp;quot; marked players will have their &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; drop on them, then will have to move in to stack with other players to mitigate another &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;, then two of the &amp;quot;one&amp;quot; marked players will soak the &amp;quot;two&amp;quot; players towers, facing outwards to bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; once again, and moving into the boss&#039;s hitbox as needed. Finally, the &amp;quot;two&amp;quot; players and the &amp;quot;one&amp;quot; player who didn&#039;t previously take a tower will handle the &amp;quot;three&amp;quot; marked players towers and bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; a final time.&lt;br /&gt;
&lt;br /&gt;
After the towers resolve, the boss will turn towards a random player and begin casting &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.&lt;br /&gt;
&lt;br /&gt;
To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039;. After a short while, both the boss and the clone will use &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use a few more auto-attacks and another &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, and then will begin slow casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, the boss&#039;s enrage. Players will need to defeat the boss before this attack fires or they will be wiped. Some parties may initially find it necessary to use a Melee Limit Break to defeat the boss before it enrages. While this is an option when still progressing on this phase and the next one, using a Limit Break at this point in the fight will prevent further progress at a later phase, so players must eventually be able to defeat Nidhogg without relying on a Limit Break in order to complete the encounter.&lt;br /&gt;
&lt;br /&gt;
Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: The [[Eyes of Nidhogg]]===&lt;br /&gt;
Both Eyes are stationary enemies that cannot be moved and have omnidirectional hitboxes. The &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) will always spawn west at 50% maximum HP and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red) will always spawn east at 100% HP.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*[[File:Soul of friendship icon1.png|link=]] &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;: Haurchefant&#039;s spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*[[File:Soul of devotion icon1.png|link=]] &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;: Ysayle&#039;s spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff that lasts six seconds.&lt;br /&gt;
*&#039;&#039;&#039;Hatebound&#039;&#039;&#039;: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a three second debuff ([[File:Bound and determined icon1.png|link=]] &#039;&#039;&#039;Bound and Determined&#039;&#039;&#039;) that prevents further chain exchange until it expires.&lt;br /&gt;
**[[File:Clawbound icon1.png|link=]] &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red): Damage taken will result in damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Fangbound icon1.png|link=]] &#039;&#039;&#039;Fangbound&#039;&#039;&#039; (blue): Damage taken will result in healing to the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Nova&#039;&#039;&#039;: Two large yellow orbs will spawn, one next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage as the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039;: Four small blue orbs will spawn, two next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;: Cast by both eyes. Two random players with &#039;&#039;&#039;Clawbound&#039;&#039;&#039; will be hit with a medium-sized AoE that inflicts heavy damage and {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.&lt;br /&gt;
*&#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;: Heavy party-wide damage cast from both eyes and requires mitigation. Will kill players if both eyes cast this at once, requiring the Right Eye to be defeated before this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. If both eyes are not defeated before &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will appear in his dragon form and cast this ability, wiping the party.&lt;br /&gt;
====Strategy====&lt;br /&gt;
When the phase begins, players should group up around [[Alphinaud]], as [[Haurchefant]] and [[Ysayle]] will appear, targeting a random player and &#039;&#039;&#039;Alphinaud&#039;&#039;&#039; to each drop a buff, &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;, and &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;. Each buff will allow a player to inflict damage on a specific eye. Players need to obtain both buffs, and need to be careful not to die, as they will not be able to deal damage for the remainder of the fight, even if they are revived. Once players receive their buffs, they should break into their light parties, with each tank taking an eye. Players will need to spread out around the eyes. [[Estinien]] will pulse out &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing party-wide damage that also inflicts a Bleeding damage over time for a few seconds. Healers should be ready for this. Both eyes will cast &#039;&#039;&#039;Hatebound&#039;&#039;&#039;, tethering four random players to each eye. These tethers can be exchanged by players passing over one another, with a brief three second cooldown before chains can be exchanged again. Players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain will heal the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; when they receive damage, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain will deal damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; when they receive damage. In order to meet the damage check for this phase, players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain must avoid taking damage when possible, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain must take non-lethal damage when possible.&lt;br /&gt;
&lt;br /&gt;
For the first mechanic, two large yellow orbs will spawn at either side of the arena next to the eyes, and four smaller blue orbs, one to the north and south of each eye. each orb will expand four times, exploding on the fourth growth. The yellow orbs must be soaked by two players before they explode and kill the party. The blue orbs function in the same manner. To handle these orbs, two players with red tethers must soak the yellow orbs on their third growth, before they explode, dealing heavy damage to both themselves and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. One way to handle this is to have the tanks and melee DPS players take the red chains and soak each orb. If one of these players doesn&#039;t have the correct tether, they will need to swap tethers. The best way to do this is to have players with the incorrect tether move to the center of the arena (stacking on Estinien) so they are all able to swap. Players who need to swap should stay still once they are on Estinien and not &amp;quot;wiggle&amp;quot; until their debuff swaps, because the swaps are not always immediate. Healers and ranged DPS will take the blue tethers and position themselves at the north and south of their respective eyes, in line with the blue orbs. Once the tanks and melee DPS soak the yellow orbs in pairs, they will move to where they healer and ranged DPS are to pass their tether, then move directly under the eye. The healers and ranged DPS will each take their blue orbs.&lt;br /&gt;
&lt;br /&gt;
Following this, the eyes will both cast &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;, dropping a mid-sized circle AoE on two random players with a red tether, dealing heavy damage and inflicting a {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning that being hit by a second &#039;&#039;&#039;Dive&#039;&#039;&#039; will kill them. Players hit by the AoE will also die, so proper spacing is required. This mechanic will repeat three times. To handle this, all players should move towards the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, as the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; will be taking damage with each &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;. The healers and ranged DPS, who have red tethers, will surround the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, standing max melee range at the intercardinals of it. The tanks and melee DPS, who have blue tethers, should stack directly on the eye. When the first two players are hit with &#039;&#039;&#039;Dives&#039;&#039;&#039;, the two tanks will take the tethers of the players hit, with one tank scanning from northeast going clockwise to find the player they need to swap with, and the other tank scanning from northwest going counterclockwise. To make sure the tethers are passed correctly, the players moving out from the eye will move to the red tethered players&#039; position. When the swaps resolve, the players who swapped to blue will move back to stack with the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. When the next set of players are hit, the melee DPS will take those tethers, and finally the two players (the &amp;quot;flex players&amp;quot;) who were first hit will take the final set of tethers. The flex players should communicate who will take which tether, or have a priority system set up beforehand, as there is not enough time for one player to correct themselves if both flex players attempt to go to the same player to swap. After the fourth set of dives, the mechanic is finished.&lt;br /&gt;
&lt;br /&gt;
Immediately after, both eyes will begin casting &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, a heavy-hitting party-wide AoE. If both casts go off at once, the party will be wiped. Players will need to finish off the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) before the cast is finished, mitigate the damage from the remaining eye&#039;s cast, then immediately focus on the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red). Healers should be ready to heal the party. Once the other eye casts &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; will resurrect with minimal HP because players with blue chains took damage, so a ranged DPS can focus on taking it out. Both eyes will need to be defeated before the &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, or the party will be wiped out. Similar to the previous phase, a Limit Break must not be used to help clear this phase, as it will prevent further progress in the encounter. If both eyes are defeated in time, a short cutscene will play and transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[The Vault|Alternate History Vault]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, and will stop if he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Will otherwise inflict high damage that requires mitigation. Haurchefant, if alive, will also be damaged heavily by this attack.&lt;br /&gt;
*&#039;&#039;&#039;Pierce&#039;&#039;&#039;: Enrage. The &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; will kill Haurchefant once this cast resolves, looping the party back to Phase 2.&lt;br /&gt;
====Strategy====&lt;br /&gt;
This intermission phase plays out almost exactly the same as the final part of phase one; &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; and cleaving the two closest players with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;. Players will need to handle this attack as before, moving in to bait the attack, then moving to the edge of the circle to handle the AoEs that explode following the resolution of the debuff [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;. Players will need to reduce &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible to mitigate how much damage the party takes from &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, up to 24%. The difference this time is that players should have access to &#039;&#039;&#039;Limit Break Level Three&#039;&#039;&#039;, assuming it was not used earlier in the battle. When &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; shows up to block the &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;, a tank must use their third level &#039;&#039;&#039;Limit break&#039;&#039;&#039; to ensure he survives. He will take significantly reduced damage as long as the buff is up. He will also be healable, and must be kept alive. If Haurchefant is kept alive, he will pulse out &#039;&#039;&#039;Shockwave&#039;&#039;&#039; raid damage for the duration of the Planar Prison sequence, making healing more challenging than the final part of phase one. The party should distribute mitigations appropriately. Haurchefant must be near full health once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts because it will also deal significant damage to him. Afterwards, the Planar Prison will dissipate, and players must move to &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; and quickly destroy the &#039;&#039;&#039;Spear of the Fury.&#039;&#039;&#039; The &#039;&#039;&#039;Spear&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pierce&#039;&#039;&#039;, which will kill &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; if it completes casting, sending players back to phase 2, where they will wipe. Once the spear has been broken, the battle will continue after another short cutscene, transitioning to another arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Dark King Thordan===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Incarnation&#039;&#039;&#039;: Revives the three Dragons around the arena.&lt;br /&gt;
*&#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts this, increasing his damage output with [[File:Light of ascalon icon1.png|link=]] &#039;&#039;&#039;Light of Ascalon&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; calls upon his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; to perform a series of mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Twisting Dive&#039;&#039;&#039;: &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will land at a cardinal somewhere around the edge of the arena, then charge across to the other side after a short cast, knocking back and killing anyone in his path. Following this, each player will drop a small &#039;&#039;&#039;Twister&#039;&#039;&#039; where they were standing. If players come into contact with this, it will explode, instantly killing them and knocking nearby players into the edge of the arena, also killing them.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039;: Two random players will be tethered to, and the &#039;&#039;&#039;Knights&#039;&#039;&#039; will dash to them after a short while, dealing high proximity damage in a line AoE and inflicting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: Two players will be hit by this attack, debuffing them with [[File:Thunderstruck icon1.png|link=]] &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When the debuff resolves, it will deal lightning damage in a small AoE around the afflicted player, and any other player hit by this will take massive damage and receive a {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]] &#039;&#039;&#039; debuff in addition to {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: A player will receive a blue marker over their head, and shortly after will have a large AoE drop on them, dealing high damage and inflicting both {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a very short {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039;  (with marker): A player will receive a green divebomb marker over their head, indicating where &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will dive to when the marker disappears. When the cast resolves, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will divebomb to this position, knocking back and killing any who are hit by them.&lt;br /&gt;
**&#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;: Each player will be hit with a conal AoE from &#039;&#039;&#039;Thordan&#039;&#039;&#039; in the middle that deals damage and debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. &lt;br /&gt;
**&#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;: A random player that was not targeted for &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039; or &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039;, who will spit five fireballs at the player, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, killing them shortly after. Any player with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; who is hit by the fireball spits will die. If the original target for this attack dies, &#039;&#039;&#039;Vedrfolinir&#039;&#039;&#039; will randomly target other players with each subsequent fireball.&lt;br /&gt;
**&#039;&#039;&#039;Altar Flare&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; will target a player who will begin dropping large fire AoEs under them, totaling up to four. The AoEs will soon erupt, killing any who are within. If the original target for this attack dies, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will randomly target other players with each subsequent AoE.&lt;br /&gt;
**&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast a donut AoE that covers the entire arena, with the only safe zone within his hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide AoE. Heal through and heavily mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Delivers an attack that deals high damage and a &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; debuff, followed by three heavy-hitting tankbuster cleaves known as &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; once again to perform another series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Doom&#039;&#039;&#039;: Four random players will be inflicted with a twenty five second {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, which will kill them if the debuff expires. These players will have a dark red aura around them when the debuff is active, for easy visual identification. The debuff can be removed by stepping into a small white puddle which is left behind by each &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039; medium-sized white AoE.&lt;br /&gt;
**&#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;: &#039;&#039;&#039;Zephirin&#039;&#039;&#039; will throw a spear in a line AoE through the center of the arena. Anyone hit will take massive damage and be inflicted with [[File:HP recovery down icon1.png]] &#039;&#039;&#039;HP Recovery Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039; (without marker): &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge through the center of the arena in a line AoE from his starting position, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Gerrique&#039;&#039;&#039; will cast this, with the attack starting as a point-blank earthquake AoE that will expand into donut AoEs that gradually grow wider. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;Stun&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a small AoE for medium damage and inflicts {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;, making overlapping lethal.&lt;br /&gt;
**&#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;. The four players who are not afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; will be targeted with medium-sized white circle AoEs that will soon resolve and kill anyone inside. The large puddles will leave behind smaller puddles that will cleanse {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; for anyone who steps inside, which will consume the puddles. They can still be consumed by players who step in them without {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players.&lt;br /&gt;
***&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to the two farthest players from the center with Doom.&lt;br /&gt;
***&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to two players without Doom.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: Players are knocked back towards the edge of the arena from the middle.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts a gaze ability, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at him when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: A large Dragon&#039;s Eye spawns on the edge of the arena and uses an untelegraphed gaze ability at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at it when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; hits all players with a large fire AoE that deals high damage and inflicts a brief {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making an overlap lethal. Requires some mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Holy Meteor&#039;&#039;&#039;: Eight meteor circles spawn around the arena, one on each cardinal and intercardinal, indicating where a meteor will fall. They must be destroyed or they will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. Thordan must be reduced to less than three percent HP before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will appear at the center of the arena and immediately cast &#039;&#039;&#039;Incarnation&#039;&#039;&#039;, resurrecting and taking control of the three Dragons in the arena. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039; and buff himself. He will then use two auto-attacks that should be mitigated as they deal high damage. Following this, he will cast &#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;, summoning his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; and the Dragons. For the following mechanics, players need only worry about correctly dodging the various attacks as the boss will not be targetable.&lt;br /&gt;
&lt;br /&gt;
To start, &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will spawn at the edge of the arena and begin casting &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039;, two of the knights will tether to two random players, a singular player will receive a blue marker over their head, indicating a &#039;&#039;&#039;knight&#039;&#039;&#039; will drop an AoE on them, and two random players will be hit by &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;. Once &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039; completes, the Dragon will charge across the arena at the same time as the &#039;&#039;&#039;Knights&#039;&#039;&#039; move to the player they are tethered to. Shortly after the charge, each player will have a &#039;&#039;&#039;Twister&#039;&#039;&#039; spawn underneath them, as their location was snapshotted just before &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; charged. Another player will then receive a green marker over their head, indicating they will be attacked by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;, and &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;. A player will be targeted by &#039;&#039;&#039;Darkscale&#039;&#039;&#039; for &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;, while another player will be targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039;. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;. &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will begin firing five fireballs, the player targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; will begin dropping puddles, and the two Dragons will begin casting &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Finally &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; will fire in a large donut AoE. The mechanic will finish with &#039;&#039;&#039;Thordan&#039;&#039;&#039; casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; for a roomwide AoE.&lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must first identify where &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; has landed and treat this as &amp;quot;relative north&amp;quot;, then clear a space on the other side of the arena for its charge.  Tethered players will move to the opposite side of the arena to the &#039;&#039;&#039;Kight&#039;&#039;&#039; they are tethered to, while the player with the blue marker moves to the  &amp;quot;relative west&amp;quot; of the Dragon. The remaining players will move to the &amp;quot;relative east&amp;quot; edge of the arena to avoid the wide lines these attacks have. The &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Defamation&#039;&#039;&#039;, &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; and &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will all fire around the same time. Once the Dive has resolved, players should move immediately from where they are standing to avoid the &#039;&#039;&#039;Twister&#039;&#039;&#039; that spawns there. The player with the green &#039;&#039;&#039;Divebomb&#039;&#039;&#039; should move towards &#039;&#039;&#039;Charibert&#039;&#039;&#039; the mage knight and drop this at the edge of the arena. Every player will then spread out at the edge of the arena to handle &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, then wait for both the AoEs from &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; and the &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; fireballs to begin appearing. The player who begins dropping &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; AoEs will move clockwise around the edge of the arena, and the player who is hit by &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; will begin doing so as well. All other players will move towards &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and position themselves either near &#039;&#039;&#039;Thordan&#039;&#039;&#039; if they are not debuffed with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;, or towards the edge of the arena and spread out if they are. Players can use the dark runic circles on the floor of the arena to determine how close or how far to stand. Once &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; fires, players can group up for healing and mitigation to deal with &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;. At this point, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable once again.&lt;br /&gt;
&lt;br /&gt;
The boss will use an auto-attack, then cast &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, dealing heavy damage and debuffing the tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. He will then follow up with &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, forcing a tankswap to avoid taking lethal damage. This will then lead into &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;, players need to locate the warrior &#039;&#039;&#039;Guerrique&#039;&#039;&#039; and treat him once again as &amp;quot;relative north&amp;quot;. Four random players will be afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, these players will move towards the &amp;quot;relative north&amp;quot; of the arena, while the other players will move to the &amp;quot;relative south. &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will appear on the edge again and begin casting &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; again. Players will need to spread out near the waymarkers (but slightly off of them) to avoid the incoming attacks. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, dropping an AoE on each player that will kill if overlapped due to the {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; will cast &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;, dropping white puddles under non-&#039;&#039;&#039;Doomed&#039;&#039;&#039; players, &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge across the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and the first AoE of &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039; will come out. Once the second AoE fires, players should move from their current position to avoid the &#039;&#039;&#039;Twisters&#039;&#039;&#039; that spawn, and move towards the center of the arena to avoid the third AoE from &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;. At this point, a &#039;&#039;&#039;Dragon&#039;s Eye&#039;&#039;&#039; will spawn somewhere on the edge of the arena and begin casting &#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039; while &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts &#039;&#039;&#039;the Dragon&#039;s Gaze&#039;&#039;&#039;. Players need to identify where both of these attacks are coming from so as to not accidentally face them. When players are tethered together, {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; inflicted players should line themselves up with the white puddles left at the edge of the arena, with the player of the corresponding symbol on the opposite side. When the attack fires, players must be sure to move back if nessesary to cleanse their {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if the attack does not push them all the way. At the same time, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, dealing heavy fire damage in an AoE around each player. This debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so if players overlap they will die. If a player is dead when this attack goes off, a random player will be hit twice, also resulting in a death. At the same time, both gaze attacks will fire, so players must be sure to not be facing either attack before they are knocked back as they lose control for two seconds. Finally, &#039;&#039;&#039;Noudenet&#039;&#039;&#039; will summon eight &#039;&#039;&#039;Meteor Cirlces&#039;&#039;&#039; that must be destroyed immediately. The meteors fall quite quickly so this acts as a sort of soft DPS check. Once all the circles have been destroyed, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return and use another &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; to signifiy the end of the mechanic. Heal and mitigate to handle this, and prepare for another auto attack and &#039;&#039;&#039;Heavenly Heel/Ascalon&#039;s Might&#039;&#039;&#039; combo. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;, his enrage. He must be reduced to two percent HP before this finishes or he will wipe the party. When &#039;&#039;&#039;Thordan&#039;&#039;&#039; drops &#039;&#039;&#039;Ascalon&#039;&#039;&#039; and falls to one knee begging for mercy, players must stop attacking, for if he is killed here, the party will not be able to proceed to the final phase of the encounter. Once he moves away, the next phase will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Nidhogg and Hraesvelgr===&lt;br /&gt;
Both bosses have omnidirectional hitboxes and cannot be freely moved by players. For most of this phase, Nidhogg will be at the west arena wall and Hraesvelgr will be at the east wall.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsclaw&#039;&#039;&#039;: High damage auto-attack used by both Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsbreath&#039;&#039;&#039;: Each non-tank player will be tethered to either &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, who will aim a conal AoE at them, while the tanks will be struck with one of two possible kinds of tankbusters based on whether one or both Dragon&#039;s mouths are glowing. Tethers must be of a sufficient length, as indicated visually, to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Dread Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; tethers to three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Fire Breath&#039;&#039;&#039;) at them. This deals high fire damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and [[File:Boiling icon1.png|link=]]  &#039;&#039;&#039;Boiling&#039;&#039;&#039;, which resolves into a {{status effect|pyretic}}  &#039;&#039;&#039;Pyretic&#039;&#039;&#039;  debuff that deals massive damage upon movement. &#039;&#039;&#039;Boiling&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Ice Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Great Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; tethers to the other three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Ice Breath&#039;&#039;&#039;) at them. This deals high ice damage and debuffs with {{status effect|ice resistance down}} &#039;&#039;&#039;Ice Resistance Down II&#039;&#039;&#039; and [[File:Freezing icon1.png|link=]] &#039;&#039;&#039;Freezing&#039;&#039;&#039;, which will resolve into [[File:Deep Freeze icon1.png|link=]] &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;, immobilizing a player for thirty seconds. &#039;&#039;&#039;Freezing&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Fire Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;: AoE Tankbuster. Used when &#039;&#039;&#039;either&#039;&#039;&#039; Dragon&#039;s mouths are glowing during their Wyrmsbreath attack. The Dragon with the glowing mouth will use a conal AoE (&#039;&#039;&#039;Dark Breath&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;, &#039;&#039;&#039;Holy Breath&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;) through the middle of the arena, while the Dragon with the non-glowing mouth will hit their target with a large circular tankbuster AoE (&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;). Anyone aside from the primary target caught in this will be knocked back and killed.&lt;br /&gt;
**&#039;&#039;&#039;Dark Orb/Holy Orb&#039;&#039;&#039;: Split tankbuster. When both Dragons&#039; mouths are glowing, they will each fire an orb that must be split by both tanks, as each orb targets a single tank and explodes in a small AoE, inflicting damage and debuffing with either [[File:Sustained light damage icon1.png|link=]] &#039;&#039;&#039;Sustained Light Damage&#039;&#039;&#039; or [[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained Dark Damage&#039;&#039;&#039;, which will both inflict massive damage over time, and can only be nullified by the other orb.&lt;br /&gt;
**&#039;&#039;&#039;Swirling Blizzard&#039;&#039;&#039;: A large telegraphed donut AoE from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; that compresses the safe region for the Wyrmsbreath mechanics to be a circular area. Getting hit by this will deal lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Vows&#039;&#039;&#039;: Two conditions that must be upheld during the entirety of the phase. Failure to do so will cause one of the bosses to enrage and deal significantly more damage while taking significantly less damage, most likely resulting in a wipe.&lt;br /&gt;
**[[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; targets a random DPS with a small AoE and deals light damage while applying this debuff, significantly lowering their healing potency and inflicting moderate damage over time. Any additional players hit are debuffed with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken. After thirty four seconds the debuff will resolve and deal damage in a small AoE, passing the debuff to one other player within the AoE. Any additional players hit will also be debuffed with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. If the debuff is not passed to another player, it will cause &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; to enrage. Once the debuff is passed on, the original player who carried the debuff will be inflicted with [[File:Mortal atonement icon1.png|link=]] &#039;&#039;&#039;Mortal Atonement&#039;&#039;&#039;, preventing them from receiving the debuff for two minutes (effectively the remainder of the phase unless if they were the first one targeted with &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;).&lt;br /&gt;
**[[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;: If a player dies to any of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; attacks, he will enrage.&lt;br /&gt;
*&#039;&#039;&#039;Akh Afah&#039;&#039;&#039;: Each Dragon targets a healer with a stack AoE that deals high damage and debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning that overlap will wipe the party. The Dragons will also tether to one another at the beginning of the cast if there is a difference of more than three percent HP, with a purple tether if &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; has more HP and a white tether if &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; has more HP. If the Dragons are tethered by the end of the cast, the stack AoE from the higher HP boss will inflict lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;: One of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will glow, indicating that the entire half of the arena on that side will be hit by a large AoE that deals lethal damage. This resolves at the same time as &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;: Depending on whether &#039;&#039;&#039;Hrasevelgr&#039;s&#039;&#039;&#039; head is raised or lowered, he will target the two farthest or closest players respectively. These players will be hit with large circular AoE tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Wroth Flames&#039;&#039;&#039;: Three sets of three orbs will spawn, the first set in the center, then one set at a corner, followed by the final set in the opposite corner. These orbs will erupt in a cross (&#039;&#039;&#039;Flame Burst&#039;&#039;&#039;) that reaches across the entire arena set by set, and inflict moderate damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to anyone caught in the AoE. Four random players will also be debuffed with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, two others will be debuffed with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, and the remaining two players will not receive a debuff.&lt;br /&gt;
**[[File:Spreading flames icon1.png|link=]]  &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;: Four players will be inflicted with this debuff, expiring after twenty four seconds, then detonate in a small AoE that does no damage to the target player and inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. However, getting caught in another player&#039;s AoE will inflict lethal damage and a moderate knockback. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**[[File:Entangled flames icon1.png|link=]]  &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;: Two players will be inflicted with this debuff, expiring after twenty four seconds (&#039;&#039;&#039;Entangled Pyre&#039;&#039;&#039;) and requires a stack of two total players, dealing moderate magic damage and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players are not stacked when the debuff expires, the debuffed player will explode, inflicting heavy raid damage (killing anyone with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will target a random player for a set of four stack AoEs that deal high damage, requiring heavy mitigation, and drop persistent puddles. If players step in these, they will be debuffed with a lethal {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; that will shortly kill them.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing/Hot Tail&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will fire either a line AoE through the center of the arena or the top and bottom thirds of the arena, dealing lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: One or both of the Dragons will charge across their side of the arena with a breath attack, dealing high damage and inflicting either {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; or {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;, inflicting high damage over time. If players are inflicted with the opposite elemental debuff (&#039;&#039;&#039;Freezing&#039;&#039;&#039; or &#039;&#039;&#039;Boiling&#039;&#039;&#039;), the attack will deal non-lethal damage, the debuff will be removed, and the damage over time debuff will not be applied. The first player hit will take significantly more damage, requiring either a tank invulnerability or heavy mitigation to survive.&lt;br /&gt;
*&#039;&#039;&#039;Touchdown&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; lands in the center of the arena and &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; lands on the south wall of the arena, dealing moderate proximity damage.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. Both Dragons cast this. If both Dragons are not defeated before the cast finishes, the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage from the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Party-wide damage from &#039;&#039;&#039;Thordan&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Nidhogg will appear alongside Hraesvelgr, who will have two status effects: [[File:Neurolink icon2.png|link=]] &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, which is cosmetic and has no gameplay functionality, and [[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;, which will cause him to enrage if he kills any player with an attack. When the phase begins, both Dragons will use an auto-attack, then begin casting their respective breath attacks, each tethering to three random non-tank players. Players will need to move away from the Dragon they are tethered to until the tether changes from purple to orange/white. The tanks will both move to the northern half of the arena to hold enmity. They will also be watching to see if one or both of the Dragon’s jaws glow. If one is glowing and the other isn&#039;t, the glowing mouth will fire a conal AoE through the center of the arena, while the non-glowing mouth will target their respective tank with &#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;, a tankbuster. If both mouths are glowing, the tanks will need to come together to soak both &#039;&#039;&#039;Light Orb&#039;&#039;&#039; and &#039;&#039;&#039;Dark Orb&#039;&#039;&#039; to neutralize both of the [[File:Sustained light damage icon1.png|link=]][[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained&#039;&#039;&#039; damage debuffs. At the same time, tethered players will need to stack with a player of the opposite tether to neutralize the elemental debuff received. Two sets of players can move to the south of the arena with one set moving to the north, or all three sets to the south, as long as groups are properly spaced out to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
Following this, a random DPS will be inflicted with [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; with a small AoE. The debuff must be passed four times during the fight in roughly thirty second intervals, which occur after most major mechanics. Players need to determine who the debuff will be passed to and in what order, such as melee DPS to ranged DPS and back to melee. The debuff should never be passed to a healer because it inhibits healing output. Players need to spread when &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; is first applied, as anyone who is too close to to the target for the AoE will be inflicted with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken, which is essentially a death sentence.&lt;br /&gt;
&lt;br /&gt;
Following this, players will split into their light parties as the Dragons begin casting &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;. If the Dragons tether to each other, players need to be sure to bring them within three percent HP of each other, or this attack will wipe the party. Based on the color of the tether, players can easily tell which Dragon has the higher HP (white for &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, purple for &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;). These attacks should be mitigated as they deal high damage. Players can stack directly to the north and south of the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Akh Afah&#039;&#039;&#039; resolves, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will leave to either the north or south edge of the arena on either the east or west side. Shortly after, he will charge across that half of the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, killing any who are hit. At the same time one of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will begin to glow, indicating a cleave on that entire side of the arena with &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. This will leave a single quadrant of the arena as a safe zone. &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will also either raise or lower his head, indicating who he will target for &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;, a tankbuster. If his head is raised, he will target the furthest two players, and if it is lowered, he will target the two closest players. Tanks will need to adjust to bait the tankbusters, and space out to avoid overlap. Once these attacks resolve, players will need to hand off the [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff. It is recommended that they move to the center of the arena, while the rest of the party is away from the center, to avoid passing to the incorrect player. It is critical that that only the two players passing the debuff are next to each other with no other players nearby, as any additional player that is hit by the debuff expiration AoE will be inflicted with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next mechanic players will have to handle is &#039;&#039;&#039;Wroth Flames/Akh Morn&#039;&#039;&#039; and the following debuffs. Three orbs will spawn in the center of the arena, followed by another set in one of the four corners, and finally in the corner opposite of that, creating a diagonal line. Players will then be debuffed with [[File:Spreading flames icon1.png|link=]] &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, [[File:Entangled flames icon1.png|link=]] &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, or no debuff at all. When the orbs begin exploding, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Cauterize&#039;&#039;&#039; across a random side of the arena. &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; will also appear under the players, who need to remain stacked to handle these, then be ready to move out of them as they inflict a heavy &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff that will most likely kill the player inflicted. To best handle &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; at the same time as the fire orbs, players should move across the edge of the safe area and cut towards the center of the arena where the first set of orbs spawned.&lt;br /&gt;
&lt;br /&gt;
Following the resolution of the &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; and the fire orbs, the Dragons will land back in their respective locations and &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will use either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and the debuffs will resolve. Players with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039; and their partners should stack near &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;, while the other players with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039; spread out to avoid overlap. Players will need to adjust according to either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, then pass the [[File:Mortal vow icon2.png|link=]]  &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff for a second time.&lt;br /&gt;
&lt;br /&gt;
The Dragons will cast another &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;, and can be handled the same way as before. This is the last time players will need to worry about keeping both Dragons&#039; HP balanced for the rest of the phase. Following this, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; and &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039; on one side of the arena while &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; uses the opposite &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; or &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Players will need to adjust to handle where the tanks need to stand in order to bait the plumes while also avoiding the other AoEs.&lt;br /&gt;
&lt;br /&gt;
Players will then be tethered to either Dragon again, however they will need to keep their debuffs for the next mechanic. Players tethered to &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; should spread out to the north and players tethered to &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; should spread to the south, with tanks resolving their mechanics. Once the tethers resolve, both Dragons will move to the north edge of the arena and prepare a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Players will need to line up in the hitbox of the opposite Dragon they were tethered to with a tank at the front of each line, as each tank will not have a debuff to neutralize and will take full damage from the attack. To handle this, the tanks should use their invulnerability skills, with healers keeping them topped off to handle the debuff damage. If a player is debuffed with {{status effect|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; they need to remain still until the debuff falls off. &lt;br /&gt;
&lt;br /&gt;
Once the debuffs are resolved, players will need to move to a corner to avoid the proximity damage from &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; touching down in the center of the arena. Immediately following this, players will need to pass [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; for the final time. Following &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, both Dragons will begin casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, and must be defeated before the cast finishes. Once both Dragons are defeated, the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; will appear and cast &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing raid damage and inflicting bleeding. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was spared, he will reappear and absorb the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; and Hraesvelgr&#039;s, transforming into &#039;&#039;&#039;Dragon-king Thordan&#039;&#039;&#039;. During this sequence, he will use &#039;&#039;&#039;Shockwave&#039;&#039;&#039; once, dealing raid damage and also inflicting bleeding. At the end of the sequence, he will use &#039;&#039;&#039;Alternative End&#039;&#039;&#039;, dealing massive damage that must be heavily mitigated. To ensure players do not use mitigation too early, they should time their mitigation after the bleeding effect from Shockwave wears off. Afterwards, the arena will transition and the final phase will begin. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was not spared, the fight will essentially loop back to the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; phase but the party will not have access to &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039; or &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;, making the eyes unkillable and ensuring a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 7: [[Dragon-king Thordan]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Alternative End&#039;&#039;&#039;: Occurs during the transition from the previous phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Trinity&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; auto-attacks three players between each mechanic as small AoEs, the first and second in the enmity list, and the closest player, inflicting various debuffs based on their order in that list. &#039;&#039;&#039;Trinity&#039;&#039;&#039; always occurs twice between each &#039;&#039;&#039;Edge&#039;&#039;&#039; mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Highest Enmity&#039;&#039;&#039;: Inflicted with a stacking [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Second Highest&#039;&#039;&#039;: Inflicted with a stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Closest&#039;&#039;&#039;: Inflicted with stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making another hit from &#039;&#039;&#039;Trinity&#039;&#039;&#039; lethal until the {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; expires.&lt;br /&gt;
***This requires the party to cycle through baiting the attacks to avoid deaths. The tanks should swap every two auto-attacks, and the recommended order is for two acting melee DPS to bait the closest attacks, then the acting ranged DPS, and finally the healers, before repeating the cycle. This will give enough time for the debuffs to fall off the first player who baited them.&lt;br /&gt;
*&#039;&#039;&#039;Edge Attacks&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use various attacks mixed with &#039;&#039;&#039;In/Out&#039;&#039;&#039; mechanics, determined by what element &#039;&#039;&#039;Thordan&#039;s&#039;&#039;&#039; swords are infused with. If the swords are covered in ice (&#039;&#039;&#039;Ice of Ascalon&#039;&#039;&#039;), players need to move into the boss&#039;s hitbox to dodge a donut AoE, and out if the swords are covered with fire (&#039;&#039;&#039;Flames of Ascalon&#039;&#039;&#039;), to dodge a point-blank AoE.&lt;br /&gt;
**&#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;: Three tri-directional circle AoEs spawn around the boss, and fire a series of moving circle AoEs in the direction of the arrows. Any player hit by these will die.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three towers that need to be soaked by multiple players: two red towers should have three players each, while the blue tower should have both tanks. Each tower will hit players within multiple times dealing heavy stack damage that requires mitigation, starting at five and increasing by one with each cast (up to seven). If a tower does not have any people, it will explode and the party will wipe.&lt;br /&gt;
**&#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three proximity AoEs in sequence that will explode in order, killing any player who is too close and inflicting a large amount of party-wide damage otherwise, requiring mitigation.&lt;br /&gt;
**For each of these attacks, the three AoEs/towers will spawn always relative to where the boss is facing: one behind, one northeast, and one northwest.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;: Enrage. Three yellow towers will spawn around the boss and must be soaked by one player each or the party will instantly wipe. Any player within the towers will die upon the cast finishing. The towers must continue to be soaked until all players are dead and the party is wiped or the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Though this phase is relatively simple in terms of its mechanics, it requires players to handle high damage output and evade reactionary mechanics. To open the phase, players must group together and heavily mitigate the damage from the stage transition, which also inflicts a heavy {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. once the boss is targetable, players will need to handle the first set of &#039;&#039;&#039;Trinity&#039;&#039;&#039; attacks, then the in/out mechanic for &#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;. Each cast of this ability can be handled the same way, by moving to either side of the southern &#039;&#039;&#039;Exaflare&#039;&#039;&#039;, then move in to where its hitbox previously was once it fires. Following this, players will move further south to where the two diamond patterns on the floor meet to avoid the remaining flares, then move in to prepare for the next set of &#039;&#039;&#039;Trinities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, players will handle &#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;, moving to have the correct amount/role of players in their respective towers. The in/out mechanic will take place, then the circles will fire five times. Mitigate the &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; hits, and be careful not to leave the AoEs before the attack finishes, or everyone will take a massive party-wide hit. Once again, players will move to handle the incoming &#039;&#039;&#039;Trinity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;, players must simply identify the order and location that the proximity markers drop in, and move around the arena, never moving more than max melee range to the center of the arena. This mechanic requires mitigation and healing as well. To handle, players must move in or out of the boss&#039;s hitbox, and then be prepared to move out as soon as that portion of the attack resolves. Following this attack&#039;s resolution, players must handle &#039;&#039;&#039;Trinity&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat three times, and then the boss will enrage, casting &#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;. For this attack, each tower must be soaked by one player, killing them when the cast resolves. If a player is not in each tower, the party will wipe when the cast finishes. Players will need to push hard to meet this DPS check if the boss&#039;s HP is still high. These circles will continue to spawn until either players are unable to mitigate the circles, or the boss is defeated. After the first two tower sets, the remaining two alive players should not soak the towers, and instead let them explode, as this buys an additional second to damage the boss.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Dragonsong Token}}&lt;br /&gt;
* [[Dragonsong&#039;s Reprise Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Dragonsong&#039;s Reprise (Ultimate). This restriction was removed in [[Patch 6.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for [[Ultimate Weapons of the Heavens]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|As Suits a Hero}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The World&#039;s First clear was by the static &#039;&#039;Neverland&#039;&#039; on 5/2/2022.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1521111280681115648?s=20&amp;amp;t=Pt89PviK8OEk3CjrlbFwjw&amp;lt;/ref&amp;gt; After the use of third party tools (including user interface modifications and text-to-speech callouts) in violation of the ToS was confirmed by the community, producer/director YoshiP issued a statement.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/36c4d699763603fadd2e61482b0c5d56cb2e4547 Regarding Third-party Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; I&#039;ll cut you to pieces! (&#039;&#039;upon pull&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; The power! It fills me! (&#039;&#039;casting first Holiest of Holy&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Witness me! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; How was that? (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Down with you! (&#039;&#039;first Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Ahahahahahahaha! (&#039;&#039;second Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Hahaha! (&#039;&#039;after Hyperdimensional Slash&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Let us see how you handle this! (&#039;&#039;Shining Blade&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;before Burning Chains&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Begone with you! (&#039;&#039;Heavensflame&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; In pursuit of the archbishop, the Warrior of Light journeyed to Azys Lla, where s/he confronted a primal born of the power of the Eye: King Thordan and his knights twelve. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Your feeble light shall fade before my brilliance! (&#039;&#039;upon pull&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
During Phases 2 and 5, Thordan will occasionally say the following when being damaged. These lines are &#039;&#039;&#039;voice acted&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; What?&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Gah!&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; &#039;&#039;grunts&#039;&#039;&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Strength of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Strength of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; Scamper all you will. My lance will find you... (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; Charge! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Paulecrain? (white single ponytail):&#039;&#039;&#039; Ser Vellguine! On your mark! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Janlenoux:&#039;&#039;&#039; Ever and always, Brother! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; With me, Ser Janlenoux! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Gahahaha! (&#039;&#039;Dimensional Collapse&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Hermenost:&#039;&#039;&#039; Surging aether, become searing light! (&#039;&#039;Conviction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Sanctity of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Sanctity of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; O Ascalon! Drink deep of the power of slumbering gods! (&#039;&#039;start of Fire/Ice&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I shall turn you into ash! (&#039;&#039;Heavens&#039; Stake&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my knights! (&#039;&#039;before Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I shall bury you and your beliefs! (&#039;&#039;Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Y-You survived my divine reckoning!? Impossible! (after &#039;&#039;Ultimate End&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; This is the power of light? No... if I must fall, then so shall you! (&#039;&#039;Aetheric Burst&#039;&#039;, first sentence is &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Impossible! (&#039;&#039;defeat&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Though s/he emerged victorious, his/her comrade&#039;s body was claimed to Nidhogg, who brought his unbridled rage to bear against Ishgard. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thy final verse is sung! (&#039;&#039;Final Chorus&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Ahm in ??? fhail! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thou hast survived my song... Curse thee and thine eye, Hraesvelgr! (&#039;&#039;after Final Chorus&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; All will perish! (&#039;&#039;Dive from Grace&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; ??? (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; I would ask one last favor of you, Warrior of Light... (&#039;&#039;response&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Finish me... (&#039;&#039;spirits of Haurchefant and Ysayle appear&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Now, while I have the beat subdued! (&#039;&#039;Eyes of Nidhogg appear as targets&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; At long last, this flesh belongeth to me! And now, wicked mortals-my dirge shall usher you unto your doom! (&#039;&#039;Enrage&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Undone by mortal will. Whither now...? (&#039;&#039;defeat&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did one song draw to a close. But here and now, this minstrell shall perform another-a song of imagination transcending... (&#039;&#039;returning to the Vault&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; You... you are unharmed? Thank goodness... (&#039;&#039;after being saved from Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; &#039;Tis said that there are no ifs in history, yet man is wont to dream. Let us dream, then, of a future where a dear comrade lived... (&#039;&#039;beginning of the Alternate Dragonsong War&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Vile dragons! My reign begins with your end! (&#039;&#039;Incarnation&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My reign begins! (&#039;&#039;Incarnation&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Vidofnir:&#039;&#039;&#039; In the name of King Thordan... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Darkscale:&#039;&#039;&#039; What is thy bidding? (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Verdfolnir:&#039;&#039;&#039; Glory be to the Fury... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Wrath of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Wrath of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; You are mine! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; None shall escape! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I will turn you into ash! (&#039;&#039;Altar Pyre&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Blood and steel! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Tell me, Warrior of Light. How do you propose to end this conflict? (&#039;&#039;after casting Ancient Quaga&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Death of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Death of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; You defy the only rightful god! (&#039;&#039;Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;preparing Heavensflame&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Begone, pests! (&#039;&#039;Faith Unmoving&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Noudenet:&#039;&#039;&#039; Heavens rain death upon you! (&#039;&#039;Holy Meteor&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; If you believe that eliminating me will undo a thousand years of strife and suffering, then you are a fool. (&#039;&#039;Heavenly Heel&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I yield... Have mercy, I beg you... (&#039;&#039;upon being brought below 3% health&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hmph, your compassion will be the end of you... (&#039;&#039;if spared&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; A single life can alter the course of history... Enslaved by an ancient relic, the great wyrm Hraesvelgr descended upon Ishgard at his vengeful brother&#039;s side. (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Wriggling maggots! I shall grind you to paste in my jaws! (&#039;&#039;first appearance&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Mykh errn! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I swore to Shiva-swore that I would not take the lives of men... Stop me, I prithee! (&#039;&#039;Akh Afah&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I thank thee, Servant of Hydaelyn... Now I may go to be with my beloved...&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hahahaha! By the power of mine enemy&#039;s eyes, I am become a god eternal! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Will there never be peace between man and dragon...? (&#039;&#039;King Thordan absorbs the eyes of Nidhogg and Hraesvelgr&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; We must see Estinien to safety! (&#039;&#039;running to Estinien&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did a dreadful new divinity arise-one endowed with the nigh-irrepressible life force of two great wyrms... (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Purge the tainted with the light of sorrow immeasurable! (&#039;&#039;Exaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Consign the wicked with the light of rancor unquenchable! (&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Scorch the earth with the light of regret unfathomable! (&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; Your time is come! Eyes of mine enemy, bring oblivion unto the unbelievers! (&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; So ends an alternate chapter in their tale. What lessons, dear listener, might we derive from this Dragonsong reimagined? Be it that of man or dragon, all life is precious, and the loss of loved ones shall ever darken the hearts of those left behind. Yet death is not the end of what was wrought. The memories forged, the affection shared, the hope inherited... Such things grant us the strength to walk unto the morrow, and there is no greater proof of this than the Warrior of Light&#039;s journey. From the fantastical works of a wandering minstrel. &#039;&#039;Heavensward: A Reimagining&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Vault Knights|The Heavens&#039; Ward}}&lt;br /&gt;
{{music table row|Phase 2: King Thordan|Heroes}}&lt;br /&gt;
{{music table row|Phase 3: Nidhogg|Freefall}}&lt;br /&gt;
{{music table row|Phase 4: The Eyes&amp;lt;br&amp;gt;Ending Cutscene|Contention}}&lt;br /&gt;
{{music table row|Phase 4 Enrage|Primogenitor}}&lt;br /&gt;
{{music table row|Intermission|Hallowed Halls}}&lt;br /&gt;
{{music table row|Phase 5: Dark King Thordan|Heavensward}}&lt;br /&gt;
{{music table row|Phase 6: Nidhogg and Hraesvelgr|Dragonsong}}&lt;br /&gt;
{{music table row|Phase 7: Dragon-king Thordan|Revenge Twofold (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
DSR.png&lt;br /&gt;
DSR boss.png&lt;br /&gt;
DSR phase 1.png&lt;br /&gt;
DSR phase 6.jpg&lt;br /&gt;
Dragon-king Thordan render.png&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 16, 2022, the encounter was cleared using only one healer and five DPS instead of the usual two healers and four DPS. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Jh9r53b6q_c&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/dsr/ North America Party Finder Strategies]&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: The Vault Knights&lt;br /&gt;
**Playstation knockback:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dsr p1.png|200px]]&lt;br /&gt;
**Planar Prison: &amp;quot;HMRT EWEW&amp;quot;&lt;br /&gt;
***First, the healers take the protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Second, melee DPS take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
***Third, ranged DPS take their protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Finally, tanks take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
&lt;br /&gt;
*Phase 2: King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=175561044175561&amp;amp;preview=1 Strength of the Ward]&lt;br /&gt;
***Please note that the toolbox is inaccurate for waymarks and group priorities.&lt;br /&gt;
***Waymarks: Placed on cardinals and intercardinals, but starting from north going clockwise, the order is ABCD1234, not A1B2C3D4&lt;br /&gt;
***Group priorities: G1 NW CCW (Numbers); G2 N CW (Letters)&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=840061660351561&amp;amp;preview=1 Sanctity of the Ward Part 1: Dashes]&lt;br /&gt;
***G1 away from dark knight&lt;br /&gt;
***G2 towards dark knight&lt;br /&gt;
***Role swap for sword markers&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=050062490351561&amp;amp;preview=1 Sanctity of the Ward Part 2: Meteors and Towers]&lt;br /&gt;
&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=375562215175561&amp;amp;preview=1#4 Nidhogg]&lt;br /&gt;
**Up arrow debuff stands east&lt;br /&gt;
**Down arrow debuff stands west&lt;br /&gt;
**Arrow priority overrides initial positions&lt;br /&gt;
&lt;br /&gt;
*Phase 4: [https://raidplan.io/plan/8z6l3K14M-v5NOnz Eyes]&lt;br /&gt;
**Melees and tanks will walk to ranged players to pass, after popping yellow orb.&lt;br /&gt;
&lt;br /&gt;
*Phase 5: Dark King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=055565203865561&amp;amp;preview=1 Wrath of the Heavens]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=655564591965561&amp;amp;preview=1 Death of the Heavens]&lt;br /&gt;
**[https://cdn.discordapp.com/attachments/991078812903165982/1137091025287008326/edit.png Earthquake dodges for DotH]&lt;br /&gt;
&lt;br /&gt;
*Phase 6: [https://ff14.toolboxgaming.space/?id=426762112878561&amp;amp;preview=1 Nidhogg and Hraesvelgr]&lt;br /&gt;
**Group 1 initially attacks Nidhogg and stacks north for Akh Afah. Group 2 initially attacks Hraesvelgr and stacks south for Akh Afah.&lt;br /&gt;
**Mortal Vow pass order: XTTMR&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Wroth Flames mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
**Wyrmsbreath 2 in the toolbox is outdated as &amp;quot;[https://media.discordapp.net/attachments/968960770551463976/1047711267902738522/CB593476-1DDF-4A21-9A47-5FF6FB316150.png Static WB2]&amp;quot; is now the preferred strategy.&lt;br /&gt;
&lt;br /&gt;
*Phase 7: [https://ff14.toolboxgaming.space/?id=448767858029561&amp;amp;preview=1 Dragon-king Thordan]&lt;br /&gt;
**Please note that Party Finder uses the &amp;quot;611&amp;quot; strategy for Akh Morn&#039;s Edge, which is not reflected in the toolbox.&lt;br /&gt;
**Akh Morn 1: Group 1 northwest red tower, group 2 northeast red tower, tanks south blue tower&lt;br /&gt;
**Akh Morn 2/3: Party northwest red tower, invulning tank south blue tower, non-invulning tank northeast red tower&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1sUEuFDGa_Qg4SYHo4y7b4oEvUGvmhkUMn2rPdXdWEo0/edit#gid=1960553822 Mitigation spreadsheet]&lt;br /&gt;
*[https://github.com/WCGH/Dragonsong-Sim/releases Downloadable offline simulator for phase 3, 5, and 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes_(Extreme)&amp;diff=1030164</id>
		<title>The Wreath of Snakes (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Wreath_of_Snakes_(Extreme)&amp;diff=1030164"/>
		<updated>2025-09-25T22:55:39Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: Added note to use arms length/surecast when taking tethers in p2 (existing line says it&amp;#039;s handled in the same way, which is not correct)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|The Wreath of Snakes}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Wreath of Snakes (Extreme)&lt;br /&gt;
| description = The wandering minstrel has never been one to pass up an opportunity to take artistic liberties for the sake of drama. On this particular occasion, he has embellished the circumstances surrounding your battle with [[Seiryu]] of the Four Lords on a secluded isle in [[the Ruby Sea]]. Indeed, no one could have possibly predicted that a Hingan tanka would possess such power as to spirit you through time and space unto an alternate reality, but seeing as you and your (imaginary?) comrades are in this (imagined?) realm, you may as well make the most of it.&lt;br /&gt;
| image = the wreath of snakes (extreme) banner1.png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 380&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| location = The Wreath of Snakes&lt;br /&gt;
| region = Othard&lt;br /&gt;
| entrance = The Ruby Sea&lt;br /&gt;
| entrance-coordinates = 37.5, 15.4&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 4.5&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = The Wreath of Snakes (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Overview==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Seiryu]]===&lt;br /&gt;
===Phases &amp;amp; Abilities===&lt;br /&gt;
The battle against Seiryu (Extreme) is quite similar to that of the normal version, albeit with a few twists. Below is an ordered list of abilities you will encounter during this two-phase fight.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; - an unavoidable raid-wide AoE that will blast all participants for moderate damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Serpent Descending&#039;&#039;&#039; - marks four players with AoE markers, forcing them to avoid fellow team-members. This mechanic will overlap with &#039;&#039;&#039;Kuji-Kiri&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kuji-Kiri&#039;&#039;&#039; - marks the entire arena with a criss-cross AoE pattern, blasting the telegraphed areas after a short delay. To avoid damage, players must stand within unmarked squares.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onmyo Circle (Yin &amp;amp; Yang)&#039;&#039;&#039; - one of two special attacks that Seiryu will use to surprise players. Seiryu will teleport to a random player and charge an AoE attack at his current location, indicated by a Yin &amp;amp; Yang symbol. To avoid, players must run out of melee range before it is fully charged. After charging up, Seiryu will blast the surrounding area (as indicated by a very brief AoE circle telegraph around himself).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Bear in mind that Seiryu will also use a different version later in the fight (indicated by a dragon-themed symbol instead of the Yin &amp;amp; Yang version). When this happens, players must be ready to run close to Seiryu as the following attack will be a donut AoE rather than a regular AoE. Having said that, the first cast will always be the AoE circle (Yin &amp;amp; Yang).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; - is a debuff mechanic that will be applied to Seiryu&#039;s main target. Once applied, the debuff will begin to absorb all damage taken by that target and store it up. Once it fades, all damage received will be amplified into an AoE explosion around that target. This will be overlapped by &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infirm Soul&#039;&#039;&#039; - a vicious tank buster that must be mitigated. Due to the application of &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; (see above), tanks must work together to ensure that the person with the &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039; debuff does not get hit by &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039;. To achieve this, the off-tank should provoke Seiryu as soon as he begins casting &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039;, allowing the debuffed tank to walk away from the group and explode for minor damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Shiki&#039;&#039;&#039; - a multi-phase mechanic, starting with the creation of three adds with a fan-like appearance (two red and one blue).&lt;br /&gt;
*&#039;&#039;&#039;Red Shiki&#039;&#039;&#039; - tethers to a random damage dealer. Tethered players should move away so that the &#039;&#039;Red Shiki&#039;&#039; are aimed away from the group.&lt;br /&gt;
*&#039;&#039;&#039;Blue Shiki&#039;&#039;&#039; - attaches a proximity tether to a random healer along with a stack-line marker. Due to the proximity tether, the marked healer should stand at a safe distance behind the group to reduce their incoming damage. Meanwhile, the members of the group who are not marked by &#039;&#039;Red Shiki&#039;&#039; must stack in a line to absorb the stack-mark damage in the center of the arena.&lt;br /&gt;
&lt;br /&gt;
*Assuming the group is successful, adds will form around the outer ring of the arena and eventually mark the arena with straight-line AoEs. In addition, two &#039;&#039;&#039;Large Shiki&#039;&#039;&#039; will leap to opposite sides of the arena and blast them with wide AoE circles before each one tethers itself to a random member of the group. Seeing as the group should already be stacked in the center after the previous &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; mechanics, the tank and off-tank should quickly grab a tether each and move to opposite sides of the arena so that the &#039;&#039;&#039;large Shiki&#039;&#039;&#039; aim their attacks away from the group.&lt;br /&gt;
&lt;br /&gt;
*Finally, additional adds will begin to spawn in the center of the arena that need to be picked up by both tanks. Bear in mind that the smaller adds will explode on death for unavoidable damage, thus you may need to stagger their deaths in order to provide healers with some breathing room. Furthermore, the larger add (unlike normal mode) will now be capable of casting &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; - a massive absorb shield. Due to this add phase being a DPS check (with Seiryu charging up a raid-wipe ability), it is wise to &#039;&#039;&#039;silence&#039;&#039;&#039; the &#039;&#039;&#039;Stoneskin&#039;&#039;&#039; cast whenever possible.&lt;br /&gt;
&lt;br /&gt;
Assuming all adds are slain before Seiryu charges his ability, the transition animation from normal mode will play out, indicating the approach of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
After the transitional animation has completed, players will find themselves within the outer waters of the arena - just like normal mode. However, extreme mode presents a new threat in the form of cones of &#039;&#039;&#039;White Water&#039;&#039;&#039;. These will persist throughout the battle and periodically alternate positions. If a player collides with &#039;&#039;&#039;White Water&#039;&#039;&#039; for any reason, they will be knocked up into the air and suffer a stackable debuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orochi&#039;&#039;&#039; - a wall of snakes will form at one end of the arena just like normal mode. However, extreme mode will not provide arrow-markers to indicate the direction of their upcoming knockback attack. Instead, players must keep their eyes peeled for the snakes and move as close to them as possible. Eventually, the snakes will charge across the battlefield and inflict a damaging knockback. Players who aren&#039;t close enough to the snakes&#039; at this time risk being punted into the outer waters of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Shiki&#039;&#039;&#039; - a watery giant will rise from the waters and pepper the arena with alternating hand-slams, just like normal mode. After the third hand-slam, it will utilize a central-arena knockback that overlaps with another &#039;&#039;&#039;Orochi&#039;&#039;&#039;. Players must stand close to the circular telegraph to avoid being knocked into the water by the &#039;&#039;&#039;Big Shiki&#039;&#039;&#039; slam. However, they must also make sure that they are knocked towards the upcoming &#039;&#039;&#039;Orochi&#039;&#039;&#039; (snakes) so that they are pushed back to the center of the arena (rather than out of it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039; - targets both healers with stack-line AoE markers that must be absorbed by the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039; - after dashing to the north of the arena, Seiryu will buff himself. From this point onward, his attacks will be double-cast, and also cause slight variations to some mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039; - Seiryu will morph to a random player and begin a doubled-up version of &#039;&#039;&#039;Onmyo Circle&#039;&#039;&#039;. To avoid damage, players must pay attention to the order of symbols displayed by Seiryu. Seeing as the &#039;&#039;&#039;Yin &amp;amp; Yang&#039;&#039;&#039; version is a circle AoE and the &#039;&#039;&#039;Dragon&#039;&#039;&#039; version is a Donut AoE, you will either have to run &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; depending on which symbol was displayed first.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Kuji Kiri&#039;&#039;&#039; - just like phase 1, the arena will be marked with a criss-cross pattern, forcing players to stand within unmarked areas. However, due to being doubled-up, Kuji-Kiri will soon overlap the other squares for an additional blast. Players must stand within the unmarked square, wait for the first Kuji Kiri attack, then move diagonally to avoid the second blast.&lt;br /&gt;
&lt;br /&gt;
*Another &#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039; will be cast at the end of the &#039;&#039;&#039;(Double) Kuji Kiri&#039;&#039;&#039;, forcing players to watch the symbols and prepare to run &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; to avoid damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; - another unavoidable blast of raid-wide AoE in an attempt to finish off any players who failed to dodge the above mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Serpent Ascending&#039;&#039;&#039; is a triple mechanic, starting with all players spawning AoE circles under their feet. At the same time, four players will be marked by AoE circles (similar to &#039;&#039;&#039;Serpent Descending&#039;&#039;&#039;). Lastly, four dark circles will spawn at the intercardinal points of the arena. If no player is standing within the dark circles at the end of the mechanic, the circle will explode, dealing unavoidable raid-wide damage that applies &#039;&#039;damage down&#039;&#039; to the group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;To avoid the above combo, players must first move out of the AoE circle under their feet, then move to a dark circle (if they are not marked for AoE). Players marked for AoE should instead stand between the circles (or the center) to avoid damaging others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039; will be cast immediately after the above combo and begin targeting each Healer. Unlike before, it will now apply vulnerability debuffs due to Seiryu&#039;s &#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039;, which means that it should not be double-soaked like it was earlier. Instead, the group should split in half and stand on opposite sides of the boss (such as a tank, healer and two damage-dealers on the east &amp;amp; west [or north &amp;amp; south]). By doing this, Seiryu will blast one healer-group, then turn to blast the other, preventing players from receiving a double-stack of vulnerability and eating near-fatal damage. As soon as Seiryu has blasted both healers with &#039;&#039;&#039;Forbidden Arts&#039;&#039;&#039;, he will blast the raid with another *&#039;&#039;&#039;Fifth Element&#039;&#039;&#039; (raid-wide AoE).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Double) Cursekeeper&#039;&#039;&#039; - just like phase 1, tanks must be prepared to provoke the boss so that &#039;&#039;&#039;Infirm Soul&#039;&#039;&#039; does not hit a tank effected by &#039;&#039;&#039;Cursekeeper&#039;&#039;&#039;, except this time it must be done twice in quick succession due to the double-up nature of &#039;&#039;&#039;Blazing Aramitama&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summon Shiki&#039;&#039;&#039; - a new add phase will commence (but in a different order), starting with two &#039;&#039;&#039;Large Shiki&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*After spawning, the &#039;&#039;&#039;Large Shiki&#039;&#039;&#039; will once again leap to opposite ends of the arena and prepare to blast them with wide AoE circles. At the same time, Seiryu himself will cast another &#039;&#039;&#039;(Double) Onmyo Circle&#039;&#039;&#039;, forcing players to move either &#039;&#039;&#039;in &amp;amp; out&#039;&#039;&#039; or &#039;&#039;&#039;out &amp;amp; in&#039;&#039;&#039; depending on the symbols. Once done, the large Shiki will again tether themselves to random players, forcing the tank and off-tank to grab the tethers and aim the Shiki away from the group.&lt;br /&gt;
&lt;br /&gt;
*Afterwards, players must contend with another round of &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; - the fan-like adds from before. This is handled in the exact same manner as it was in phase 1, with one small twist. Damage-dealers tethered by &#039;&#039;&#039;Red Shiki&#039;&#039;&#039; should aim them away from the group, but this time use knockback resistance such as &#039;&#039;&#039;Arms Length&#039;&#039;&#039; or &#039;&#039;&#039;Surecast&#039;&#039;&#039; to prevent getting pushed into the water, while the healer marked by &#039;&#039;&#039;Blue Shiki&#039;&#039;&#039; should move a safe distance behind the party in the center. Unmarked players should stack up in front of the healer to absorb the upcoming damage from the stack-line marker.&lt;br /&gt;
&lt;br /&gt;
*Once the &#039;&#039;&#039;Red &amp;amp; Blue Shiki&#039;&#039;&#039; cast their tether damage, all players will spawn an AoE telegraph under their feet, and four random players will also be marked by an AoE circle, forcing everyone to spread out.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
From this point onwards, mechanics will loop into various combos without presenting anything you haven&#039;t already dealt with before. This will persist until the boss has been defeated (or the raid suffers a wipe). The hard enrage is a long cast of &#039;&#039;&#039;Fifth Element&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Seiryu&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Seiryu Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Hallowed Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Seiryu Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Paladin Arms (IL 395)}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s War Axe}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Spine}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Bladed Tekko}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rippled Katana}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Daggers}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Seiryu&#039;s Scale}}&lt;br /&gt;
{{Drops table row|Seiryu Weapon Coffer (IL 395)}}&lt;br /&gt;
{{Drops table row|Hallowed Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of From the Dragon&#039;s Wake}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Seiryu, Say Me}}&lt;br /&gt;
{{achievement table row|Mightier than the Azure}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Answer on High}}&lt;br /&gt;
{{music table row|Phase 2|From the Dragon&#039;s Wake}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Four Lords4.jpg&lt;br /&gt;
File:FFXIV PUB Patch4.5 13 2018 png jpgcopy.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1007681</id>
		<title>Dragonsong&#039;s Reprise (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1007681"/>
		<updated>2025-08-20T16:06:13Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Guide */ i refuse to believe anyone would ever put A south, you monsters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = “There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man&#039;s masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...&lt;br /&gt;
| image = Dragonsong&#039;s Reprise1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 605&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Medias Res&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.11&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;DSR&#039;&#039;&#039; or &#039;&#039;&#039;DSU&#039;&#039;&#039; and is based on [[Main Scenario Quest]] dungeon and trial bosses from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}, speak with the [[Wandering Minstrel]] in [[Old Sharlayan]] (X:12.7 Y:14.2) as a level 90 Disciple of War or Magic.&lt;br /&gt;
*Dragonsong&#039;s Reprise (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 605, equipment with an [[item level]] of at least &#039;&#039;&#039;725&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.2, Grade 3 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight, although it will be beneficial in earlier phases (e.g. phases 3-5) if there are multiple deaths.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|A-P1eXE18ko|350|right|Visual guide by Tessan Twintails}}&lt;br /&gt;
It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.&lt;br /&gt;
&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “A” can be located at the north, and “1” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Spineshatter Dive” stand to mitigate confusion and allow for quick adjustments.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics, if not outright killing the player, will inflict a crippling -50% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039; debuff is around half the damage loss versus the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The total fight length is around 22 minutes (3 minutes for phase 1, 19 minutes for phases 2-7 post-checkpoint).&lt;br /&gt;
 &lt;br /&gt;
===Phase 1: Sers [[Ser Adelphel|Adelphel]], [[Ser Grinnaux|Grinnaux]], and [[Ser Charibert|Charibert]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;, deals heavy room wide damage, and must be mitigated. &lt;br /&gt;
*&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Grinnaux&#039;&#039;&#039;. Casts a donut AoE with the only safe area within the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Tethers to a random player which can be exchanged to other players on contact. Will then charge at the tethered player and use this ability, dealing moderate damage and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and is followed up immediately by &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;: A heavy-damage multi-hit tankbuster with a small AoE that requires heavy mitigation or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; moves to the center of the arena and randomly targets four players with orange overhead markers. Shortly afterwards, he will fire a line cleave at each marked player, dealing high damage, debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, while firing a wide conal shared damage AoE directly behind him that must be shared by the unmarked players, dealing high damage and debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If the portals are too close together, they will tether and explode, wiping the party. If they are placed too close to the cardinals of the arena, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will charge through them later, exploding them and wiping the party.&lt;br /&gt;
*&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast this, knocking all players away a good distance and dealing light damage. The knockback can be prevented with anti-knockback abilities.&lt;br /&gt;
*&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will drop on the edge of the arena at a random cardinal, perform &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Execution&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; targets the highest player in his &#039;&#039;&#039;[[enmity]]&#039;&#039;&#039; list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly killed.&lt;br /&gt;
*&#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. A massive heal on &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; that needs to be interrupted with {{action icon|Interject}} or {{action icon|Head Graze}}. This is cast three times in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players, likely resulting in deaths due to the concurrent &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to two DPS.&lt;br /&gt;
**&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one DPS and one healer.&lt;br /&gt;
**&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one DPS and one tank.&lt;br /&gt;
**&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to one tank and one healer.&lt;br /&gt;
*&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. All players are hit by a large fire AoE, dealing high damage and debuffing with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Full Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; fires a point-blank circular AoE with the safe region past max melee range.&lt;br /&gt;
*&#039;&#039;&#039;The Bull&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Brightblade&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, but will stop when he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Otherwise will deal high damage that requires mitigation.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
The fight will open with Sers &#039;&#039;&#039;Adelphel &amp;amp; Grinnaux&#039;&#039;&#039; as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; at roughly the same level of HP. &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will begin by casting &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing heavy party-wide damage, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;, so players should move into his hitbox. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will tether to a random player and begin casting &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, which the off tank should pick up and turn away from the party. Once the &#039;&#039;&#039;Holy Shield Bash/Blade Dance&#039;&#039;&#039; combo goes off, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will hit all players with &#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;, dealing high damage, which should be mitigated and healed through.&lt;br /&gt;
&lt;br /&gt;
After a certain amount of time, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will leave the arena and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will target four random players with &#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won&#039;t tether or get hit by &#039;&#039;&#039;Adelphel&#039;&#039;&#039; later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, severely hindering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will soon return to the arena, landing on a random cardinal of the arena and begin to cast &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing proximity-based damage. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Next, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where &#039;&#039;&#039;Adelphel&#039;&#039;&#039; first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as &#039;&#039;&#039;Adelphel&#039;&#039;&#039; immediately follows up with &#039;&#039;&#039;Execute&#039;&#039;&#039;, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.&lt;br /&gt;
&lt;br /&gt;
Players should move the bosses back to the center of the arena, and prepare to interrupt &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, a massive heal for &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will use a second &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039; at this point, and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will try to cast a second &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. For this &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn&#039;t break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, hitting all players in a small AoE and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players overlap for this attack, they will die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will cast another &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, while &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; casts either &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; or &#039;&#039;&#039;Full Dimension&#039;&#039;&#039;. If &#039;&#039;&#039;Empty&#039;&#039;&#039;, players need to move into &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; hitbox, and if its &#039;&#039;&#039;Full&#039;&#039;&#039;, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will attempt to cast another &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren&#039;t able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with &#039;&#039;&#039;Charibert&#039;&#039;&#039; on the west side of the arena. The untargettable &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; tethers all players to him and pulls them into a &#039;&#039;&#039;Planar Prison&#039;&#039;&#039;, inflicting them with &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which will kill players immediately if they leave the prison circle.&lt;br /&gt;
&lt;br /&gt;
At this point, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, which will deal party-wide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;, dealing very high damage debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the &#039;&#039;&#039;Skyblind&#039;&#039;&#039; debuff AoE. Players need to burn down &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible before his attack finishes casting. Players will notice &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; appear on the east side of the arena and throw his &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; at the party, but [[Haurchefant]] run into the arena and block the spear, which quickly drains his HP and kills him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out party-wide damage with &#039;&#039;&#039;Shockwave&#039;&#039;&#039; that should be healed through. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts and as long as at least one player is alive, the arena will transition. The &#039;&#039;&#039;Limit Break&#039;&#039;&#039; gauge will reset, players will gain access to a third &#039;&#039;&#039;Limit Break&#039;&#039;&#039; bar and a checkpoint, the only one in the encounter. Note that players must attack &#039;&#039;&#039;Thordan&#039;&#039;&#039; for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[King Thordan]] and His [[Knights Twelve]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a narrow conal AoE that snapshots players&#039; positions when the cast bar finishes and resolves shortly after.&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; to perform a series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;: &#039;&#039;&#039;Sers Ignasse, Vellguine, Paulecrain&#039;&#039;&#039; appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Conviction&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039;, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: The &#039;&#039;&#039;Ward&#039;s&#039;&#039;&#039; [[Dragoon]]s leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE and inflicting both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets a random non-tank player without a blue marker with an untelegraphed split damage AoE.&lt;br /&gt;
**&#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039; will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, inflicting {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; to them and anyone too close to them, then follow up with &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;, a multi-hit high damage conal tankbuster that requires heavy mitigation. The tethers can be exchanged with other players by contacting the tether. Damage can be mitigated with increased distance from the knights.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide attack that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Tankbuster that debuffs with {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. This is followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, requiring a tank swap or invulnerability cooldown to survive.&lt;br /&gt;
*&#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; once again for several more attacks.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039; that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;Sacred Sever&#039;&#039;&#039;: &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;in a medium-sized AoE that is reduced by distance from Zephirin. The damage should be shared among four players with heavy mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel and Janlenoux&#039;&#039;&#039; appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.&lt;br /&gt;
**&#039;&#039;&#039;Holy Comet&#039;&#039;&#039;: &#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039; will mark two random players based on their role (either two supports, or two DPS) with a red overhead marker and the {{status effect|Prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (&#039;&#039;&#039;Holy Impact&#039;&#039;&#039;) and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;: &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039; will target four players of the same role (DPS or supports) with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict {{status effect|ice resistance down}} &#039;&#039;&#039;[[Ice Resistance Down]] II&#039;&#039;&#039; among all players hit, making overlap lethal. The ice puddles will inflict {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;The Heaven&#039;s Stake&#039;&#039;&#039;: &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and performs a knockback from the center of the arena, dealing light raidwide damage. The knockback can be prevented by {{action icon|Surecast}} or {{action icon|Arm&#039;s Length}}.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate End&#039;&#039;&#039;: An attack that deals massive damage and must be mitigated in order to survive.&lt;br /&gt;
*&#039;&#039;&#039;Broad Swing&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and knock back any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. If players do not defeat &#039;&#039;&#039;Thordan&#039;&#039;&#039; before this attack fires, the party will be wiped. &#039;&#039;Note that any shields applied to the party will be instantly removed when the cast bar fills, but there is a slight delay until the attack kills players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
At the beginning of the phase, players should pull &#039;&#039;&#039;Thordan&#039;&#039;&#039; into the center of the arena to better handle coming mechanics. He will start with &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting &#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;, summoning the other &#039;&#039;&#039;Knight&#039;s Twelve&#039;&#039;&#039; to the arena and becoming intangible after the cast.&lt;br /&gt;
&lt;br /&gt;
For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights, &#039;&#039;&#039;Sers Ignasse, Vellguine, and Paulecrain&#039;&#039;&#039; will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the &#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;, as their attacks are quite wide. Players must also space out for the &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039; attack, as the attack deals high damage and debuffs with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, meaning overlap will kill. At the same time these attacks are happening, &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; will charge up and use &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will reappear in the center of the arena again and prepare another &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;. To handle this, players will have to line up to bait the cleaves and move like before. Following this, &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear and begin casting &#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;, causing several dark portals to spawn on the ground that begin to slowly grow. &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039;, the two [[Paladin]]s will drop in the center of the arena and turn to face a certain direction. This indicates where &#039;&#039;&#039;Thordan&#039;&#039;&#039; will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights will soon drop on them using &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won&#039;t reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once the &#039;&#039;&#039;Paladins&#039;&#039;&#039; drop their tethers and the tanks pick them up, they can move to either side of the safe area near &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once they reach the safe area, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;, which will require the three players to stack to mitigate damage. The &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights will then rush to the tanks and use the &#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039; combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center of the arena and immediately begin casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;, dealing high party-wide damage, so healers should be ready for this. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, a heavy-hitting tankbuster that inflicts the main tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. This is immediately followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, which will kill the tank unless swapped or an invulnerability skill is used. After this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center and use &#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;, another series of mechanics. Once all the knights have lept from the center of the arena, the two &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights and &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; the [[Dark Knight]] will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena&#039;s edge as well. Two players will be marked with either one sword or two sword markers. The two &#039;&#039;&#039;Paladins&#039;&#039;&#039; will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; both ways. During this, the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; on the first marked player, then the second, then back to the first, and back to the second. Each hit of &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; must be split amongst other players to mitigate. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawn, as both will be casting a gaze attack that will inflict {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if hit by it.&lt;br /&gt;
&lt;br /&gt;
Once parties have been corrected, one party will move to behind the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;, and the other will move opposite. Once the gaze attacks fire, the knight&#039;s will begin dashing and the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will begin attacking. Players will need to move around the edge of the arena in the same direction as the &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights to avoid the &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; left behind.&lt;br /&gt;
&lt;br /&gt;
Once the knight&#039;s attacks have been resolved, the &#039;&#039;&#039;Mage&#039;&#039;&#039; knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive &#039;&#039;&#039;Prey&#039;&#039;&#039; markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players will need to meet up with their partners, with the &#039;&#039;&#039;Prey&#039;&#039;&#039; marked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use &#039;&#039;&#039;{{action icon|Sprint}}&#039;&#039;&#039; or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a &#039;&#039;&#039;Resistance Down&#039;&#039;&#039; of their element, and kill on the second touch. The meteors as they land will deal light party-wide damage, so healers may want to raise barriers or top up on healing for this.&lt;br /&gt;
&lt;br /&gt;
A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear at this time and begin charging &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks resolve, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable again and appear to the north of the arena and begin casting &#039;&#039;&#039;Ultimate End&#039;&#039;&#039;. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, &#039;&#039;&#039;Thordan&#039;&#039;&#039; gains the &#039;&#039;&#039;Discomposed&#039;&#039;&#039; debuff, increasing his damage taken by 30%. He will move into the arena, using two &#039;&#039;&#039;Broad Swings&#039;&#039;&#039;. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039; as an enrage. &#039;&#039;&#039;Thordan&#039;&#039;&#039; must be defeated before this cast finishes, or the party will be wiped. Upon defeating &#039;&#039;&#039;Thordan&#039;&#039;&#039;, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage. Note that if Thordan is defeated when the animation for his enrage goes off, any shields on the party will be deleted and will need to be immediately re-applied for the transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Nidhogg]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039;: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;: Each player is marked with a specific number over their heads, ranging from one to three ([[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, [[File:Third in line icon1.png|link=]] &#039;&#039;&#039;Third in Line&#039;&#039;&#039;). Three random players will be marked with 1, two players will be marked with 2, and the remaining three players will be marked with 3. These debuffs indicate what order the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, indicating where a tower will spawn after the &#039;&#039;&#039;Clones&#039;&#039;&#039; dive. The tower will spawn around 3 seconds after the clone dives. Each clone dive will inflict heavy damage, {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; to the targeted players, in a medium-sized AoE. Players who are caught in others&#039; clone dives will be knocked back and instantly die.&lt;br /&gt;
**[[File:High jump target icon1.png|link=]] &#039;&#039;&#039;Dark High Jump&#039;&#039;&#039; (circle): Dives on the player, and places a tower where they are standing. &lt;br /&gt;
**[[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Dark Elusive Jump&#039;&#039;&#039; (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing. &lt;br /&gt;
**[[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039; (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing. &lt;br /&gt;
**These are assigned per number group. At least one, but no more than two number groups will have arrows, while the remaining group(s) will have all circles. A group containing arrows will always contain one of each arrow, with the remaining player (if not group two) given a circle.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039;: A &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. If a player with these debuffs soaks a tower, they will die. &lt;br /&gt;
**A later variant will spawn four towers at the intercardinals in melee range of the boss. These require multiple players to soak to prevent them from exploding ~5 seconds after spawning. Towers may require one to four players, as indicated by the number of pillars within the tower circle. The pattern of these is random, but there will always be a total of 8 pillars. If fewer than the required number of players soak a given tower, it will explode and wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Gnash and Lash / Lash and Gnash&#039;&#039;&#039;: The boss will use three sequential attacks: a stack AoE, followed by an attack either within its hitbox, or outside, depending on the name of the cast. Being hit by the latter two attacks will inflict a small amount of damage, knock the player back slightly, and inflict a crippling {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039;: A high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players with additional party mitigation to lower damage.&lt;br /&gt;
**&#039;&#039;&#039;Lashing Wheel&#039;&#039;&#039;: A donut AoE that hits the entire arena except for inside the boss&#039;s hitbox.&lt;br /&gt;
**&#039;&#039;&#039;Gnashing Wheel&#039;&#039;&#039;: A point-blank circular AoE that hits inside the boss&#039;s hitbox, making the outside safe.&lt;br /&gt;
**In other words, &#039;&#039;&#039;Gnash and Lash&#039;&#039;&#039;: stack -&amp;gt; out -&amp;gt; in. &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;: stack -&amp;gt; in -&amp;gt; out&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039;: Line AoEs fired by the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will turn towards a random player and fire a point-blank conal AoE that deals lethal damage. He will always turn south when he uses this ability the second time.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; and a random &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; spawned from the last set of &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will each tether a random player. This clone will not use &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;. The tethers can be exchanged to other players on contact. A few seconds after the tethers appear, both will use a heavy-hitting AoE tankbuster on the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Players should group in the center of the arena and pop several mitigations to handle the damage output from &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting &#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;, and each player will be targeted with a marker ranging from one to three: [[File:First in line icon1.png|link=]][[File:Second in line icon1.png|link=]][[File:Third in line icon1.png|link=]]. These marks indicate which order players will have a &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: [[File:High jump target icon1.png|link=]] &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; (indicated by a debuff with a blue circle), [[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Elusive Jump Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points downwards), and [[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Spineshatter Dive Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the &#039;&#039;&#039;Third&#039;&#039;&#039; debuff to take their tower, as the &#039;&#039;&#039;Clone&#039;&#039;&#039; landing on a player inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, and they will die if they try to soak their own tower.&lt;br /&gt;
&lt;br /&gt;
During this, the boss will cast &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;, requiring players to move into the boss&#039;s hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with &amp;quot;one&amp;quot; will move to their locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, while the players marked with &amp;quot;two&amp;quot; and &amp;quot;three&amp;quot; stack in front of the boss to mitigate &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;. Players will then move in, and back out of the boss&#039;s hitbox. Following this, the &amp;quot;three&amp;quot; marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the &amp;quot;two&amp;quot; marked players move to their own predetermined locations to prepare to drop their towers.&lt;br /&gt;
&lt;br /&gt;
For the next set of towers, as mentioned prior, the &amp;quot;two&amp;quot; players will move to their predetermined location to drop their towers, and the &amp;quot;three&amp;quot; players will move to their predetermined locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; marker and face the correct location. The &amp;quot;three&amp;quot; marked players will also need to face outwards away from the boss immediately following the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; attack, as they will mimic the player. Once they begin casting &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; casts are resolving, the boss will begin casting another &#039;&#039;&#039;Gnash/Lash&#039;&#039;&#039; combo in either order, so players will need to determine the correct movement for the attack. &amp;quot;2&amp;quot; marked players will have their &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; drop on them, then will have to move in to stack with other players to mitigate another &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;, then two of the &amp;quot;one&amp;quot; marked players will soak the &amp;quot;two&amp;quot; players towers, facing outwards to bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; once again, and moving into the boss&#039;s hitbox as needed. Finally, the &amp;quot;two&amp;quot; players and the &amp;quot;one&amp;quot; player who didn&#039;t previously take a tower will handle the &amp;quot;three&amp;quot; marked players towers and bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; a final time.&lt;br /&gt;
&lt;br /&gt;
After the towers resolve, the boss will turn towards a random player and begin casting &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.&lt;br /&gt;
&lt;br /&gt;
To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039;. After a short while, both the boss and the clone will use &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use a few more auto-attacks and another &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, and then will begin slow casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, the boss&#039;s enrage. Players will need to defeat the boss before this attack fires or they will be wiped. Some parties may initially find it necessary to use a Melee Limit Break to defeat the boss before it enrages. While this is an option when still progressing on this phase and the next one, using a Limit Break at this point in the fight will prevent further progress at a later phase, so players must eventually be able to defeat Nidhogg without relying on a Limit Break in order to complete the encounter.&lt;br /&gt;
&lt;br /&gt;
Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: The [[Eyes of Nidhogg]]===&lt;br /&gt;
Both Eyes are stationary enemies that cannot be moved and have omnidirectional hitboxes. The &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) will always spawn west at 50% maximum HP and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red) will always spawn east at 100% HP.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*[[File:Soul of friendship icon1.png|link=]] &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;: Haurchefant&#039;s spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*[[File:Soul of devotion icon1.png|link=]] &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;: Ysayle&#039;s spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff that lasts six seconds.&lt;br /&gt;
*&#039;&#039;&#039;Hatebound&#039;&#039;&#039;: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a three second debuff ([[File:Bound and determined icon1.png|link=]] &#039;&#039;&#039;Bound and Determined&#039;&#039;&#039;) that prevents further chain exchange until it expires.&lt;br /&gt;
**[[File:Clawbound icon1.png|link=]] &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red): Damage taken will result in damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Fangbound icon1.png|link=]] &#039;&#039;&#039;Fangbound&#039;&#039;&#039; (blue): Damage taken will result in healing to the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Nova&#039;&#039;&#039;: Two large yellow orbs will spawn, one next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage as the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039;: Four small blue orbs will spawn, two next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;: Cast by both eyes. Two random players with &#039;&#039;&#039;Clawbound&#039;&#039;&#039; will be hit with a medium-sized AoE that inflicts heavy damage and {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.&lt;br /&gt;
*&#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;: Heavy party-wide damage cast from both eyes and requires mitigation. Will kill players if both eyes cast this at once, requiring the Right Eye to be defeated before this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. If both eyes are not defeated before &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will appear in his dragon form and cast this ability, wiping the party.&lt;br /&gt;
====Strategy====&lt;br /&gt;
When the phase begins, players should group up around [[Alphinaud]], as [[Haurchefant]] and [[Ysayle]] will appear, targeting a random player and &#039;&#039;&#039;Alphinaud&#039;&#039;&#039; to each drop a buff, &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;, and &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;. Each buff will allow a player to inflict damage on a specific eye. Players need to obtain both buffs, and need to be careful not to die, as they will not be able to deal damage for the remainder of the fight, even if they are revived. Once players receive their buffs, they should break into their light parties, with each tank taking an eye. Players will need to spread out around the eyes. [[Estinien]] will pulse out &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing party-wide damage that also inflicts a Bleeding damage over time for a few seconds. Healers should be ready for this. Both eyes will cast &#039;&#039;&#039;Hatebound&#039;&#039;&#039;, tethering four random players to each eye. These tethers can be exchanged by players passing over one another, with a brief three second cooldown before chains can be exchanged again. Players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain will heal the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; when they receive damage, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain will deal damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; when they receive damage. In order to meet the damage check for this phase, players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain must avoid taking damage when possible, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain must take non-lethal damage when possible.&lt;br /&gt;
&lt;br /&gt;
For the first mechanic, two large yellow orbs will spawn at either side of the arena next to the eyes, and four smaller blue orbs, one to the north and south of each eye. each orb will expand four times, exploding on the fourth growth. The yellow orbs must be soaked by two players before they explode and kill the party. The blue orbs function in the same manner. To handle these orbs, two players with red tethers must soak the yellow orbs on their third growth, before they explode, dealing heavy damage to both themselves and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. One way to handle this is to have the tanks and melee DPS players take the red chains and soak each orb. If one of these players doesn&#039;t have the correct tether, they will need to swap tethers. The best way to do this is to have players with the incorrect tether move to the center of the arena (stacking on Estinien) so they are all able to swap. Players who need to swap should stay still once they are on Estinien and not &amp;quot;wiggle&amp;quot; until their debuff swaps, because the swaps are not always immediate. Healers and ranged DPS will take the blue tethers and position themselves at the north and south of their respective eyes, in line with the blue orbs. Once the tanks and melee DPS soak the yellow orbs in pairs, they will move to where they healer and ranged DPS are to pass their tether, then move directly under the eye. The healers and ranged DPS will each take their blue orbs.&lt;br /&gt;
&lt;br /&gt;
Following this, the eyes will both cast &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;, dropping a mid-sized circle AoE on two random players with a red tether, dealing heavy damage and inflicting a {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning that being hit by a second &#039;&#039;&#039;Dive&#039;&#039;&#039; will kill them. Players hit by the AoE will also die, so proper spacing is required. This mechanic will repeat three times. To handle this, all players should move towards the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, as the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; will be taking damage with each &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;. The healers and ranged DPS, who have red tethers, will surround the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, standing max melee range at the intercardinals of it. The tanks and melee DPS, who have blue tethers, should stack directly on the eye. When the first two players are hit with &#039;&#039;&#039;Dives&#039;&#039;&#039;, the two tanks will take the tethers of the players hit, with one tank scanning from northeast going clockwise to find the player they need to swap with, and the other tank scanning from northwest going counterclockwise. To make sure the tethers are passed correctly, the players moving out from the eye will move to the red tethered players&#039; position. When the swaps resolve, the players who swapped to blue will move back to stack with the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. When the next set of players are hit, the melee DPS will take those tethers, and finally the two players (the &amp;quot;flex players&amp;quot;) who were first hit will take the final set of tethers. The flex players should communicate who will take which tether, or have a priority system set up beforehand, as there is not enough time for one player to correct themselves if both flex players attempt to go to the same player to swap. After the fourth set of dives, the mechanic is finished.&lt;br /&gt;
&lt;br /&gt;
Immediately after, both eyes will begin casting &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, a heavy-hitting party-wide AoE. If both casts go off at once, the party will be wiped. Players will need to finish off the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) before the cast is finished, mitigate the damage from the remaining eye&#039;s cast, then immediately focus on the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red). Healers should be ready to heal the party. Once the other eye casts &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; will resurrect with minimal HP because players with blue chains took damage, so a ranged DPS can focus on taking it out. Both eyes will need to be defeated before the &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, or the party will be wiped out. Similar to the previous phase, a Limit Break must not be used to help clear this phase, as it will prevent further progress in the encounter. If both eyes are defeated in time, a short cutscene will play and transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[The Vault|Alternate History Vault]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, and will stop if he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Will otherwise inflict high damage that requires mitigation. Haurchefant, if alive, will also be damaged heavily by this attack.&lt;br /&gt;
*&#039;&#039;&#039;Pierce&#039;&#039;&#039;: Enrage. The &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; will kill Haurchefant once this cast resolves, looping the party back to Phase 2.&lt;br /&gt;
====Strategy====&lt;br /&gt;
This intermission phase plays out almost exactly the same as the final part of phase one; &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; and cleaving the two closest players with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;. Players will need to handle this attack as before, moving in to bait the attack, then moving to the edge of the circle to handle the AoEs that explode following the resolution of the debuff [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;. Players will need to reduce &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible to mitigate how much damage the party takes from &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, up to 24%. The difference this time is that players should have access to &#039;&#039;&#039;Limit Break Level Three&#039;&#039;&#039;, assuming it was not used earlier in the battle. When &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; shows up to block the &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;, a tank must use their third level &#039;&#039;&#039;Limit break&#039;&#039;&#039; to ensure he survives. He will take significantly reduced damage as long as the buff is up. He will also be healable, and must be kept alive. If Haurchefant is kept alive, he will pulse out &#039;&#039;&#039;Shockwave&#039;&#039;&#039; raid damage for the duration of the Planar Prison sequence, making healing more challenging than the final part of phase one. The party should distribute mitigations appropriately. Haurchefant must be near full health once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts because it will also deal significant damage to him. Afterwards, the Planar Prison will dissipate, and players must move to &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; and quickly destroy the &#039;&#039;&#039;Spear of the Fury.&#039;&#039;&#039; The &#039;&#039;&#039;Spear&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pierce&#039;&#039;&#039;, which will kill &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; if it completes casting, sending players back to phase 2, where they will wipe. Once the spear has been broken, the battle will continue after another short cutscene, transitioning to another arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Dark King Thordan===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Incarnation&#039;&#039;&#039;: Revives the three Dragons around the arena.&lt;br /&gt;
*&#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts this, increasing his damage output with [[File:Light of ascalon icon1.png|link=]] &#039;&#039;&#039;Light of Ascalon&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; calls upon his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; to perform a series of mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Twisting Dive&#039;&#039;&#039;: &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will land at a cardinal somewhere around the edge of the arena, then charge across to the other side after a short cast, knocking back and killing anyone in his path. Following this, each player will drop a small &#039;&#039;&#039;Twister&#039;&#039;&#039; where they were standing. If players come into contact with this, it will explode, instantly killing them and knocking nearby players into the edge of the arena, also killing them.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039;: Two random players will be tethered to, and the &#039;&#039;&#039;Knights&#039;&#039;&#039; will dash to them after a short while, dealing high proximity damage in a line AoE and inflicting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: Two players will be hit by this attack, debuffing them with [[File:Thunderstruck icon1.png|link=]] &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When the debuff resolves, it will deal lightning damage in a small AoE around the afflicted player, and any other player hit by this will take massive damage and receive a {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]] &#039;&#039;&#039; debuff in addition to {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: A player will receive a blue marker over their head, and shortly after will have a large AoE drop on them, dealing high damage and inflicting both {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a very short {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039;  (with marker): A player will receive a green divebomb marker over their head, indicating where &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will dive to when the marker disappears. When the cast resolves, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will divebomb to this position, knocking back and killing any who are hit by them.&lt;br /&gt;
**&#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;: Each player will be hit with a conal AoE from &#039;&#039;&#039;Thordan&#039;&#039;&#039; in the middle that deals damage and debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. &lt;br /&gt;
**&#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;: A random player that was not targeted for &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039; or &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039;, who will spit five fireballs at the player, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, killing them shortly after. Any player with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; who is hit by the fireball spits will die. If the original target for this attack dies, &#039;&#039;&#039;Vedrfolinir&#039;&#039;&#039; will randomly target other players with each subsequent fireball.&lt;br /&gt;
**&#039;&#039;&#039;Altar Flare&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; will target a player who will begin dropping large fire AoEs under them, totaling up to four. The AoEs will soon erupt, killing any who are within. If the original target for this attack dies, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will randomly target other players with each subsequent AoE.&lt;br /&gt;
**&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast a donut AoE that covers the entire arena, with the only safe zone within his hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide AoE. Heal through and heavily mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Delivers an attack that deals high damage and a &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; debuff, followed by three heavy-hitting tankbuster cleaves known as &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; once again to perform another series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Doom&#039;&#039;&#039;: Four random players will be inflicted with a twenty five second {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, which will kill them if the debuff expires. These players will have a dark red aura around them when the debuff is active, for easy visual identification. The debuff can be removed by stepping into a small white puddle which is left behind by each &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039; medium-sized white AoE.&lt;br /&gt;
**&#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;: &#039;&#039;&#039;Zephirin&#039;&#039;&#039; will throw a spear in a line AoE through the center of the arena. Anyone hit will take massive damage and be inflicted with [[File:HP recovery down icon1.png]] &#039;&#039;&#039;HP Recovery Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039; (without marker): &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge through the center of the arena in a line AoE from his starting position, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Gerrique&#039;&#039;&#039; will cast this, with the attack starting as a point-blank earthquake AoE that will expand into donut AoEs that gradually grow wider. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;Stun&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a small AoE for medium damage and inflicts {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;, making overlapping lethal.&lt;br /&gt;
**&#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;. The four players who are not afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; will be targeted with medium-sized white circle AoEs that will soon resolve and kill anyone inside. The large puddles will leave behind smaller puddles that will cleanse {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; for anyone who steps inside, which will consume the puddles. They can still be consumed by players who step in them without {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players.&lt;br /&gt;
***&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to the two farthest players from the center with Doom.&lt;br /&gt;
***&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to two players without Doom.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: Players are knocked back towards the edge of the arena from the middle.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts a gaze ability, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at him when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: A large Dragon&#039;s Eye spawns on the edge of the arena and uses an untelegraphed gaze ability at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at it when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; hits all players with a large fire AoE that deals high damage and inflicts a brief {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making an overlap lethal. Requires some mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Holy Meteor&#039;&#039;&#039;: Eight meteor circles spawn around the arena, one on each cardinal and intercardinal, indicating where a meteor will fall. They must be destroyed or they will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. Thordan must be reduced to less than three percent HP before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will appear at the center of the arena and immediately cast &#039;&#039;&#039;Incarnation&#039;&#039;&#039;, resurrecting and taking control of the three Dragons in the arena. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039; and buff himself. He will then use two auto-attacks that should be mitigated as they deal high damage. Following this, he will cast &#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;, summoning his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; and the Dragons. For the following mechanics, players need only worry about correctly dodging the various attacks as the boss will not be targetable.&lt;br /&gt;
&lt;br /&gt;
To start, &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will spawn at the edge of the arena and begin casting &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039;, two of the knights will tether to two random players, a singular player will receive a blue marker over their head, indicating a &#039;&#039;&#039;knight&#039;&#039;&#039; will drop an AoE on them, and two random players will be hit by &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;. Once &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039; completes, the Dragon will charge across the arena at the same time as the &#039;&#039;&#039;Knights&#039;&#039;&#039; move to the player they are tethered to. Shortly after the charge, each player will have a &#039;&#039;&#039;Twister&#039;&#039;&#039; spawn underneath them, as their location was snapshotted just before &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; charged. Another player will then receive a green marker over their head, indicating they will be attacked by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;, and &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;. A player will be targeted by &#039;&#039;&#039;Darkscale&#039;&#039;&#039; for &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;, while another player will be targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039;. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;. &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will begin firing five fireballs, the player targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; will begin dropping puddles, and the two Dragons will begin casting &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Finally &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; will fire in a large donut AoE. The mechanic will finish with &#039;&#039;&#039;Thordan&#039;&#039;&#039; casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; for a roomwide AoE.&lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must first identify where &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; has landed and treat this as &amp;quot;relative north&amp;quot;, then clear a space on the other side of the arena for its charge.  Tethered players will move to the opposite side of the arena to the &#039;&#039;&#039;Kight&#039;&#039;&#039; they are tethered to, while the player with the blue marker moves to the  &amp;quot;relative west&amp;quot; of the Dragon. The remaining players will move to the &amp;quot;relative east&amp;quot; edge of the arena to avoid the wide lines these attacks have. The &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Defamation&#039;&#039;&#039;, &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; and &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will all fire around the same time. Once the Dive has resolved, players should move immediately from where they are standing to avoid the &#039;&#039;&#039;Twister&#039;&#039;&#039; that spawns there. The player with the green &#039;&#039;&#039;Divebomb&#039;&#039;&#039; should move towards &#039;&#039;&#039;Charibert&#039;&#039;&#039; the mage knight and drop this at the edge of the arena. Every player will then spread out at the edge of the arena to handle &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, then wait for both the AoEs from &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; and the &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; fireballs to begin appearing. The player who begins dropping &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; AoEs will move clockwise around the edge of the arena, and the player who is hit by &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; will begin doing so as well. All other players will move towards &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and position themselves either near &#039;&#039;&#039;Thordan&#039;&#039;&#039; if they are not debuffed with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;, or towards the edge of the arena and spread out if they are. Players can use the dark runic circles on the floor of the arena to determine how close or how far to stand. Once &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; fires, players can group up for healing and mitigation to deal with &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;. At this point, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable once again.&lt;br /&gt;
&lt;br /&gt;
The boss will use an auto-attack, then cast &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, dealing heavy damage and debuffing the tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. He will then follow up with &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, forcing a tankswap to avoid taking lethal damage. This will then lead into &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;, players need to locate the warrior &#039;&#039;&#039;Guerrique&#039;&#039;&#039; and treat him once again as &amp;quot;relative north&amp;quot;. Four random players will be afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, these players will move towards the &amp;quot;relative north&amp;quot; of the arena, while the other players will move to the &amp;quot;relative south. &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will appear on the edge again and begin casting &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; again. Players will need to spread out near the waymarkers (but slightly off of them) to avoid the incoming attacks. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, dropping an AoE on each player that will kill if overlapped due to the {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; will cast &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;, dropping white puddles under non-&#039;&#039;&#039;Doomed&#039;&#039;&#039; players, &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge across the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and the first AoE of &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039; will come out. Once the second AoE fires, players should move from their current position to avoid the &#039;&#039;&#039;Twisters&#039;&#039;&#039; that spawn, and move towards the center of the arena to avoid the third AoE from &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;. At this point, a &#039;&#039;&#039;Dragon&#039;s Eye&#039;&#039;&#039; will spawn somewhere on the edge of the arena and begin casting &#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039; while &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts &#039;&#039;&#039;the Dragon&#039;s Gaze&#039;&#039;&#039;. Players need to identify where both of these attacks are coming from so as to not accidentally face them. When players are tethered together, {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; inflicted players should line themselves up with the white puddles left at the edge of the arena, with the player of the corresponding symbol on the opposite side. When the attack fires, players must be sure to move back if nessesary to cleanse their {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if the attack does not push them all the way. At the same time, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, dealing heavy fire damage in an AoE around each player. This debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so if players overlap they will die. If a player is dead when this attack goes off, a random player will be hit twice, also resulting in a death. At the same time, both gaze attacks will fire, so players must be sure to not be facing either attack before they are knocked back as they lose control for two seconds. Finally, &#039;&#039;&#039;Noudenet&#039;&#039;&#039; will summon eight &#039;&#039;&#039;Meteor Cirlces&#039;&#039;&#039; that must be destroyed immediately. The meteors fall quite quickly so this acts as a sort of soft DPS check. Once all the circles have been destroyed, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return and use another &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; to signifiy the end of the mechanic. Heal and mitigate to handle this, and prepare for another auto attack and &#039;&#039;&#039;Heavenly Heel/Ascalon&#039;s Might&#039;&#039;&#039; combo. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;, his enrage. He must be reduced to two percent HP before this finishes or he will wipe the party. When &#039;&#039;&#039;Thordan&#039;&#039;&#039; drops &#039;&#039;&#039;Ascalon&#039;&#039;&#039; and falls to one knee begging for mercy, players must stop attacking, for if he is killed here, the party will not be able to proceed to the final phase of the encounter. Once he moves away, the next phase will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Nidhogg and Hraesvelgr===&lt;br /&gt;
Both bosses have omnidirectional hitboxes and cannot be freely moved by players. For most of this phase, Nidhogg will be at the west arena wall and Hraesvelgr will be at the east wall.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsclaw&#039;&#039;&#039;: High damage auto-attack used by both Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsbreath&#039;&#039;&#039;: Each non-tank player will be tethered to either &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, who will aim a conal AoE at them, while the tanks will be struck with one of two possible kinds of tankbusters based on whether one or both Dragon&#039;s mouths are glowing. Tethers must be of a sufficient length, as indicated visually, to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Dread Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; tethers to three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Fire Breath&#039;&#039;&#039;) at them. This deals high fire damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and [[File:Boiling icon1.png|link=]]  &#039;&#039;&#039;Boiling&#039;&#039;&#039;, which resolves into a {{status effect|pyretic}}  &#039;&#039;&#039;Pyretic&#039;&#039;&#039;  debuff that deals massive damage upon movement. &#039;&#039;&#039;Boiling&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Ice Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Great Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; tethers to the other three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Ice Breath&#039;&#039;&#039;) at them. This deals high ice damage and debuffs with {{status effect|ice resistance down}} &#039;&#039;&#039;Ice Resistance Down II&#039;&#039;&#039; and [[File:Freezing icon1.png|link=]] &#039;&#039;&#039;Freezing&#039;&#039;&#039;, which will resolve into [[File:Deep Freeze icon1.png|link=]] &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;, immobilizing a player for thirty seconds. &#039;&#039;&#039;Freezing&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Fire Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;: AoE Tankbuster. Used when &#039;&#039;&#039;either&#039;&#039;&#039; Dragon&#039;s mouths are glowing during their Wyrmsbreath attack. The Dragon with the glowing mouth will use a conal AoE (&#039;&#039;&#039;Dark Breath&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;, &#039;&#039;&#039;Holy Breath&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;) through the middle of the arena, while the Dragon with the non-glowing mouth will hit their target with a large circular tankbuster AoE (&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;). Anyone aside from the primary target caught in this will be knocked back and killed.&lt;br /&gt;
**&#039;&#039;&#039;Dark Orb/Holy Orb&#039;&#039;&#039;: Split tankbuster. When both Dragons&#039; mouths are glowing, they will each fire an orb that must be split by both tanks, as each orb targets a single tank and explodes in a small AoE, inflicting damage and debuffing with either [[File:Sustained light damage icon1.png|link=]] &#039;&#039;&#039;Sustained Light Damage&#039;&#039;&#039; or [[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained Dark Damage&#039;&#039;&#039;, which will both inflict massive damage over time, and can only be nullified by the other orb.&lt;br /&gt;
**&#039;&#039;&#039;Swirling Blizzard&#039;&#039;&#039;: A large telegraphed donut AoE from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; that compresses the safe region for the Wyrmsbreath mechanics to be a circular area. Getting hit by this will deal lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Vows&#039;&#039;&#039;: Two conditions that must be upheld during the entirety of the phase. Failure to do so will cause one of the bosses to enrage and deal significantly more damage while taking significantly less damage, most likely resulting in a wipe.&lt;br /&gt;
**[[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; targets a random DPS with a small AoE and deals light damage while applying this debuff, significantly lowering their healing potency and inflicting moderate damage over time. Any additional players hit are debuffed with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken. After thirty four seconds the debuff will resolve and deal damage in a small AoE, passing the debuff to one other player within the AoE. Any additional players hit will also be debuffed with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. If the debuff is not passed to another player, it will cause &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; to enrage. Once the debuff is passed on, the original player who carried the debuff will be inflicted with [[File:Mortal atonement icon1.png|link=]] &#039;&#039;&#039;Mortal Atonement&#039;&#039;&#039;, preventing them from receiving the debuff for two minutes (effectively the remainder of the phase unless if they were the first one targeted with &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;).&lt;br /&gt;
**[[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;: If a player dies to any of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; attacks, he will enrage.&lt;br /&gt;
*&#039;&#039;&#039;Akh Afah&#039;&#039;&#039;: Each Dragon targets a healer with a stack AoE that deals high damage and debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning that overlap will wipe the party. The Dragons will also tether to one another at the beginning of the cast if there is a difference of more than three percent HP, with a purple tether if &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; has more HP and a white tether if &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; has more HP. If the Dragons are tethered by the end of the cast, the stack AoE from the higher HP boss will inflict lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;: One of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will glow, indicating that the entire half of the arena on that side will be hit by a large AoE that deals lethal damage. This resolves at the same time as &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;: Depending on whether &#039;&#039;&#039;Hrasevelgr&#039;s&#039;&#039;&#039; head is raised or lowered, he will target the two farthest or closest players respectively. These players will be hit with large circular AoE tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Wroth Flames&#039;&#039;&#039;: Three sets of three orbs will spawn, the first set in the center, then one set at a corner, followed by the final set in the opposite corner. These orbs will erupt in a cross (&#039;&#039;&#039;Flame Burst&#039;&#039;&#039;) that reaches across the entire arena set by set, and inflict moderate damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to anyone caught in the AoE. Four random players will also be debuffed with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, two others will be debuffed with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, and the remaining two players will not receive a debuff.&lt;br /&gt;
**[[File:Spreading flames icon1.png|link=]]  &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;: Four players will be inflicted with this debuff, expiring after twenty four seconds, then detonate in a small AoE that does no damage to the target player and inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. However, getting caught in another player&#039;s AoE will inflict lethal damage and a moderate knockback. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**[[File:Entangled flames icon1.png|link=]]  &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;: Two players will be inflicted with this debuff, expiring after twenty four seconds (&#039;&#039;&#039;Entangled Pyre&#039;&#039;&#039;) and requires a stack of two total players, dealing moderate magic damage and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players are not stacked when the debuff expires, the debuffed player will explode, inflicting heavy raid damage (killing anyone with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will target a random player for a set of four stack AoEs that deal high damage, requiring heavy mitigation, and drop persistent puddles. If players step in these, they will be debuffed with a lethal {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; that will shortly kill them.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing/Hot Tail&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will fire either a line AoE through the center of the arena or the top and bottom thirds of the arena, dealing lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: One or both of the Dragons will charge across their side of the arena with a breath attack, dealing high damage and inflicting either {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; or {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;, inflicting high damage over time. If players are inflicted with the opposite elemental debuff (&#039;&#039;&#039;Freezing&#039;&#039;&#039; or &#039;&#039;&#039;Boiling&#039;&#039;&#039;), the attack will deal non-lethal damage, the debuff will be removed, and the damage over time debuff will not be applied. The first player hit will take significantly more damage, requiring either a tank invulnerability or heavy mitigation to survive.&lt;br /&gt;
*&#039;&#039;&#039;Touchdown&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; lands in the center of the arena and &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; lands on the south wall of the arena, dealing moderate proximity damage.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. Both Dragons cast this. If both Dragons are not defeated before the cast finishes, the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage from the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Party-wide damage from &#039;&#039;&#039;Thordan&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Nidhogg will appear alongside Hraesvelgr, who will have two status effects: [[File:Neurolink icon2.png|link=]] &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, which is cosmetic and has no gameplay functionality, and [[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;, which will cause him to enrage if he kills any player with an attack. When the phase begins, both Dragons will use an auto-attack, then begin casting their respective breath attacks, each tethering to three random non-tank players. Players will need to move away from the Dragon they are tethered to until the tether changes from purple to orange/white. The tanks will both move to the northern half of the arena to hold enmity. They will also be watching to see if one or both of the Dragon’s jaws glow. If one is glowing and the other isn&#039;t, the glowing mouth will fire a conal AoE through the center of the arena, while the non-glowing mouth will target their respective tank with &#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;, a tankbuster. If both mouths are glowing, the tanks will need to come together to soak both &#039;&#039;&#039;Light Orb&#039;&#039;&#039; and &#039;&#039;&#039;Dark Orb&#039;&#039;&#039; to neutralize both of the [[File:Sustained light damage icon1.png|link=]][[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained&#039;&#039;&#039; damage debuffs. At the same time, tethered players will need to stack with a player of the opposite tether to neutralize the elemental debuff received. Two sets of players can move to the south of the arena with one set moving to the north, or all three sets to the south, as long as groups are properly spaced out to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
Following this, a random DPS will be inflicted with [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; with a small AoE. The debuff must be passed four times during the fight in roughly thirty second intervals, which occur after most major mechanics. Players need to determine who the debuff will be passed to and in what order, such as melee DPS to ranged DPS and back to melee. The debuff should never be passed to a healer because it inhibits healing output. Players need to spread when &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; is first applied, as anyone who is too close to to the target for the AoE will be inflicted with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken, which is essentially a death sentence.&lt;br /&gt;
&lt;br /&gt;
Following this, players will split into their light parties as the Dragons begin casting &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;. If the Dragons tether to each other, players need to be sure to bring them within three percent HP of each other, or this attack will wipe the party. Based on the color of the tether, players can easily tell which Dragon has the higher HP (white for &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, purple for &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;). These attacks should be mitigated as they deal high damage. Players can stack directly to the north and south of the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Akh Afah&#039;&#039;&#039; resolves, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will leave to either the north or south edge of the arena on either the east or west side. Shortly after, he will charge across that half of the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, killing any who are hit. At the same time one of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will begin to glow, indicating a cleave on that entire side of the arena with &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. This will leave a single quadrant of the arena as a safe zone. &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will also either raise or lower his head, indicating who he will target for &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;, a tankbuster. If his head is raised, he will target the furthest two players, and if it is lowered, he will target the two closest players. Tanks will need to adjust to bait the tankbusters, and space out to avoid overlap. Once these attacks resolve, players will need to hand off the [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff. It is recommended that they move to the center of the arena, while the rest of the party is away from the center, to avoid passing to the incorrect player. It is critical that that only the two players passing the debuff are next to each other with no other players nearby, as any additional player that is hit by the debuff expiration AoE will be inflicted with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next mechanic players will have to handle is &#039;&#039;&#039;Wroth Flames/Akh Morn&#039;&#039;&#039; and the following debuffs. Three orbs will spawn in the center of the arena, followed by another set in one of the four corners, and finally in the corner opposite of that, creating a diagonal line. Players will then be debuffed with [[File:Spreading flames icon1.png|link=]] &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, [[File:Entangled flames icon1.png|link=]] &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, or no debuff at all. When the orbs begin exploding, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Cauterize&#039;&#039;&#039; across a random side of the arena. &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; will also appear under the players, who need to remain stacked to handle these, then be ready to move out of them as they inflict a heavy &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff that will most likely kill the player inflicted. To best handle &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; at the same time as the fire orbs, players should move across the edge of the safe area and cut towards the center of the arena where the first set of orbs spawned.&lt;br /&gt;
&lt;br /&gt;
Following the resolution of the &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; and the fire orbs, the Dragons will land back in their respective locations and &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will use either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and the debuffs will resolve. Players with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039; and their partners should stack near &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;, while the other players with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039; spread out to avoid overlap. Players will need to adjust according to either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, then pass the [[File:Mortal vow icon2.png|link=]]  &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff for a second time.&lt;br /&gt;
&lt;br /&gt;
The Dragons will cast another &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;, and can be handled the same way as before. This is the last time players will need to worry about keeping both Dragons&#039; HP balanced for the rest of the phase. Following this, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; and &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039; on one side of the arena while &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; uses the opposite &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; or &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Players will need to adjust to handle where the tanks need to stand in order to bait the plumes while also avoiding the other AoEs.&lt;br /&gt;
&lt;br /&gt;
Players will then be tethered to either Dragon again, however they will need to keep their debuffs for the next mechanic. Players tethered to &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; should spread out to the north and players tethered to &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; should spread to the south, with tanks resolving their mechanics. Once the tethers resolve, both Dragons will move to the north edge of the arena and prepare a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Players will need to line up in the hitbox of the opposite Dragon they were tethered to with a tank at the front of each line, as each tank will not have a debuff to neutralize and will take full damage from the attack. To handle this, the tanks should use their invulnerability skills, with healers keeping them topped off to handle the debuff damage. If a player is debuffed with {{status effect|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; they need to remain still until the debuff falls off. &lt;br /&gt;
&lt;br /&gt;
Once the debuffs are resolved, players will need to move to a corner to avoid the proximity damage from &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; touching down in the center of the arena. Immediately following this, players will need to pass [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; for the final time. Following &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, both Dragons will begin casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, and must be defeated before the cast finishes. Once both Dragons are defeated, the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; will appear and cast &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing raid damage and inflicting bleeding. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was spared, he will reappear and absorb the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; and Hraesvelgr&#039;s, transforming into &#039;&#039;&#039;Dragon-king Thordan&#039;&#039;&#039;. During this sequence, he will use &#039;&#039;&#039;Shockwave&#039;&#039;&#039; once, dealing raid damage and also inflicting bleeding. At the end of the sequence, he will use &#039;&#039;&#039;Alternative End&#039;&#039;&#039;, dealing massive damage that must be heavily mitigated. To ensure players do not use mitigation too early, they should time their mitigation after the bleeding effect from Shockwave wears off. Afterwards, the arena will transition and the final phase will begin. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was not spared, the fight will essentially loop back to the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; phase but the party will not have access to &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039; or &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;, making the eyes unkillable and ensuring a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 7: [[Dragon-king Thordan]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Alternative End&#039;&#039;&#039;: Occurs during the transition from the previous phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Trinity&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; auto-attacks three players between each mechanic as small AoEs, the first and second in the enmity list, and the closest player, inflicting various debuffs based on their order in that list. &#039;&#039;&#039;Trinity&#039;&#039;&#039; always occurs twice between each &#039;&#039;&#039;Edge&#039;&#039;&#039; mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Highest Enmity&#039;&#039;&#039;: Inflicted with a stacking [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Second Highest&#039;&#039;&#039;: Inflicted with a stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Closest&#039;&#039;&#039;: Inflicted with stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making another hit from &#039;&#039;&#039;Trinity&#039;&#039;&#039; lethal until the {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; expires.&lt;br /&gt;
***This requires the party to cycle through baiting the attacks to avoid deaths. The tanks should swap every two auto-attacks, and the recommended order is for two acting melee DPS to bait the closest attacks, then the acting ranged DPS, and finally the healers, before repeating the cycle. This will give enough time for the debuffs to fall off the first player who baited them.&lt;br /&gt;
*&#039;&#039;&#039;Edge Attacks&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use various attacks mixed with &#039;&#039;&#039;In/Out&#039;&#039;&#039; mechanics, determined by what element &#039;&#039;&#039;Thordan&#039;s&#039;&#039;&#039; swords are infused with. If the swords are covered in ice (&#039;&#039;&#039;Ice of Ascalon&#039;&#039;&#039;), players need to move into the boss&#039;s hitbox to dodge a donut AoE, and out if the swords are covered with fire (&#039;&#039;&#039;Flames of Ascalon&#039;&#039;&#039;), to dodge a point-blank AoE.&lt;br /&gt;
**&#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;: Three tri-directional circle AoEs spawn around the boss, and fire a series of moving circle AoEs in the direction of the arrows. Any player hit by these will die.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three towers that need to be soaked by multiple players: two red towers should have three players each, while the blue tower should have both tanks. Each tower will hit players within multiple times dealing heavy stack damage that requires mitigation, starting at five and increasing by one with each cast (up to seven). If a tower does not have any people, it will explode and the party will wipe.&lt;br /&gt;
**&#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three proximity AoEs in sequence that will explode in order, killing any player who is too close and inflicting a large amount of party-wide damage otherwise, requiring mitigation.&lt;br /&gt;
**For each of these attacks, the three AoEs/towers will spawn always relative to where the boss is facing: one behind, one northeast, and one northwest.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;: Enrage. Three yellow towers will spawn around the boss and must be soaked by one player each or the party will instantly wipe. Any player within the towers will die upon the cast finishing. The towers must continue to be soaked until all players are dead and the party is wiped or the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Though this phase is relatively simple in terms of its mechanics, it requires players to handle high damage output and evade reactionary mechanics. To open the phase, players must group together and heavily mitigate the damage from the stage transition, which also inflicts a heavy {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. once the boss is targetable, players will need to handle the first set of &#039;&#039;&#039;Trinity&#039;&#039;&#039; attacks, then the in/out mechanic for &#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;. Each cast of this ability can be handled the same way, by moving to either side of the southern &#039;&#039;&#039;Exaflare&#039;&#039;&#039;, then move in to where its hitbox previously was once it fires. Following this, players will move further south to where the two diamond patterns on the floor meet to avoid the remaining flares, then move in to prepare for the next set of &#039;&#039;&#039;Trinities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, players will handle &#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;, moving to have the correct amount/role of players in their respective towers. The in/out mechanic will take place, then the circles will fire five times. Mitigate the &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; hits, and be careful not to leave the AoEs before the attack finishes, or everyone will take a massive party-wide hit. Once again, players will move to handle the incoming &#039;&#039;&#039;Trinity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;, players must simply identify the order and location that the proximity markers drop in, and move around the arena, never moving more than max melee range to the center of the arena. This mechanic requires mitigation and healing as well. To handle, players must move in or out of the boss&#039;s hitbox, and then be prepared to move out as soon as that portion of the attack resolves. Following this attack&#039;s resolution, players must handle &#039;&#039;&#039;Trinity&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat three times, and then the boss will enrage, casting &#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;. For this attack, each tower must be soaked by one player, killing them when the cast resolves. If a player is not in each tower, the party will wipe when the cast finishes. Players will need to push hard to meet this DPS check if the boss&#039;s HP is still high. These circles will continue to spawn until either players are unable to mitigate the circles, or the boss is defeated. After the first two tower sets, the remaining two alive players should not soak the towers, and instead let them explode, as this buys an additional second to damage the boss.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Dragonsong Token}}&lt;br /&gt;
* [[Dragonsong&#039;s Reprise Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Dragonsong&#039;s Reprise (Ultimate). This restriction was removed in [[Patch 6.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for [[Ultimate Weapons of the Heavens]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|As Suits a Hero}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The World&#039;s First clear was by the static &#039;&#039;Neverland&#039;&#039; on 5/2/2022.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1521111280681115648?s=20&amp;amp;t=Pt89PviK8OEk3CjrlbFwjw&amp;lt;/ref&amp;gt; After the use of third party tools (including user interface modifications and text-to-speech callouts) in violation of the ToS was confirmed by the community, producer/director YoshiP issued a statement.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/36c4d699763603fadd2e61482b0c5d56cb2e4547 Regarding Third-party Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; I&#039;ll cut you to pieces! (&#039;&#039;upon pull&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; The power! It fills me! (&#039;&#039;casting first Holiest of Holy&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Witness me! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; How was that? (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Down with you! (&#039;&#039;first Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Ahahahahahahaha! (&#039;&#039;second Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Hahaha! (&#039;&#039;after Hyperdimensional Slash&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Let us see how you handle this! (&#039;&#039;Shining Blade&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;before Burning Chains&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Begone with you! (&#039;&#039;Heavensflame&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; In pursuit of the archbishop, the Warrior of Light journeyed to Azys Lla, where s/he confronted a primal born of the power of the Eye: King Thordan and his knights twelve. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Your feeble light shall fade before my brilliance! (&#039;&#039;upon pull&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
During Phases 2 and 5, Thordan will occasionally say the following when being damaged. These lines are &#039;&#039;&#039;voice acted&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; What?&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Gah!&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; &#039;&#039;grunts&#039;&#039;&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Strength of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Strength of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; Scamper all you will. My lance will find you... (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; Charge! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Paulecrain? (white single ponytail):&#039;&#039;&#039; Ser Vellguine! On your mark! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Janlenoux:&#039;&#039;&#039; Ever and always, Brother! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; With me, Ser Janlenoux! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Gahahaha! (&#039;&#039;Dimensional Collapse&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Hermenost:&#039;&#039;&#039; Surging aether, become searing light! (&#039;&#039;Conviction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Sanctity of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Sanctity of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; O Ascalon! Drink deep of the power of slumbering gods! (&#039;&#039;start of Fire/Ice&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I shall turn you into ash! (&#039;&#039;Heavens&#039; Stake&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my knights! (&#039;&#039;before Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I shall bury you and your beliefs! (&#039;&#039;Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Y-You survived my divine reckoning!? Impossible! (after &#039;&#039;Ultimate End&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; This is the power of light? No... if I must fall, then so shall you! (&#039;&#039;Aetheric Burst&#039;&#039;, first sentence is &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Impossible! (&#039;&#039;defeat&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Though s/he emerged victorious, his/her comrade&#039;s body was claimed to Nidhogg, who brought his unbridled rage to bear against Ishgard. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thy final verse is sung! (&#039;&#039;Final Chorus&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Ahm in ??? fhail! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thou hast survived my song... Curse thee and thine eye, Hraesvelgr! (&#039;&#039;after Final Chorus&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; All will perish! (&#039;&#039;Dive from Grace&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; ??? (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; I would ask one last favor of you, Warrior of Light... (&#039;&#039;response&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Finish me... (&#039;&#039;spirits of Haurchefant and Ysayle appear&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Now, while I have the beat subdued! (&#039;&#039;Eyes of Nidhogg appear as targets&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; At long last, this flesh belongeth to me! And now, wicked mortals-my dirge shall usher you unto your doom! (&#039;&#039;Enrage&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Undone by mortal will. Whither now...? (&#039;&#039;defeat&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did one song draw to a close. But here and now, this minstrell shall perform another-a song of imagination transcending... (&#039;&#039;returning to the Vault&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; You... you are unharmed? Thank goodness... (&#039;&#039;after being saved from Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; &#039;Tis said that there are no ifs in history, yet man is wont to dream. Let us dream, then, of a future where a dear comrade lived... (&#039;&#039;beginning of the Alternate Dragonsong War&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Vile dragons! My reign begins with your end! (&#039;&#039;Incarnation&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My reign begins! (&#039;&#039;Incarnation&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Vidofnir:&#039;&#039;&#039; In the name of King Thordan... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Darkscale:&#039;&#039;&#039; What is thy bidding? (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Verdfolnir:&#039;&#039;&#039; Glory be to the Fury... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Wrath of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Wrath of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; You are mine! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; None shall escape! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I will turn you into ash! (&#039;&#039;Altar Pyre&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Blood and steel! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Tell me, Warrior of Light. How do you propose to end this conflict? (&#039;&#039;after casting Ancient Quaga&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Death of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Death of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; You defy the only rightful god! (&#039;&#039;Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;preparing Heavensflame&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Begone, pests! (&#039;&#039;Faith Unmoving&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Noudenet:&#039;&#039;&#039; Heavens rain death upon you! (&#039;&#039;Holy Meteor&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; If you believe that eliminating me will undo a thousand years of strife and suffering, then you are a fool. (&#039;&#039;Heavenly Heel&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I yield... Have mercy, I beg you... (&#039;&#039;upon being brought below 3% health&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hmph, your compassion will be the end of you... (&#039;&#039;if spared&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; A single life can alter the course of history... Enslaved by an ancient relic, the great wyrm Hraesvelgr descended upon Ishgard at his vengeful brother&#039;s side. (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Wriggling maggots! I shall grind you to paste in my jaws! (&#039;&#039;first appearance&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Mykh errn! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I swore to Shiva-swore that I would not take the lives of men... Stop me, I prithee! (&#039;&#039;Akh Afah&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I thank thee, Servant of Hydaelyn... Now I may go to be with my beloved...&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hahahaha! By the power of mine enemy&#039;s eyes, I am become a god eternal! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Will there never be peace between man and dragon...? (&#039;&#039;King Thordan absorbs the eyes of Nidhogg and Hraesvelgr&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; We must see Estinien to safety! (&#039;&#039;running to Estinien&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did a dreadful new divinity arise-one endowed with the nigh-irrepressible life force of two great wyrms... (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Purge the tainted with the light of sorrow immeasurable! (&#039;&#039;Exaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Consign the wicked with the light of rancor unquenchable! (&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Scorch the earth with the light of regret unfathomable! (&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; Your time is come! Eyes of mine enemy, bring oblivion unto the unbelievers! (&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; So ends an alternate chapter in their tale. What lessons, dear listener, might we derive from this Dragonsong reimagined? Be it that of man or dragon, all life is precious, and the loss of loved ones shall ever darken the hearts of those left behind. Yet death is not the end of what was wrought. The memories forged, the affection shared, the hope inherited... Such things grant us the strength to walk unto the morrow, and there is no greater proof of this than the Warrior of Light&#039;s journey. From the fantastical works of a wandering minstrel. &#039;&#039;Heavensward: A Reimagining&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Vault Knights|The Heavens&#039; Ward}}&lt;br /&gt;
{{music table row|Phase 2: King Thordan|Heroes}}&lt;br /&gt;
{{music table row|Phase 3: Nidhogg|Freefall}}&lt;br /&gt;
{{music table row|Phase 4: The Eyes&amp;lt;br&amp;gt;Ending Cutscene|Contention}}&lt;br /&gt;
{{music table row|Phase 4 Enrage|Primogenitor}}&lt;br /&gt;
{{music table row|Intermission|Hallowed Halls}}&lt;br /&gt;
{{music table row|Phase 5: Dark King Thordan|Heavensward}}&lt;br /&gt;
{{music table row|Phase 6: Nidhogg and Hraesvelgr|Dragonsong}}&lt;br /&gt;
{{music table row|Phase 7: Dragon-king Thordan|Revenge Twofold (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
DSR.png&lt;br /&gt;
DSR boss.png&lt;br /&gt;
DSR phase 1.png&lt;br /&gt;
DSR phase 6.jpg&lt;br /&gt;
Dragon-king Thordan render.png&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 16, 2022, the encounter was cleared using only one healer and five DPS instead of the usual two healers and four DPS. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Jh9r53b6q_c&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/dsr/ North America Party Finder Strategies]&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: The Vault Knights&lt;br /&gt;
**Playstation knockback:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dsr p1.png|200px]]&lt;br /&gt;
**Planar Prison: &amp;quot;HMRT EWEW&amp;quot;&lt;br /&gt;
***First, the healers take the protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Second, melee DPS take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
***Third, ranged DPS take their protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Finally, tanks take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
&lt;br /&gt;
*Phase 2: King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=175561044175561&amp;amp;preview=1 Strength of the Ward]&lt;br /&gt;
***Please note that the toolbox is inaccurate for waymarks and group priorities.&lt;br /&gt;
***Waymarks: Placed on cardinals and intercardinals, but starting from north going clockwise, the order is ABCD1234, not A1B2C3D4&lt;br /&gt;
***Group priorities: G1 NW CCW (Numbers); G2 N CW (Letters)&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=840061660351561&amp;amp;preview=1 Sanctity of the Ward Part 1: Dashes]&lt;br /&gt;
***G1 away from dark knight&lt;br /&gt;
***G2 towards dark knight&lt;br /&gt;
***Role swap for sword markers&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=050062490351561&amp;amp;preview=1 Sanctity of the Ward Part 2: Meteors and Towers]&lt;br /&gt;
&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=375562215175561&amp;amp;preview=1#4 Nidhogg]&lt;br /&gt;
**Up arrow debuff stands east&lt;br /&gt;
**Down arrow debuff stands west&lt;br /&gt;
**Arrow priority overrides initial positions&lt;br /&gt;
&lt;br /&gt;
*Phase 4: [https://raidplan.io/plan/8z6l3K14M-v5NOnz Eyes]&lt;br /&gt;
**Melees and tanks will walk to ranged players to pass, after popping yellow orb.&lt;br /&gt;
&lt;br /&gt;
*Phase 5: Dark King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=055565203865561&amp;amp;preview=1 Wrath of the Heavens]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=655564591965561&amp;amp;preview=1 Death of the Heavens]&lt;br /&gt;
**[https://cdn.discordapp.com/attachments/991078812903165982/1137091025287008326/edit.png Earthquake dodges for DotH]&lt;br /&gt;
&lt;br /&gt;
*Phase 6: [https://ff14.toolboxgaming.space/?id=426762112878561&amp;amp;preview=1 Nidhogg and Hraesvelgr]&lt;br /&gt;
**Group 1 initially attacks Nidhogg and stacks north for Akh Afah. Group 2 initially attacks Hraesvelgr and stacks south for Akh Afah.&lt;br /&gt;
**Mortal Vow pass order: XTTMR&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Wroth Flames mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
**Wyrmsbreath 2 in the toolbox is outdated as &amp;quot;[https://media.discordapp.net/attachments/968960770551463976/1047711267902738522/CB593476-1DDF-4A21-9A47-5FF6FB316150.png Static WB2]&amp;quot; is now the preferred strategy.&lt;br /&gt;
&lt;br /&gt;
*Phase 7: [https://ff14.toolboxgaming.space/?id=448767858029561&amp;amp;preview=1 Dragon-king Thordan]&lt;br /&gt;
**Please note that Party Finder uses the &amp;quot;611&amp;quot; strategy for Akh Morn&#039;s Edge, which is not reflected in the toolbox.&lt;br /&gt;
**Akh Morn 1: Group 1 northwest red tower, group 2 northeast red tower, tanks south blue tower&lt;br /&gt;
**Akh Morn 2/3: Party northwest red tower, invulning tank south blue tower, non-invulning tank northeast red tower&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1sUEuFDGa_Qg4SYHo4y7b4oEvUGvmhkUMn2rPdXdWEo0/edit#gid=1960553822 Mitigation spreadsheet]&lt;br /&gt;
*[https://github.com/WCGH/Dragonsong-Sim/releases Downloadable offline simulator for phase 3, 5, and 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1007680</id>
		<title>Dragonsong&#039;s Reprise (Ultimate)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragonsong%27s_Reprise_(Ultimate)&amp;diff=1007680"/>
		<updated>2025-08-20T16:04:09Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Duty infobox&lt;br /&gt;
| description = “There are no ifs in history, yet man is wont to cast his mind towards the path not walked.” Thus spoke the wandering minstrel, and at his urging, you reflect upon bygone trials with newfound perspective. Your imagination stirred by the man&#039;s masterfully woven verse, you dream of an alternate conclusion to the Dragonsong War─one in which a dear comrade is spared his tragic fate...&lt;br /&gt;
| image = Dragonsong&#039;s Reprise1.png&lt;br /&gt;
| type = Ultimate Raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = 90&lt;br /&gt;
| ilvl = 605&lt;br /&gt;
| ilvl-max-sync=true&lt;br /&gt;
| ilvl-sync = 605&lt;br /&gt;
| difficulty = ultimate&lt;br /&gt;
| size = full&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| duty-finder = Raid Finder (Ultimate Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 100 Poetics&lt;br /&gt;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Medias Res&lt;br /&gt;
| region = Coerthas&lt;br /&gt;
| req-quest = I Wandered Sharlayan as a Minstrel&lt;br /&gt;
| patch = 6.11&lt;br /&gt;
| release = endwalker&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;DSR&#039;&#039;&#039; or &#039;&#039;&#039;DSU&#039;&#039;&#039; and is based on [[Main Scenario Quest]] dungeon and trial bosses from &#039;&#039;[[Heavensward]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Unlock and Requirements==&lt;br /&gt;
*After completing {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}, speak with the [[Wandering Minstrel]] in [[Old Sharlayan]] (X:12.7 Y:14.2) as a level 90 Disciple of War or Magic.&lt;br /&gt;
*Dragonsong&#039;s Reprise (Ultimate) can only be accessed via the [[Raid Finder]] after forming a pre-made party of eight players who have all completed {{questlink|raid|Asphodelos: The Fourth Circle (Savage)}}.&lt;br /&gt;
*[[Limited Jobs|Limited jobs]] not allowed&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*Having more than one of any [[job]] in the party will eliminate passive [[limit break]] generation&lt;br /&gt;
*If a player logs out or disconnects when combat is initiated, they will be KO&#039;d upon returning to the game.&lt;br /&gt;
&lt;br /&gt;
===Gear and consumables===&lt;br /&gt;
While the duty has an item level sync of 605, equipment with an [[item level]] of at least &#039;&#039;&#039;725&#039;&#039;&#039; will maximize [[substat]]s due to item level sync calculations.&lt;br /&gt;
&lt;br /&gt;
For very slight further damage optimization, players may consult &#039;&#039;[https://www.thebalanceffxiv.com The Balance]&#039;&#039; for job-specific best-in-slot gear.&lt;br /&gt;
&lt;br /&gt;
Players should consume the highest-level available [[food]] and bring a supply of the highest-level available stat-increase potions for their job (as of 7.2, Grade 3 Gemdraughts of [main attribute]). Due to a general increase in damage since the raid was released, consuming potions will generally be only of use in the final phase of the fight, although it will be beneficial in earlier phases (e.g. phases 3-5) if there are multiple deaths.&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
{{#ev:youtube|A-P1eXE18ko|350|right|Visual guide by Tessan Twintails}}&lt;br /&gt;
It is important to note that there are multiple ways to handle each mechanic in this fight. Below is simply a recommended strategy, but it is up to players and their groups to determine what works best for them.&lt;br /&gt;
&lt;br /&gt;
All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it. Players should set their waymarks at the cardinals and intercardinals of the map, as they persist through the several changes of the arena. It is recommended that the waymarks are set with corresponding colors on opposite sides of the arena (for instance, “1” can be located at the north, and “A” can be located at the south). Players will want to divide into two light parties, with at least one player acting as a “pivot”, and again into partners, with one tank or healer for every DPS. For phase three, players should determine where they would like to have “one”, “two” and “three” marked players with “Elusive Jump” and “Spineshatter Dive” stand to mitigate confusion and allow for quick adjustments.&lt;br /&gt;
&lt;br /&gt;
Failing mechanics, if not outright killing the player, will inflict a crippling -50% {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff that lasts for 3 minutes, making the damage checks harder to pass. If the player does not need to immediately be alive for an upcoming mechanic, it is generally better to kill themselves by walking into the wall and then be revived, as the {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039; debuff is around half the damage loss versus the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The total fight length is around 22 minutes (3 minutes for phase 1, 19 minutes for phases 2-7 post-checkpoint).&lt;br /&gt;
 &lt;br /&gt;
===Phase 1: Sers [[Ser Adelphel|Adelphel]], [[Ser Grinnaux|Grinnaux]], and [[Ser Charibert|Charibert]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;, deals heavy room wide damage, and must be mitigated. &lt;br /&gt;
*&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Grinnaux&#039;&#039;&#039;. Casts a donut AoE with the only safe area within the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. Hits one player with a small fire AoE dealing high damage that must be shared with additional mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Tethers to a random player which can be exchanged to other players on contact. Will then charge at the tethered player and use this ability, dealing moderate damage and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and is followed up immediately by &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;: A heavy-damage multi-hit tankbuster with a small AoE that requires heavy mitigation or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; moves to the center of the arena and randomly targets four players with orange overhead markers. Shortly afterwards, he will fire a line cleave at each marked player, dealing high damage, debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, while firing a wide conal shared damage AoE directly behind him that must be shared by the unmarked players, dealing high damage and debuffing with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; as well. The boss will turn and target the four players who were previously unmarked and repeat the attack. Each cleave fired at a player will leave a portal at the edge of the arena where the attack collided. This portal will tether to players if they get too close, dealing massive damage and inflicting {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If the portals are too close together, they will tether and explode, wiping the party. If they are placed too close to the cardinals of the arena, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will charge through them later, exploding them and wiping the party.&lt;br /&gt;
*&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast this, knocking all players away a good distance and dealing light damage. The knockback can be prevented with anti-knockback abilities.&lt;br /&gt;
*&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will drop on the edge of the arena at a random cardinal, perform &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, then dash to another cardinal, dropping several orbs that explode in a small AoE. From that new cardinal, he will dash across the arena, continuing to drop orbs. Finally, he will dash to another cardinal with more orbs. The movement pattern is a zig-zag. Orbs that are too close to Hyperdimensional Slash portals will tether and cause the portal to explode, wiping the party. The boss will immediately follow up with &#039;&#039;&#039;Execution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Execution&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;&#039;&#039; targets the highest player in his &#039;&#039;&#039;[[enmity]]&#039;&#039;&#039; list, and jumps on them, dealing high damage in a small AoE. Any other players aside from the primary target caught in this will be knocked back and instantly killed.&lt;br /&gt;
*&#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. A massive heal on &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; that needs to be interrupted with {{action icon|Interject}} or {{action icon|Head Graze}}. This is cast three times in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players, likely resulting in deaths due to the concurrent &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to two DPS.&lt;br /&gt;
**&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one DPS and one healer.&lt;br /&gt;
**&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one DPS and one tank.&lt;br /&gt;
**&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to one tank and one healer.&lt;br /&gt;
*&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. All players are hit by a large fire AoE, dealing high damage and debuffing with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
*&#039;&#039;&#039;Full Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; fires a point-blank circular AoE with the safe region past max melee range.&lt;br /&gt;
*&#039;&#039;&#039;The Bull&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Grinnaux to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Brightblade&#039;s Steel&#039;&#039;&#039;: &#039;&#039;&#039;Adelphel&#039;s&#039;&#039;&#039; enrage. Takes roughly three seconds to cast, restoring Adelphel to full health and giving him damage up and invincibility buffs.&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, but will stop when he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Otherwise will deal high damage that requires mitigation.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
The fight will open with Sers &#039;&#039;&#039;Adelphel &amp;amp; Grinnaux&#039;&#039;&#039; as the only targetable bosses. Players should pull both bosses into the center of the arena and focus on keeping &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; at roughly the same level of HP. &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will begin by casting &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing heavy party-wide damage, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;, so players should move into his hitbox. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will tether to a random player and begin casting &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, which the off tank should pick up and turn away from the party. Once the &#039;&#039;&#039;Holy Shield Bash/Blade Dance&#039;&#039;&#039; combo goes off, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will hit all players with &#039;&#039;&#039;Heavensblaze&#039;&#039;&#039;, dealing high damage, which should be mitigated and healed through.&lt;br /&gt;
&lt;br /&gt;
After a certain amount of time, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will leave the arena and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will target four random players with &#039;&#039;&#039;Hyperdimensional Slash&#039;&#039;&#039;. The four marked players should move to the northern end of the arena and space out, making sure not to stand in the cardinals or intercardinals, but somewhere in between to carefully position the portals to where they won&#039;t tether or get hit by &#039;&#039;&#039;Adelphel&#039;&#039;&#039; later. The remaining four players should group behind the boss to split the incoming attack and not get overlapped by the frontal cleaves. Once the attack fires, players in the rear will spread out to their nearest markers in the same way the first marked players did, and the attack will fire again. Players should be careful to avoid getting too close to the portals, as they will tether to them, deal massive damage (most likely killing the player), and deal a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, severely hindering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will soon return to the arena, landing on a random cardinal of the arena and begin to cast &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, dealing proximity-based damage. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, knocking players backwards a good distance. Players should use their knockback mitigation skills here and move away from &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. Next, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will dash across a corner of the arena to the next cardinal, dropping exploding orbs of light where he passes. He will then dash across the arena, then across another corner, in a zig-zag. To avoid this, players should move towards the corner of the cardinal where &#039;&#039;&#039;Adelphel&#039;&#039;&#039; first dashed to in order to avoid the explosions and future dash attacks. Once he stops dashing, the tank that is at the top of his enmity list should move away from the group, as &#039;&#039;&#039;Adelphel&#039;&#039;&#039; immediately follows up with &#039;&#039;&#039;Execute&#039;&#039;&#039;, a tankbuster that deals high damage in an AoE. After these attacks resolve, the portals will fade.&lt;br /&gt;
&lt;br /&gt;
Players should move the bosses back to the center of the arena, and prepare to interrupt &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, a massive heal for &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; cast by &#039;&#039;&#039;Adelphel&#039;&#039;&#039;. &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will use a second &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039; at this point, and &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will try to cast a second &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. For this &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, each player will be marked with either a cross, a square, a circle or a triangle based on their role, and tethered to a player with the same symbol. There are several ways to handle this mechanic, and some players can try to pre-position based on their role, but there is plenty of time to adjust positioning as long as they move quickly. Players should move opposite the player with the same marker as them, and get knocked back from each other to break the tether. If the tether doesn&#039;t break, take a few steps towards the edge of the arena, then back in towards the center of the arena and spread out around the boss. Failing to break the tether in time will inflict massive damage on both players and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, hitting all players in a small AoE and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players overlap for this attack, they will die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adelphel&#039;&#039;&#039; will cast another &#039;&#039;&#039;Holiest of Holy&#039;&#039;&#039;, while &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; casts either &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; or &#039;&#039;&#039;Full Dimension&#039;&#039;&#039;. If &#039;&#039;&#039;Empty&#039;&#039;&#039;, players need to move into &#039;&#039;&#039;Grinnaux&#039;s&#039;&#039;&#039; hitbox, and if its &#039;&#039;&#039;Full&#039;&#039;&#039;, players need to move to max melee range. These attacks should be mitigated and healed through. Following this, &#039;&#039;&#039;Adelphel&#039;&#039;&#039; will attempt to cast another &#039;&#039;&#039;Holiest Hallowing&#039;&#039;&#039;, which needs to be interrupted. At this point, players need to focus on burning down both bosses as fast as possible, and defeat them both at as close to the same time as possible. If players aren&#039;t able to defeat the bosses before the enrage timer, they will both cast their enrage abilities and wipe the party. If players defeat one boss, the other will immediately begin casting their enrage, and the party has around 3 seconds to defeat the remaining boss. Once both bosses are defeated, they leave the arena and reappear with &#039;&#039;&#039;Charibert&#039;&#039;&#039; on the west side of the arena. The untargettable &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; tethers all players to him and pulls them into a &#039;&#039;&#039;Planar Prison&#039;&#039;&#039;, inflicting them with &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which will kill players immediately if they leave the prison circle.&lt;br /&gt;
&lt;br /&gt;
At this point, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, which will deal party-wide damage based on how much HP he has when the attack completes casting. He will also cleave the two closest players to him with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;, dealing very high damage debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will detonate after four seconds. To handle these mechanics, players need to take turns baiting the cleaves away from the party in rotation, with the party moving away from the boss, then moving towards him when the players get cleaved and move out to avoid getting hit by the &#039;&#039;&#039;Skyblind&#039;&#039;&#039; debuff AoE. Players need to burn down &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible before his attack finishes casting. Players will notice &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; appear on the east side of the arena and throw his &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; at the party, but [[Haurchefant]] run into the arena and block the spear, which quickly drains his HP and kills him. This is a reference to a mechanic that players will have to handle later, but do not need to worry about for now. However, when Haurchefant is alive, he will constantly pulse out party-wide damage with &#039;&#039;&#039;Shockwave&#039;&#039;&#039; that should be healed through. &lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts and as long as at least one player is alive, the arena will transition. The &#039;&#039;&#039;Limit Break&#039;&#039;&#039; gauge will reset, players will gain access to a third &#039;&#039;&#039;Limit Break&#039;&#039;&#039; bar and a checkpoint, the only one in the encounter. Note that players must attack &#039;&#039;&#039;Thordan&#039;&#039;&#039; for the checkpoint to be registered. Wiping at any point for the remainder of the fight will cause the party to restart from the checkpoint, although resetting the instance will require defeating Phase 1 again to acquire the checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[King Thordan]] and His [[Knights Twelve]]===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a narrow conal AoE that snapshots players&#039; positions when the cast bar finishes and resolves shortly after.&lt;br /&gt;
*&#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; to perform a series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;: &#039;&#039;&#039;Sers Ignasse, Vellguine, Paulecrain&#039;&#039;&#039; appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, making overlap lethal.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Conviction&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Ser Hermenost&#039;&#039;&#039;, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: The &#039;&#039;&#039;Ward&#039;s&#039;&#039;&#039; [[Dragoon]]s leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE and inflicting both {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict massive damage and {{status effect|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets a random non-tank player without a blue marker with an untelegraphed split damage AoE.&lt;br /&gt;
**&#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039; will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use &#039;&#039;&#039;Holy Shield Bash&#039;&#039;&#039;, inflicting {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; to them and anyone too close to them, then follow up with &#039;&#039;&#039;Holy Bladedance&#039;&#039;&#039;, a multi-hit high damage conal tankbuster that requires heavy mitigation. The tethers can be exchanged with other players by contacting the tether. Damage can be mitigated with increased distance from the knights.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide attack that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Tankbuster that debuffs with {{status effect|slashing resistance down}} &#039;&#039;&#039;[[Slashing Resistance Down]]&#039;&#039;&#039;. This is followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, requiring a tank swap or invulnerability cooldown to survive.&lt;br /&gt;
*&#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;: Summons the &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; once again for several more attacks.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039; that deals heavy damage and inflicts {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;, causing players to lose control and run about randomly.&lt;br /&gt;
**&#039;&#039;&#039;Sacred Sever&#039;&#039;&#039;: &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; targets two random players with either one or two sword markers, indicating who will be attacked first and second. The attack repeats twice. Will inflict very high damage and {{status effect|physical vulnerability up}} &#039;&#039;&#039;Physical Vulnerability Up&#039;&#039;&#039;in a medium-sized AoE that is reduced by distance from Zephirin. The damage should be shared among four players with heavy mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Shining Blade / Bright Flare&#039;&#039;&#039;: &#039;&#039;&#039;Sers Adelphel and Janlenoux&#039;&#039;&#039; appear in the center of the arena, and dash to opposite sides, dropping large orbs that explode in large AoEs. Both players then dash to opposite ends of the arena, dropping orbs once again.&lt;br /&gt;
**&#039;&#039;&#039;Holy Comet&#039;&#039;&#039;: &#039;&#039;&#039;Ser Noudenet&#039;&#039;&#039; will mark two random players based on their role (either two supports, or two DPS) with a red overhead marker and the {{status effect|Prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (&#039;&#039;&#039;Holy Impact&#039;&#039;&#039;) and wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Hiemal Storm&#039;&#039;&#039;: &#039;&#039;&#039;Ser Haumeric&#039;&#039;&#039; will target four players of the same role (DPS or supports) with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict {{status effect|ice resistance down}} &#039;&#039;&#039;[[Ice Resistance Down]] II&#039;&#039;&#039; among all players hit, making overlap lethal. The ice puddles will inflict {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;The Heaven&#039;s Stake&#039;&#039;&#039;: &#039;&#039;&#039;Ser Charibert&#039;&#039;&#039; telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, dealing massive damage over time.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; appears and performs a knockback from the center of the arena, dealing light raidwide damage. The knockback can be prevented by {{action icon|Surecast}} or {{action icon|Arm&#039;s Length}}.&lt;br /&gt;
*&#039;&#039;&#039;Ultimate End&#039;&#039;&#039;: An attack that deals massive damage and must be mitigated in order to survive.&lt;br /&gt;
*&#039;&#039;&#039;Broad Swing&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, and knock back any players hit.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. If players do not defeat &#039;&#039;&#039;Thordan&#039;&#039;&#039; before this attack fires, the party will be wiped. &#039;&#039;Note that any shields applied to the party will be instantly removed when the cast bar fills, but there is a slight delay until the attack kills players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&lt;br /&gt;
At the beginning of the phase, players should pull &#039;&#039;&#039;Thordan&#039;&#039;&#039; into the center of the arena to better handle coming mechanics. He will start with &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;, so the main tank should stand directly in front of him while the rest of the party stands behind to bait the cleaves, then move out of the way just before the cast bar finishes. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, a massive three-hit cleave tankbuster with no castbar. The main tank should mitigate this or use an invulnerability skill and healers should be ready. After a few moments he will move to the center of the arena (if not there already) and begin casting &#039;&#039;&#039;Strength of the Ward&#039;&#039;&#039;, summoning the other &#039;&#039;&#039;Knight&#039;s Twelve&#039;&#039;&#039; to the arena and becoming intangible after the cast.&lt;br /&gt;
&lt;br /&gt;
For this portion of the phase, players simply need to concern themselves with avoiding mechanics, as no target will be available. After all the knights jump away, the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights, &#039;&#039;&#039;Sers Ignasse, Vellguine, and Paulecrain&#039;&#039;&#039; will appear around the edge of the arena at either the cardinals or intercardinals, then shortly after dash across the arena in a straight line. Players should look for the area where there is no knight behind or in front of them at either edge of the arena to avoid this. At the same time, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, targeting all players. In order to handle these attacks, players should identify the two safe zones and separate into their light parties. Once in the safe zones, they should spread out in a triangle shape, with three players against the edge of the arena spread apart, and another closer to the center of the arena. Players need to be careful not to get clipped by the &#039;&#039;&#039;Spiral Thrust&#039;&#039;&#039;, as their attacks are quite wide. Players must also space out for the &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039; attack, as the attack deals high damage and debuffs with {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, meaning overlap will kill. At the same time these attacks are happening, &#039;&#039;&#039;Ser Guerrique&#039;&#039;&#039; will charge up and use &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;, creating four large shockwave earth attacks that slowly move outwards. getting hit by this will deal high damage and debuff with {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;, most likely leading to a death. to avoid this, once the animation for the shockwave starts playing, players can move into that area and safely avoid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will reappear in the center of the arena again and prepare another &#039;&#039;&#039;Ascalon&#039;s Mercy Concealed&#039;&#039;&#039;. To handle this, players will have to line up to bait the cleaves and move like before. Following this, &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear and begin casting &#039;&#039;&#039;Dimensional Slash&#039;&#039;&#039;, causing several dark portals to spawn on the ground that begin to slowly grow. &#039;&#039;&#039;Sers Adelphel &amp;amp; Janlenoux&#039;&#039;&#039;, the two [[Paladin]]s will drop in the center of the arena and turn to face a certain direction. This indicates where &#039;&#039;&#039;Thordan&#039;&#039;&#039; will land. The tanks should stand next to these knights to pick up their tethers. Three random players will also receive blue impact markers over their heads, indicating that the three &#039;&#039;&#039;Dragoon&#039;&#039;&#039; knights will soon drop on them using &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;. Players can identify three safe areas on the edge of the arena where they can stand to take these attacks by looking where the portals on the floor won&#039;t reach the edge of the arena, while the remaining three players move to stand at the edge of the arena in front of &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once the &#039;&#039;&#039;Paladins&#039;&#039;&#039; drop their tethers and the tanks pick them up, they can move to either side of the safe area near &#039;&#039;&#039;Thordan&#039;&#039;&#039;. Once they reach the safe area, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;The Dragon&#039;s Rage&#039;&#039;&#039;, which will require the three players to stack to mitigate damage. The &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights will then rush to the tanks and use the &#039;&#039;&#039;Holy Shield Bash/Holy Bladedance&#039;&#039;&#039; combo. players who are not the tanks should be sure to move out of the area, as this attack can clip anyone who is too close. To handle this attack, the tanks should either use their invulnerability skill or pop their defensive cooldowns. Healers should be ready to top the tanks off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center of the arena and immediately begin casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;, dealing high party-wide damage, so healers should be ready for this. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, a heavy-hitting tankbuster that inflicts the main tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. This is immediately followed up by &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, which will kill the tank unless swapped or an invulnerability skill is used. After this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return to the center and use &#039;&#039;&#039;Sanctity of the Ward&#039;&#039;&#039;, another series of mechanics. Once all the knights have lept from the center of the arena, the two &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights and &#039;&#039;&#039;Ser Zephirin&#039;&#039;&#039; the [[Dark Knight]] will spawn, and a large Eye will appear off the edge of the arena. Thordan will land around the arena&#039;s edge as well. Two players will be marked with either one sword or two sword markers. The two &#039;&#039;&#039;Paladins&#039;&#039;&#039; will dash to opposite sides of the arena, then dash on a diagonal to the north and south, dropping &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; both ways. During this, the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will use &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; on the first marked player, then the second, then back to the first, and back to the second. Each hit of &#039;&#039;&#039;Sacred Sever&#039;&#039;&#039; must be split amongst other players to mitigate. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must quickly identify which direction the knights are facing in relation to the north of the arena. The knights will appear staggered, with one closer to the north of the arena then the other. If the knight closer to the north if facing north, the knights will dash clockwise. Otherwise, they will move counterclockwise. After this, players should move into their light parties, and make sure only one member of each party has a marker. If two players in a light party have a marker, one of them must swap with the other team, as they will not survive two back-to-back attacks. Try to make sure that both parties are balanced at four players, as surviving the attacks at 3 players is very difficult. It helps to have a person in each party who acts as a pivot to the other team should the need to swap arise. Players will also need to watch where the Eye and &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawn, as both will be casting a gaze attack that will inflict {{status effect|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if hit by it.&lt;br /&gt;
&lt;br /&gt;
Once parties have been corrected, one party will move to behind the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;, and the other will move opposite. Once the gaze attacks fire, the knight&#039;s will begin dashing and the &#039;&#039;&#039;Dark Knight&#039;&#039;&#039; will begin attacking. Players will need to move around the edge of the arena in the same direction as the &#039;&#039;&#039;Paladin&#039;&#039;&#039; knights to avoid the &#039;&#039;&#039;Brightorbs&#039;&#039;&#039; left behind.&lt;br /&gt;
&lt;br /&gt;
Once the knight&#039;s attacks have been resolved, the &#039;&#039;&#039;Mage&#039;&#039;&#039; knights will appear, and the next set of mechanics begins. Four large persistent fire puddles will spawn, four players will be targeted for ice puddles, and two will receive &#039;&#039;&#039;Prey&#039;&#039;&#039; markers, indicating they will deal with meteors. Eight towers will also be summoned around the arena, some near the edge and some in the middle of the arena. &lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players will need to meet up with their partners, with the &#039;&#039;&#039;Prey&#039;&#039;&#039; marked players to the north and south. The ice marked players should be positioned between the fire puddle AoEs without being too close to the edge of the arena, as meteor players will be moving through there soon. Once the puddles are dropped, the pillars will spawn. The players handling meteors will begin moving around the edge of the arena in opposite directions, making sure not to use &#039;&#039;&#039;{{action icon|Sprint}}&#039;&#039;&#039; or overlap the meteors, as they will explode if they are too close together. To handle the towers, players should focus on the quadrant of the arena they are in. The players handling the meteors will grab the outer towers, and the other players will grab the outer towers in their quadrant. The other players will check their quadrant, and move to any towers that remain. While moving around players will need to be careful not to touch the puddles, as they deal high damage and debuff with a &#039;&#039;&#039;Resistance Down&#039;&#039;&#039; of their element, and kill on the second touch. The meteors as they land will deal light party-wide damage, so healers may want to raise barriers or top up on healing for this.&lt;br /&gt;
&lt;br /&gt;
A second set of towers will spawn at the edge of the arena at the cardinals and intercardinals. The meteor marked players will grab the towers on the opposite side of the arena from where they started, at the north and south. The other players in their role should take the other cardinal towers to the east and west, with the other roles taking the intercardinals. &#039;&#039;&#039;Ser Grinnaux&#039;&#039;&#039; will appear at this time and begin charging &#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;, which deals a knockback. Players on the outside of the arena will need to use their knockback mitigation to avoid being sent into the walls, while players in the center of the arena can use this to their advantage to get knocked into their towers hitbox.&lt;br /&gt;
&lt;br /&gt;
Once all the attacks resolve, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable again and appear to the north of the arena and begin casting &#039;&#039;&#039;Ultimate End&#039;&#039;&#039;. Players will need to inflict damage mitigation on the boss, as well as set up several defensive mitigations and shields to survive the attack, as it deals a massive amount of damage. Healers should be prepared for this. Following this attack, &#039;&#039;&#039;Thordan&#039;&#039;&#039; gains the &#039;&#039;&#039;Discomposed&#039;&#039;&#039; debuff, increasing his damage taken by 30%. He will move into the arena, using two &#039;&#039;&#039;Broad Swings&#039;&#039;&#039;. To avoid these, simply move behind the boss, then after the first swing, move into where the hitbox for that attack was. After two of these, the boss will begin to cast &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039; as an enrage. &#039;&#039;&#039;Thordan&#039;&#039;&#039; must be defeated before this cast finishes, or the party will be wiped. Upon defeating &#039;&#039;&#039;Thordan&#039;&#039;&#039;, Players should group up and use heavy mitigation, as the phase transition to phase 3 deals high damage. Note that if Thordan is defeated when the animation for his enrage goes off, any shields on the party will be deleted and will need to be immediately re-applied for the transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: [[Nidhogg]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Final Chorus&#039;&#039;&#039;: The boss drops down on the party at the beginning of the phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;: Each player is marked with a specific number over their heads, ranging from one to three ([[File:First in line icon1.png|link=]] &#039;&#039;&#039;First in Line&#039;&#039;&#039;, [[File:Second in line icon1.png|link=]] &#039;&#039;&#039;Second in Line&#039;&#039;&#039;, [[File:Third in line icon1.png|link=]] &#039;&#039;&#039;Third in Line&#039;&#039;&#039;). Three random players will be marked with 1, two players will be marked with 2, and the remaining three players will be marked with 3. These debuffs indicate what order the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; will dive on them when the debuff timer expires. Once the cast bar fills, players are then marked with a specific &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, indicating where a tower will spawn after the &#039;&#039;&#039;Clones&#039;&#039;&#039; dive. The tower will spawn around 3 seconds after the clone dives. Each clone dive will inflict heavy damage, {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; to the targeted players, in a medium-sized AoE. Players who are caught in others&#039; clone dives will be knocked back and instantly die.&lt;br /&gt;
**[[File:High jump target icon1.png|link=]] &#039;&#039;&#039;Dark High Jump&#039;&#039;&#039; (circle): Dives on the player, and places a tower where they are standing. &lt;br /&gt;
**[[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Dark Elusive Jump&#039;&#039;&#039; (downwards arrow): Dives on the player, and places a tower 10 yalms behind their hitbox based on which direction they are facing. &lt;br /&gt;
**[[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039; (upwards arrow): Dives on the player, and places a tower 10 yalms in front of their hitbox based on which direction they are facing. &lt;br /&gt;
**These are assigned per number group. At least one, but no more than two number groups will have arrows, while the remaining group(s) will have all circles. A group containing arrows will always contain one of each arrow, with the remaining player (if not group two) given a circle.&lt;br /&gt;
*&#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039;: A &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; drops on a tower that requires one player to soak, or it will explode and wipe the party around 1.5 seconds after the tower appears. The player who is soaking the tower will take light damage and be inflicted with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. If a player with these debuffs soaks a tower, they will die. &lt;br /&gt;
**A later variant will spawn four towers at the intercardinals in melee range of the boss. These require multiple players to soak to prevent them from exploding ~5 seconds after spawning. Towers may require one to four players, as indicated by the number of pillars within the tower circle. The pattern of these is random, but there will always be a total of 8 pillars. If fewer than the required number of players soak a given tower, it will explode and wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Gnash and Lash / Lash and Gnash&#039;&#039;&#039;: The boss will use three sequential attacks: a stack AoE, followed by an attack either within its hitbox, or outside, depending on the name of the cast. Being hit by the latter two attacks will inflict a small amount of damage, knock the player back slightly, and inflict a crippling {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff.&lt;br /&gt;
**&#039;&#039;&#039;Eye of the Tyrant&#039;&#039;&#039;: A high-damage stack AoE that randomly targets one person in front of Nidhogg. Should be shared by five players with additional party mitigation to lower damage.&lt;br /&gt;
**&#039;&#039;&#039;Lashing Wheel&#039;&#039;&#039;: A donut AoE that hits the entire arena except for inside the boss&#039;s hitbox.&lt;br /&gt;
**&#039;&#039;&#039;Gnashing Wheel&#039;&#039;&#039;: A point-blank circular AoE that hits inside the boss&#039;s hitbox, making the outside safe.&lt;br /&gt;
**In other words, &#039;&#039;&#039;Gnash and Lash&#039;&#039;&#039;: stack -&amp;gt; out -&amp;gt; in. &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;: stack -&amp;gt; in -&amp;gt; out&lt;br /&gt;
*&#039;&#039;&#039;Geirskogul&#039;&#039;&#039;: Line AoEs fired by the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; that bait to the closest player to the clone once they spawn from Darkdragon Dive tower soaks. The direction of the attack is locked in once the cast bar appears on the enemy list.&lt;br /&gt;
*&#039;&#039;&#039;Drachenlance&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will turn towards a random player and fire a point-blank conal AoE that deals lethal damage. He will always turn south when he uses this ability the second time.&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; and a random &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; spawned from the last set of &#039;&#039;&#039;Darkdragon Dive&#039;&#039;&#039; towers will each tether a random player. This clone will not use &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;. The tethers can be exchanged to other players on contact. A few seconds after the tethers appear, both will use a heavy-hitting AoE tankbuster on the tethered players. Requires heavy mitigation (70% + and shields) or invulnerability cooldowns to survive.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. The boss must be defeated before this cast completes, or the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Players should group in the center of the arena and pop several mitigations to handle the damage output from &#039;&#039;&#039;Final Chorus&#039;&#039;&#039;. Following this, the main tank should grab the boss and face them away from the party. The boss will perform three auto attacks, which are small cleaves, so other players should stack behind the boss. After this, the boss will begin casting &#039;&#039;&#039;Dive from Grace&#039;&#039;&#039;, and each player will be targeted with a marker ranging from one to three: [[File:First in line icon1.png|link=]][[File:Second in line icon1.png|link=]][[File:Third in line icon1.png|link=]]. These marks indicate which order players will have a &#039;&#039;&#039;Nidhogg Clone&#039;&#039;&#039; dropped on them. Players will carry this debuff through the entire phase. Players will also receive one of three debuffs: [[File:High jump target icon1.png|link=]] &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; (indicated by a debuff with a blue circle), [[File:Elusive jump target icon1.png|link=]] &#039;&#039;&#039;Elusive Jump Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points downwards), and [[File:Spineshatter dive target icon1.png|link=]] &#039;&#039;&#039;Spineshatter Dive Target&#039;&#039;&#039; (indicated by a debuff with an arrow that points upwards). This indicates where a tower will appear once the attack is completed, and there is no limit to how many of each debuff is given to the party (for instance, each player can receive a &#039;&#039;&#039;High Jump Target&#039;&#039;&#039; debuff, meaning they can stand and face any direction around the boss). Once both debuffs have been given to players, they will need to move to their predetermined locations around the boss and face the specified direction to drop their towers. Players will have roughly nine seconds to adjust their location. Once the clones drop on them, they will need to move out and have a player marked with the &#039;&#039;&#039;Third&#039;&#039;&#039; debuff to take their tower, as the &#039;&#039;&#039;Clone&#039;&#039;&#039; landing on a player inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, and they will die if they try to soak their own tower.&lt;br /&gt;
&lt;br /&gt;
During this, the boss will cast &#039;&#039;&#039;Lash and Gnash&#039;&#039;&#039;, requiring players to move into the boss&#039;s hitbox, then out to avoid the attack. This is preceded by an untelegraphed stack attack. To handle these mechanics, the players marked with &amp;quot;one&amp;quot; will move to their locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; debuff, while the players marked with &amp;quot;two&amp;quot; and &amp;quot;three&amp;quot; stack in front of the boss to mitigate &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;. Players will then move in, and back out of the boss&#039;s hitbox. Following this, the &amp;quot;three&amp;quot; marked players will move into their predetermined locations, both to soak the tower and place their own towers, while the &amp;quot;two&amp;quot; marked players move to their own predetermined locations to prepare to drop their towers.&lt;br /&gt;
&lt;br /&gt;
For the next set of towers, as mentioned prior, the &amp;quot;two&amp;quot; players will move to their predetermined location to drop their towers, and the &amp;quot;three&amp;quot; players will move to their predetermined locations based on their &#039;&#039;&#039;Jump&#039;&#039;&#039; marker and face the correct location. The &amp;quot;three&amp;quot; marked players will also need to face outwards away from the boss immediately following the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; attack, as they will mimic the player. Once they begin casting &#039;&#039;&#039;Geirskogul&#039;&#039;&#039;, they will lock in place and begin firing their line AoEs. These need to be pointed outwards so players can avoid them, as getting hit will result in a death.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;&#039;Geirskogul&#039;&#039;&#039; casts are resolving, the boss will begin casting another &#039;&#039;&#039;Gnash/Lash&#039;&#039;&#039; combo in either order, so players will need to determine the correct movement for the attack. &amp;quot;2&amp;quot; marked players will have their &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; drop on them, then will have to move in to stack with other players to mitigate another &#039;&#039;&#039;Dark Spineshatter Dive&#039;&#039;&#039;, then two of the &amp;quot;one&amp;quot; marked players will soak the &amp;quot;two&amp;quot; players towers, facing outwards to bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; once again, and moving into the boss&#039;s hitbox as needed. Finally, the &amp;quot;two&amp;quot; players and the &amp;quot;one&amp;quot; player who didn&#039;t previously take a tower will handle the &amp;quot;three&amp;quot; marked players towers and bait the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; a final time.&lt;br /&gt;
&lt;br /&gt;
After the towers resolve, the boss will turn towards a random player and begin casting &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, a point-blank conal cleave. Simply move behind the boss once this attack goes off. Another two auto-attacks will come out, and the boss will spawn four groups of tower puddles at the intercardinals of the arena, with varying numbers of towers within. The total number of towers spawned will always equal eight, and at least one will appear in each puddle, however, each puddle can have up to four towers within.&lt;br /&gt;
&lt;br /&gt;
To handle the new towers, players should have the healers and ranged DPS move to each intercardinal, and have the tanks and melee DPS adjust in order to handle this mechanic. Players will need to be communicative with where they are moving, as the towers will drop &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039; fairly quickly. Once the towers are soaked the clones will need to be baited by anyone in the circle other than the tanks, who will need to move out and gather the tethers from both the boss and one of the &#039;&#039;&#039;Nidhogg Clones&#039;&#039;&#039;. After a short while, both the boss and the clone will use &#039;&#039;&#039;Soul Tether&#039;&#039;&#039;, an untelegraphed tankbuster that hits in a small AoE. This attack deals massive damage, and will kill anyone else hit by it, and will only be survivable if the tank uses their mitigation or an invulnerability skill. Healers should be ready to heal the tanks following this.&lt;br /&gt;
&lt;br /&gt;
Following this, the boss will use a few more auto-attacks and another &#039;&#039;&#039;Drachenlance&#039;&#039;&#039;, and then will begin slow casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, the boss&#039;s enrage. Players will need to defeat the boss before this attack fires or they will be wiped. Some parties may initially find it necessary to use a Melee Limit Break to defeat the boss before it enrages. While this is an option when still progressing on this phase and the next one, using a Limit Break at this point in the fight will prevent further progress at a later phase, so players must eventually be able to defeat Nidhogg without relying on a Limit Break in order to complete the encounter.&lt;br /&gt;
&lt;br /&gt;
Following the boss being defeated, players will need to stack once again to receive a buff to help deal with the Eyes in the intermission.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: The [[Eyes of Nidhogg]]===&lt;br /&gt;
Both Eyes are stationary enemies that cannot be moved and have omnidirectional hitboxes. The &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) will always spawn west at 50% maximum HP and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red) will always spawn east at 100% HP.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*[[File:Soul of friendship icon1.png|link=]] &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;: Haurchefant&#039;s spirit will tether a random player and cause a medium-sized AoE to appear from them. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*[[File:Soul of devotion icon1.png|link=]] &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;: Ysayle&#039;s spirit will tether Alphinaud and cause a medium-sized AoE to appear from him. All players in the AoE will receive a buff that allows them to damage the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. The buff is lost on death.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff that lasts six seconds.&lt;br /&gt;
*&#039;&#039;&#039;Hatebound&#039;&#039;&#039;: Each eye will tether four random players with one of two different colored chains (red or blue). Players with opposite colored chains can exchange by standing on each other, but will inflict them with a three second debuff ([[File:Bound and determined icon1.png|link=]] &#039;&#039;&#039;Bound and Determined&#039;&#039;&#039;) that prevents further chain exchange until it expires.&lt;br /&gt;
**[[File:Clawbound icon1.png|link=]] &#039;&#039;&#039;Clawbound&#039;&#039;&#039; (red): Damage taken will result in damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;.&lt;br /&gt;
**[[File:Fangbound icon1.png|link=]] &#039;&#039;&#039;Fangbound&#039;&#039;&#039; (blue): Damage taken will result in healing to the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Nova&#039;&#039;&#039;: Two large yellow orbs will spawn, one next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by two players at once, inflicting more damage as the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flare Star&#039;&#039;&#039;: Four small blue orbs will spawn, two next to each eye, which will grow in size four times before exploding and wiping the party. Must be soaked by one player each, inflicting more damage after the orb grows. Will inflict {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;: Cast by both eyes. Two random players with &#039;&#039;&#039;Clawbound&#039;&#039;&#039; will be hit with a medium-sized AoE that inflicts heavy damage and {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, making an additional hit from Mirage Dive lethal until the debuff expires. Will repeat three times. Players who are not the primary target of a Mirage Dive will be knocked back and instantly die, if caught in one.&lt;br /&gt;
*&#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;: Heavy party-wide damage cast from both eyes and requires mitigation. Will kill players if both eyes cast this at once, requiring the Right Eye to be defeated before this cast finishes.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. If both eyes are not defeated before &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will appear in his dragon form and cast this ability, wiping the party.&lt;br /&gt;
====Strategy====&lt;br /&gt;
When the phase begins, players should group up around [[Alphinaud]], as [[Haurchefant]] and [[Ysayle]] will appear, targeting a random player and &#039;&#039;&#039;Alphinaud&#039;&#039;&#039; to each drop a buff, &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039;, and &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;. Each buff will allow a player to inflict damage on a specific eye. Players need to obtain both buffs, and need to be careful not to die, as they will not be able to deal damage for the remainder of the fight, even if they are revived. Once players receive their buffs, they should break into their light parties, with each tank taking an eye. Players will need to spread out around the eyes. [[Estinien]] will pulse out &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing party-wide damage that also inflicts a Bleeding damage over time for a few seconds. Healers should be ready for this. Both eyes will cast &#039;&#039;&#039;Hatebound&#039;&#039;&#039;, tethering four random players to each eye. These tethers can be exchanged by players passing over one another, with a brief three second cooldown before chains can be exchanged again. Players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain will heal the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; when they receive damage, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain will deal damage to the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; when they receive damage. In order to meet the damage check for this phase, players with the &#039;&#039;&#039;blue&#039;&#039;&#039; chain must avoid taking damage when possible, while players with the &#039;&#039;&#039;red&#039;&#039;&#039; chain must take non-lethal damage when possible.&lt;br /&gt;
&lt;br /&gt;
For the first mechanic, two large yellow orbs will spawn at either side of the arena next to the eyes, and four smaller blue orbs, one to the north and south of each eye. each orb will expand four times, exploding on the fourth growth. The yellow orbs must be soaked by two players before they explode and kill the party. The blue orbs function in the same manner. To handle these orbs, two players with red tethers must soak the yellow orbs on their third growth, before they explode, dealing heavy damage to both themselves and the &#039;&#039;&#039;Left Eye&#039;&#039;&#039;. One way to handle this is to have the tanks and melee DPS players take the red chains and soak each orb. If one of these players doesn&#039;t have the correct tether, they will need to swap tethers. The best way to do this is to have players with the incorrect tether move to the center of the arena (stacking on Estinien) so they are all able to swap. Players who need to swap should stay still once they are on Estinien and not &amp;quot;wiggle&amp;quot; until their debuff swaps, because the swaps are not always immediate. Healers and ranged DPS will take the blue tethers and position themselves at the north and south of their respective eyes, in line with the blue orbs. Once the tanks and melee DPS soak the yellow orbs in pairs, they will move to where they healer and ranged DPS are to pass their tether, then move directly under the eye. The healers and ranged DPS will each take their blue orbs.&lt;br /&gt;
&lt;br /&gt;
Following this, the eyes will both cast &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;, dropping a mid-sized circle AoE on two random players with a red tether, dealing heavy damage and inflicting a {{status effect|Piercing Resistance Down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning that being hit by a second &#039;&#039;&#039;Dive&#039;&#039;&#039; will kill them. Players hit by the AoE will also die, so proper spacing is required. This mechanic will repeat three times. To handle this, all players should move towards the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, as the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; will be taking damage with each &#039;&#039;&#039;Mirage Dive&#039;&#039;&#039;. The healers and ranged DPS, who have red tethers, will surround the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;, standing max melee range at the intercardinals of it. The tanks and melee DPS, who have blue tethers, should stack directly on the eye. When the first two players are hit with &#039;&#039;&#039;Dives&#039;&#039;&#039;, the two tanks will take the tethers of the players hit, with one tank scanning from northeast going clockwise to find the player they need to swap with, and the other tank scanning from northwest going counterclockwise. To make sure the tethers are passed correctly, the players moving out from the eye will move to the red tethered players&#039; position. When the swaps resolve, the players who swapped to blue will move back to stack with the &#039;&#039;&#039;Right Eye&#039;&#039;&#039;. When the next set of players are hit, the melee DPS will take those tethers, and finally the two players (the &amp;quot;flex players&amp;quot;) who were first hit will take the final set of tethers. The flex players should communicate who will take which tether, or have a priority system set up beforehand, as there is not enough time for one player to correct themselves if both flex players attempt to go to the same player to swap. After the fourth set of dives, the mechanic is finished.&lt;br /&gt;
&lt;br /&gt;
Immediately after, both eyes will begin casting &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, a heavy-hitting party-wide AoE. If both casts go off at once, the party will be wiped. Players will need to finish off the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; (blue) before the cast is finished, mitigate the damage from the remaining eye&#039;s cast, then immediately focus on the &#039;&#039;&#039;Left Eye&#039;&#039;&#039; (red). Healers should be ready to heal the party. Once the other eye casts &#039;&#039;&#039;Steep in Rage&#039;&#039;&#039;, the &#039;&#039;&#039;Right Eye&#039;&#039;&#039; will resurrect with minimal HP because players with blue chains took damage, so a ranged DPS can focus on taking it out. Both eyes will need to be defeated before the &#039;&#039;&#039;Nidhogg&#039;s Influence&#039;&#039;&#039; reaches 100, or the party will be wiped out. Similar to the previous phase, a Limit Break must not be used to help clear this phase, as it will prevent further progress in the encounter. If both eyes are defeated in time, a short cutscene will play and transition into the next phase.&lt;br /&gt;
&lt;br /&gt;
===Intermission: [[The Vault|Alternate History Vault]]===&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Planar Prison&#039;&#039;&#039;: All players are tethered to &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and pulled into a small circular prison, dealing light damage. All players are inflicted with [[File:Planar imprisonment icon1.png|link=]] &#039;&#039;&#039;Planar Imprisonment&#039;&#039;&#039;, which causes the player to instantly die if they attempt to exit the prison.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Unavoidable constant partywide damage that pulses from &#039;&#039;&#039;Haurchefant&#039;&#039;&#039;, and will stop if he dies.&lt;br /&gt;
*&#039;&#039;&#039;Brightwing&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Charibert&#039;&#039;&#039;, cleaves the two closest players near him with small conal AoEs, dealing very high damage and debuffing with [[File:Light resistance down icon2.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039; and [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;, which will drop a small invisible AoE at the player&#039;s present location when the debuff timer expires after 5 seconds. Shortly after, the AoE will detonate, inflicting lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;: A slow cast spell by &#039;&#039;&#039;Charibert&#039;&#039;&#039;. A partywide attack dealing damage based on how much HP Charibert has. Will wipe the party if &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP is above ~30%. Will otherwise inflict high damage that requires mitigation. Haurchefant, if alive, will also be damaged heavily by this attack.&lt;br /&gt;
*&#039;&#039;&#039;Pierce&#039;&#039;&#039;: Enrage. The &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039; will kill Haurchefant once this cast resolves, looping the party back to Phase 2.&lt;br /&gt;
====Strategy====&lt;br /&gt;
This intermission phase plays out almost exactly the same as the final part of phase one; &#039;&#039;&#039;Charibert&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; and cleaving the two closest players with &#039;&#039;&#039;Brightwing&#039;&#039;&#039;. Players will need to handle this attack as before, moving in to bait the attack, then moving to the edge of the circle to handle the AoEs that explode following the resolution of the debuff [[File:Skyblind icon1.png|link=]] &#039;&#039;&#039;Skyblind&#039;&#039;&#039;. Players will need to reduce &#039;&#039;&#039;Charibert&#039;s&#039;&#039;&#039; HP as much as possible to mitigate how much damage the party takes from &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039;, up to 24%. The difference this time is that players should have access to &#039;&#039;&#039;Limit Break Level Three&#039;&#039;&#039;, assuming it was not used earlier in the battle. When &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; shows up to block the &#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;, a tank must use their third level &#039;&#039;&#039;Limit break&#039;&#039;&#039; to ensure he survives. He will take significantly reduced damage as long as the buff is up. He will also be healable, and must be kept alive. If Haurchefant is kept alive, he will pulse out &#039;&#039;&#039;Shockwave&#039;&#039;&#039; raid damage for the duration of the Planar Prison sequence, making healing more challenging than the final part of phase one. The party should distribute mitigations appropriately. Haurchefant must be near full health once &#039;&#039;&#039;Pure of Heart&#039;&#039;&#039; casts because it will also deal significant damage to him. Afterwards, the Planar Prison will dissipate, and players must move to &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; and quickly destroy the &#039;&#039;&#039;Spear of the Fury.&#039;&#039;&#039; The &#039;&#039;&#039;Spear&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Pierce&#039;&#039;&#039;, which will kill &#039;&#039;&#039;Haurchefant&#039;&#039;&#039; if it completes casting, sending players back to phase 2, where they will wipe. Once the spear has been broken, the battle will continue after another short cutscene, transitioning to another arena.&lt;br /&gt;
&lt;br /&gt;
===Phase 5: Dark King Thordan===&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Incarnation&#039;&#039;&#039;: Revives the three Dragons around the arena.&lt;br /&gt;
*&#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts this, increasing his damage output with [[File:Light of ascalon icon1.png|link=]] &#039;&#039;&#039;Light of Ascalon&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; calls upon his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; to perform a series of mechanics.&lt;br /&gt;
**&#039;&#039;&#039;Twisting Dive&#039;&#039;&#039;: &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will land at a cardinal somewhere around the edge of the arena, then charge across to the other side after a short cast, knocking back and killing anyone in his path. Following this, each player will drop a small &#039;&#039;&#039;Twister&#039;&#039;&#039; where they were standing. If players come into contact with this, it will explode, instantly killing them and knocking nearby players into the edge of the arena, also killing them.&lt;br /&gt;
**&#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039;: Two random players will be tethered to, and the &#039;&#039;&#039;Knights&#039;&#039;&#039; will dash to them after a short while, dealing high proximity damage in a line AoE and inflicting {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;: Two players will be hit by this attack, debuffing them with [[File:Thunderstruck icon1.png|link=]] &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;. When the debuff resolves, it will deal lightning damage in a small AoE around the afflicted player, and any other player hit by this will take massive damage and receive a {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]] &#039;&#039;&#039; debuff in addition to {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Skyward Leap&#039;&#039;&#039;: A player will receive a blue marker over their head, and shortly after will have a large AoE drop on them, dealing high damage and inflicting both {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; and a very short {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039;  (with marker): A player will receive a green divebomb marker over their head, indicating where &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will dive to when the marker disappears. When the cast resolves, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; and &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will divebomb to this position, knocking back and killing any who are hit by them.&lt;br /&gt;
**&#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;: Each player will be hit with a conal AoE from &#039;&#039;&#039;Thordan&#039;&#039;&#039; in the middle that deals damage and debuffs with {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. &lt;br /&gt;
**&#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;: A random player that was not targeted for &#039;&#039;&#039;Skyward Leap&#039;&#039;&#039; or &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will be targeted by &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039;, who will spit five fireballs at the player, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; to anyone who steps or lingers in them around a second after they appear, killing them shortly after. Any player with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; who is hit by the fireball spits will die. If the original target for this attack dies, &#039;&#039;&#039;Vedrfolinir&#039;&#039;&#039; will randomly target other players with each subsequent fireball.&lt;br /&gt;
**&#039;&#039;&#039;Altar Flare&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; will target a player who will begin dropping large fire AoEs under them, totaling up to four. The AoEs will soon erupt, killing any who are within. If the original target for this attack dies, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will randomly target other players with each subsequent AoE.&lt;br /&gt;
**&#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;: &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will cast a donut AoE that covers the entire arena, with the only safe zone within his hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;: Unavoidable high damage party-wide AoE. Heal through and heavily mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;: Delivers an attack that deals high damage and a &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039; debuff, followed by three heavy-hitting tankbuster cleaves known as &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; summons his &#039;&#039;&#039;Knights&#039;&#039;&#039; and the &#039;&#039;&#039;Dragons&#039;&#039;&#039; once again to perform another series of attacks.&lt;br /&gt;
**&#039;&#039;&#039;Doom&#039;&#039;&#039;: Four random players will be inflicted with a twenty five second {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, which will kill them if the debuff expires. These players will have a dark red aura around them when the debuff is active, for easy visual identification. The debuff can be removed by stepping into a small white puddle which is left behind by each &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039; medium-sized white AoE.&lt;br /&gt;
**&#039;&#039;&#039;Spear of the Fury&#039;&#039;&#039;: &#039;&#039;&#039;Zephirin&#039;&#039;&#039; will throw a spear in a line AoE through the center of the arena. Anyone hit will take massive damage and be inflicted with [[File:HP recovery down icon1.png]] &#039;&#039;&#039;HP Recovery Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Cauterize&#039;&#039;&#039; (without marker): &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge through the center of the arena in a line AoE from his starting position, knocking back and killing anyone hit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;: &#039;&#039;&#039;Gerrique&#039;&#039;&#039; will cast this, with the attack starting as a point-blank earthquake AoE that will expand into donut AoEs that gradually grow wider. Being hit will inflict massive damage and {{status effect|stun}} &#039;&#039;&#039;Stun&#039;&#039;&#039; in addition to the {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; targets all players with a small AoE for medium damage and inflicts {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039;, making overlapping lethal.&lt;br /&gt;
**&#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;: Cast by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;. The four players who are not afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; will be targeted with medium-sized white circle AoEs that will soon resolve and kill anyone inside. The large puddles will leave behind smaller puddles that will cleanse {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; for anyone who steps inside, which will consume the puddles. They can still be consumed by players who step in them without {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Holy Chain&#039;&#039;&#039;: Players are assigned a symbol and tethered together in pairs, also represented by the [[File:Burning chains icon1.png|link=]] &#039;&#039;&#039;Burning Chains&#039;&#039;&#039; debuff, with each member in a pair assigned the same symbol. The chains must be broken by distance. Chains that are not broken in time will inflict massive damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to both tethered players.&lt;br /&gt;
***&#039;&#039;&#039;Red Circle&#039;&#039;&#039;: Assigned to the two farthest players from the center with Doom.&lt;br /&gt;
***&#039;&#039;&#039;Green Triangle&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Purple Square&#039;&#039;&#039;: Assigned to one player with Doom and one player without Doom.&lt;br /&gt;
***&#039;&#039;&#039;Blue X&#039;&#039;&#039;: Assigned to two players without Doom.&lt;br /&gt;
**&#039;&#039;&#039;Faith Unmoving&#039;&#039;&#039;: Players are knocked back towards the edge of the arena from the middle.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts a gaze ability, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at him when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039;: A large Dragon&#039;s Eye spawns on the edge of the arena and uses an untelegraphed gaze ability at the same time as &#039;&#039;&#039;The Dragon&#039;s Gaze&#039;&#039;&#039;, inflicting heavy damage and debuffing with {{status effect|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; if players are looking at it when the cast resolves.&lt;br /&gt;
**&#039;&#039;&#039;Heavensflame&#039;&#039;&#039;: &#039;&#039;&#039;Charibert&#039;&#039;&#039; hits all players with a large fire AoE that deals high damage and inflicts a brief {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, making an overlap lethal. Requires some mitigation.&lt;br /&gt;
**&#039;&#039;&#039;Holy Meteor&#039;&#039;&#039;: Eight meteor circles spawn around the arena, one on each cardinal and intercardinal, indicating where a meteor will fall. They must be destroyed or they will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;: Enrage. Thordan must be reduced to less than three percent HP before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
&#039;&#039;&#039;Thordan&#039;&#039;&#039; will appear at the center of the arena and immediately cast &#039;&#039;&#039;Incarnation&#039;&#039;&#039;, resurrecting and taking control of the three Dragons in the arena. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;The Dragon&#039;s Eye&#039;&#039;&#039; and buff himself. He will then use two auto-attacks that should be mitigated as they deal high damage. Following this, he will cast &#039;&#039;&#039;Wrath of the Heavens&#039;&#039;&#039;, summoning his &#039;&#039;&#039;Knights Twelve&#039;&#039;&#039; and the Dragons. For the following mechanics, players need only worry about correctly dodging the various attacks as the boss will not be targetable.&lt;br /&gt;
&lt;br /&gt;
To start, &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will spawn at the edge of the arena and begin casting &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039;, two of the knights will tether to two random players, a singular player will receive a blue marker over their head, indicating a &#039;&#039;&#039;knight&#039;&#039;&#039; will drop an AoE on them, and two random players will be hit by &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;. Once &#039;&#039;&#039;Twisting Dives&#039;&#039;&#039; completes, the Dragon will charge across the arena at the same time as the &#039;&#039;&#039;Knights&#039;&#039;&#039; move to the player they are tethered to. Shortly after the charge, each player will have a &#039;&#039;&#039;Twister&#039;&#039;&#039; spawn underneath them, as their location was snapshotted just before &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; charged. Another player will then receive a green marker over their head, indicating they will be attacked by &#039;&#039;&#039;Vidofnir&#039;&#039;&#039;, and &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;. A player will be targeted by &#039;&#039;&#039;Darkscale&#039;&#039;&#039; for &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039;, while another player will be targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039;. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, and &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039;. &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will begin firing five fireballs, the player targeted for &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; will begin dropping puddles, and the two Dragons will begin casting &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Finally &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; will fire in a large donut AoE. The mechanic will finish with &#039;&#039;&#039;Thordan&#039;&#039;&#039; casting &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; for a roomwide AoE.&lt;br /&gt;
&lt;br /&gt;
To handle these mechanics, players must first identify where &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; has landed and treat this as &amp;quot;relative north&amp;quot;, then clear a space on the other side of the arena for its charge.  Tethered players will move to the opposite side of the arena to the &#039;&#039;&#039;Kight&#039;&#039;&#039; they are tethered to, while the player with the blue marker moves to the  &amp;quot;relative west&amp;quot; of the Dragon. The remaining players will move to the &amp;quot;relative east&amp;quot; edge of the arena to avoid the wide lines these attacks have. The &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Defamation&#039;&#039;&#039;, &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; and &#039;&#039;&#039;Spiral Pierce&#039;&#039;&#039; will all fire around the same time. Once the Dive has resolved, players should move immediately from where they are standing to avoid the &#039;&#039;&#039;Twister&#039;&#039;&#039; that spawns there. The player with the green &#039;&#039;&#039;Divebomb&#039;&#039;&#039; should move towards &#039;&#039;&#039;Charibert&#039;&#039;&#039; the mage knight and drop this at the edge of the arena. Every player will then spread out at the edge of the arena to handle &#039;&#039;&#039;Ascalon&#039;s Mercy Revealed&#039;&#039;&#039;, then wait for both the AoEs from &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; and the &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; fireballs to begin appearing. The player who begins dropping &#039;&#039;&#039;Altar Flare&#039;&#039;&#039; AoEs will move clockwise around the edge of the arena, and the player who is hit by &#039;&#039;&#039;Liquid Heaven&#039;&#039;&#039; will begin doing so as well. All other players will move towards &#039;&#039;&#039;Grinnaux&#039;&#039;&#039; and position themselves either near &#039;&#039;&#039;Thordan&#039;&#039;&#039; if they are not debuffed with &#039;&#039;&#039;Thunderstruck&#039;&#039;&#039;, or towards the edge of the arena and spread out if they are. Players can use the dark runic circles on the floor of the arena to determine how close or how far to stand. Once &#039;&#039;&#039;Empty Dimension&#039;&#039;&#039; fires, players can group up for healing and mitigation to deal with &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039;. At this point, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will become targetable once again.&lt;br /&gt;
&lt;br /&gt;
The boss will use an auto-attack, then cast &#039;&#039;&#039;Heavenly Heel&#039;&#039;&#039;, dealing heavy damage and debuffing the tank with &#039;&#039;&#039;Slashing Resistance Down&#039;&#039;&#039;. He will then follow up with &#039;&#039;&#039;Ascalon&#039;s Might&#039;&#039;&#039;, forcing a tankswap to avoid taking lethal damage. This will then lead into &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Death of the Heavens&#039;&#039;&#039;, players need to locate the warrior &#039;&#039;&#039;Guerrique&#039;&#039;&#039; and treat him once again as &amp;quot;relative north&amp;quot;. Four random players will be afflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039;, these players will move towards the &amp;quot;relative north&amp;quot; of the arena, while the other players will move to the &amp;quot;relative south. &#039;&#039;&#039;Vedrfolnir&#039;&#039;&#039; will appear on the edge again and begin casting &#039;&#039;&#039;Twisting Dive&#039;&#039;&#039; again. Players will need to spread out near the waymarkers (but slightly off of them) to avoid the incoming attacks. &#039;&#039;&#039;Thordan&#039;&#039;&#039; will cast &#039;&#039;&#039;Lightning Storm&#039;&#039;&#039;, dropping an AoE on each player that will kill if overlapped due to the {{status effect|lightning resistance down}} &#039;&#039;&#039;Lightning Resistance Down II&#039;&#039;&#039;, &#039;&#039;&#039;Vidofnir&#039;&#039;&#039; will cast &#039;&#039;&#039;Wings of Salvation&#039;&#039;&#039;, dropping white puddles under non-&#039;&#039;&#039;Doomed&#039;&#039;&#039; players, &#039;&#039;&#039;Darkscale&#039;&#039;&#039; will charge across the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, and the first AoE of &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039; will come out. Once the second AoE fires, players should move from their current position to avoid the &#039;&#039;&#039;Twisters&#039;&#039;&#039; that spawn, and move towards the center of the arena to avoid the third AoE from &#039;&#039;&#039;Heavy Impact&#039;&#039;&#039;. At this point, a &#039;&#039;&#039;Dragon&#039;s Eye&#039;&#039;&#039; will spawn somewhere on the edge of the arena and begin casting &#039;&#039;&#039;The Dragon&#039;s Glory&#039;&#039;&#039; while &#039;&#039;&#039;Thordan&#039;&#039;&#039; casts &#039;&#039;&#039;the Dragon&#039;s Gaze&#039;&#039;&#039;. Players need to identify where both of these attacks are coming from so as to not accidentally face them. When players are tethered together, {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; inflicted players should line themselves up with the white puddles left at the edge of the arena, with the player of the corresponding symbol on the opposite side. When the attack fires, players must be sure to move back if nessesary to cleanse their {{status effect|doom}} &#039;&#039;&#039;[[Doom (status effect)|Doom]]&#039;&#039;&#039; debuff if the attack does not push them all the way. At the same time, &#039;&#039;&#039;Charibert&#039;&#039;&#039; will cast &#039;&#039;&#039;Heavensflame&#039;&#039;&#039;, dealing heavy fire damage in an AoE around each player. This debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;, so if players overlap they will die. If a player is dead when this attack goes off, a random player will be hit twice, also resulting in a death. At the same time, both gaze attacks will fire, so players must be sure to not be facing either attack before they are knocked back as they lose control for two seconds. Finally, &#039;&#039;&#039;Noudenet&#039;&#039;&#039; will summon eight &#039;&#039;&#039;Meteor Cirlces&#039;&#039;&#039; that must be destroyed immediately. The meteors fall quite quickly so this acts as a sort of soft DPS check. Once all the circles have been destroyed, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will return and use another &#039;&#039;&#039;Ancient Quaga&#039;&#039;&#039; to signifiy the end of the mechanic. Heal and mitigate to handle this, and prepare for another auto attack and &#039;&#039;&#039;Heavenly Heel/Ascalon&#039;s Might&#039;&#039;&#039; combo. Following this, &#039;&#039;&#039;Thordan&#039;&#039;&#039; will begin casting &#039;&#039;&#039;Aetheric Burst&#039;&#039;&#039;, his enrage. He must be reduced to two percent HP before this finishes or he will wipe the party. When &#039;&#039;&#039;Thordan&#039;&#039;&#039; drops &#039;&#039;&#039;Ascalon&#039;&#039;&#039; and falls to one knee begging for mercy, players must stop attacking, for if he is killed here, the party will not be able to proceed to the final phase of the encounter. Once he moves away, the next phase will begin.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Nidhogg and Hraesvelgr===&lt;br /&gt;
Both bosses have omnidirectional hitboxes and cannot be freely moved by players. For most of this phase, Nidhogg will be at the west arena wall and Hraesvelgr will be at the east wall.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsclaw&#039;&#039;&#039;: High damage auto-attack used by both Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsbreath&#039;&#039;&#039;: Each non-tank player will be tethered to either &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, who will aim a conal AoE at them, while the tanks will be struck with one of two possible kinds of tankbusters based on whether one or both Dragon&#039;s mouths are glowing. Tethers must be of a sufficient length, as indicated visually, to prevent lethal damage.&lt;br /&gt;
**&#039;&#039;&#039;Dread Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; tethers to three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Fire Breath&#039;&#039;&#039;) at them. This deals high fire damage and debuffs with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and [[File:Boiling icon1.png|link=]]  &#039;&#039;&#039;Boiling&#039;&#039;&#039;, which resolves into a {{status effect|pyretic}}  &#039;&#039;&#039;Pyretic&#039;&#039;&#039;  debuff that deals massive damage upon movement. &#039;&#039;&#039;Boiling&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Ice Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Great Wyrmsbreath&#039;&#039;&#039;: &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; tethers to the other three random non-tank players and fires a conal AoE (&#039;&#039;&#039;Ice Breath&#039;&#039;&#039;) at them. This deals high ice damage and debuffs with {{status effect|ice resistance down}} &#039;&#039;&#039;Ice Resistance Down II&#039;&#039;&#039; and [[File:Freezing icon1.png|link=]] &#039;&#039;&#039;Freezing&#039;&#039;&#039;, which will resolve into [[File:Deep Freeze icon1.png|link=]] &#039;&#039;&#039;Deep Freeze&#039;&#039;&#039;, immobilizing a player for thirty seconds. &#039;&#039;&#039;Freezing&#039;&#039;&#039; will not be inflicted by being hit with &#039;&#039;&#039;Fire Breath&#039;&#039;&#039; at the same time and can be removed by being hit by a later &#039;&#039;&#039;Cauterize&#039;&#039;&#039; from &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;: AoE Tankbuster. Used when &#039;&#039;&#039;either&#039;&#039;&#039; Dragon&#039;s mouths are glowing during their Wyrmsbreath attack. The Dragon with the glowing mouth will use a conal AoE (&#039;&#039;&#039;Dark Breath&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039;, &#039;&#039;&#039;Holy Breath&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;) through the middle of the arena, while the Dragon with the non-glowing mouth will hit their target with a large circular tankbuster AoE (&#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;). Anyone aside from the primary target caught in this will be knocked back and killed.&lt;br /&gt;
**&#039;&#039;&#039;Dark Orb/Holy Orb&#039;&#039;&#039;: Split tankbuster. When both Dragons&#039; mouths are glowing, they will each fire an orb that must be split by both tanks, as each orb targets a single tank and explodes in a small AoE, inflicting damage and debuffing with either [[File:Sustained light damage icon1.png|link=]] &#039;&#039;&#039;Sustained Light Damage&#039;&#039;&#039; or [[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained Dark Damage&#039;&#039;&#039;, which will both inflict massive damage over time, and can only be nullified by the other orb.&lt;br /&gt;
**&#039;&#039;&#039;Swirling Blizzard&#039;&#039;&#039;: A large telegraphed donut AoE from &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; that compresses the safe region for the Wyrmsbreath mechanics to be a circular area. Getting hit by this will deal lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Vows&#039;&#039;&#039;: Two conditions that must be upheld during the entirety of the phase. Failure to do so will cause one of the bosses to enrage and deal significantly more damage while taking significantly less damage, most likely resulting in a wipe.&lt;br /&gt;
**[[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; targets a random DPS with a small AoE and deals light damage while applying this debuff, significantly lowering their healing potency and inflicting moderate damage over time. Any additional players hit are debuffed with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken. After thirty four seconds the debuff will resolve and deal damage in a small AoE, passing the debuff to one other player within the AoE. Any additional players hit will also be debuffed with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. If the debuff is not passed to another player, it will cause &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; to enrage. Once the debuff is passed on, the original player who carried the debuff will be inflicted with [[File:Mortal atonement icon1.png|link=]] &#039;&#039;&#039;Mortal Atonement&#039;&#039;&#039;, preventing them from receiving the debuff for two minutes (effectively the remainder of the phase unless if they were the first one targeted with &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039;).&lt;br /&gt;
**[[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;: If a player dies to any of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; attacks, he will enrage.&lt;br /&gt;
*&#039;&#039;&#039;Akh Afah&#039;&#039;&#039;: Each Dragon targets a healer with a stack AoE that deals high damage and debuffs with {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, meaning that overlap will wipe the party. The Dragons will also tether to one another at the beginning of the cast if there is a difference of more than three percent HP, with a purple tether if &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; has more HP and a white tether if &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; has more HP. If the Dragons are tethered by the end of the cast, the stack AoE from the higher HP boss will inflict lethal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;: One of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will glow, indicating that the entire half of the arena on that side will be hit by a large AoE that deals lethal damage. This resolves at the same time as &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;: Depending on whether &#039;&#039;&#039;Hrasevelgr&#039;s&#039;&#039;&#039; head is raised or lowered, he will target the two farthest or closest players respectively. These players will be hit with large circular AoE tankbusters.&lt;br /&gt;
*&#039;&#039;&#039;Wroth Flames&#039;&#039;&#039;: Three sets of three orbs will spawn, the first set in the center, then one set at a corner, followed by the final set in the opposite corner. These orbs will erupt in a cross (&#039;&#039;&#039;Flame Burst&#039;&#039;&#039;) that reaches across the entire arena set by set, and inflict moderate damage and {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039; to anyone caught in the AoE. Four random players will also be debuffed with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, two others will be debuffed with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, and the remaining two players will not receive a debuff.&lt;br /&gt;
**[[File:Spreading flames icon1.png|link=]]  &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;: Four players will be inflicted with this debuff, expiring after twenty four seconds, then detonate in a small AoE that does no damage to the target player and inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. However, getting caught in another player&#039;s AoE will inflict lethal damage and a moderate knockback. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**[[File:Entangled flames icon1.png|link=]]  &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;: Two players will be inflicted with this debuff, expiring after twenty four seconds (&#039;&#039;&#039;Entangled Pyre&#039;&#039;&#039;) and requires a stack of two total players, dealing moderate magic damage and inflicting {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;. If players are not stacked when the debuff expires, the debuffed player will explode, inflicting heavy raid damage (killing anyone with {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039;) and {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; on everyone. If the afflicted player dies with this debuff before it expires, it will detonate immediately and most likely wipe the party.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will target a random player for a set of four stack AoEs that deal high damage, requiring heavy mitigation, and drop persistent puddles. If players step in these, they will be debuffed with a lethal {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; that will shortly kill them.&lt;br /&gt;
*&#039;&#039;&#039;Hot Wing/Hot Tail&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; will fire either a line AoE through the center of the arena or the top and bottom thirds of the arena, dealing lethal damage to anyone hit.&lt;br /&gt;
*&#039;&#039;&#039;Cauterize&#039;&#039;&#039;: One or both of the Dragons will charge across their side of the arena with a breath attack, dealing high damage and inflicting either {{status effect|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; for &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; or {{status effect|frostbite}} &#039;&#039;&#039;[[Frostbite]]&#039;&#039;&#039; for &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039;, inflicting high damage over time. If players are inflicted with the opposite elemental debuff (&#039;&#039;&#039;Freezing&#039;&#039;&#039; or &#039;&#039;&#039;Boiling&#039;&#039;&#039;), the attack will deal non-lethal damage, the debuff will be removed, and the damage over time debuff will not be applied. The first player hit will take significantly more damage, requiring either a tank invulnerability or heavy mitigation to survive.&lt;br /&gt;
*&#039;&#039;&#039;Touchdown&#039;&#039;&#039;: &#039;&#039;&#039;Nidhogg&#039;&#039;&#039; lands in the center of the arena and &#039;&#039;&#039;Hraesvelgr&#039;&#039;&#039; lands on the south wall of the arena, dealing moderate proximity damage.&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;: Enrage. Both Dragons cast this. If both Dragons are not defeated before the cast finishes, the party will wipe.&lt;br /&gt;
*&#039;&#039;&#039;Resentment&#039;&#039;&#039;: Party-wide damage from the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Party-wide damage from &#039;&#039;&#039;Thordan&#039;&#039;&#039; that inflicts a {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Nidhogg will appear alongside Hraesvelgr, who will have two status effects: [[File:Neurolink icon2.png|link=]] &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, which is cosmetic and has no gameplay functionality, and [[File:Solemn vow icon1.png|link=]] &#039;&#039;&#039;Solemn Vow&#039;&#039;&#039;, which will cause him to enrage if he kills any player with an attack. When the phase begins, both Dragons will use an auto-attack, then begin casting their respective breath attacks, each tethering to three random non-tank players. Players will need to move away from the Dragon they are tethered to until the tether changes from purple to orange/white. The tanks will both move to the northern half of the arena to hold enmity. They will also be watching to see if one or both of the Dragon’s jaws glow. If one is glowing and the other isn&#039;t, the glowing mouth will fire a conal AoE through the center of the arena, while the non-glowing mouth will target their respective tank with &#039;&#039;&#039;Staggering Breath&#039;&#039;&#039;, a tankbuster. If both mouths are glowing, the tanks will need to come together to soak both &#039;&#039;&#039;Light Orb&#039;&#039;&#039; and &#039;&#039;&#039;Dark Orb&#039;&#039;&#039; to neutralize both of the [[File:Sustained light damage icon1.png|link=]][[File:Sustained dark damage icon1.png|link=]] &#039;&#039;&#039;Sustained&#039;&#039;&#039; damage debuffs. At the same time, tethered players will need to stack with a player of the opposite tether to neutralize the elemental debuff received. Two sets of players can move to the south of the arena with one set moving to the north, or all three sets to the south, as long as groups are properly spaced out to avoid overlap.&lt;br /&gt;
&lt;br /&gt;
Following this, a random DPS will be inflicted with [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; with a small AoE. The debuff must be passed four times during the fight in roughly thirty second intervals, which occur after most major mechanics. Players need to determine who the debuff will be passed to and in what order, such as melee DPS to ranged DPS and back to melee. The debuff should never be passed to a healer because it inhibits healing output. Players need to spread when &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; is first applied, as anyone who is too close to to the target for the AoE will be inflicted with [[File:Suppuration icon1.png|link=]] &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, decreasing their maximum HP by 50% and increasing their damage taken, which is essentially a death sentence.&lt;br /&gt;
&lt;br /&gt;
Following this, players will split into their light parties as the Dragons begin casting &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;. If the Dragons tether to each other, players need to be sure to bring them within three percent HP of each other, or this attack will wipe the party. Based on the color of the tether, players can easily tell which Dragon has the higher HP (white for &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039;, purple for &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;). These attacks should be mitigated as they deal high damage. Players can stack directly to the north and south of the center of the arena.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Akh Afah&#039;&#039;&#039; resolves, &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will leave to either the north or south edge of the arena on either the east or west side. Shortly after, he will charge across that half of the arena with &#039;&#039;&#039;Cauterize&#039;&#039;&#039;, killing any who are hit. At the same time one of &#039;&#039;&#039;Hraesvelgr&#039;s&#039;&#039;&#039; wings will begin to glow, indicating a cleave on that entire side of the arena with &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039;. This will leave a single quadrant of the arena as a safe zone. &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will also either raise or lower his head, indicating who he will target for &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039;, a tankbuster. If his head is raised, he will target the furthest two players, and if it is lowered, he will target the two closest players. Tanks will need to adjust to bait the tankbusters, and space out to avoid overlap. Once these attacks resolve, players will need to hand off the [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff. It is recommended that they move to the center of the arena, while the rest of the party is away from the center, to avoid passing to the incorrect player. It is critical that that only the two players passing the debuff are next to each other with no other players nearby, as any additional player that is hit by the debuff expiration AoE will be inflicted with &#039;&#039;&#039;Suppuration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The next mechanic players will have to handle is &#039;&#039;&#039;Wroth Flames/Akh Morn&#039;&#039;&#039; and the following debuffs. Three orbs will spawn in the center of the arena, followed by another set in one of the four corners, and finally in the corner opposite of that, creating a diagonal line. Players will then be debuffed with [[File:Spreading flames icon1.png|link=]] &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039;, [[File:Entangled flames icon1.png|link=]] &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039;, or no debuff at all. When the orbs begin exploding, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Cauterize&#039;&#039;&#039; across a random side of the arena. &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; will also appear under the players, who need to remain stacked to handle these, then be ready to move out of them as they inflict a heavy &#039;&#039;&#039;Bleeding&#039;&#039;&#039; debuff that will most likely kill the player inflicted. To best handle &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; at the same time as the fire orbs, players should move across the edge of the safe area and cut towards the center of the arena where the first set of orbs spawned.&lt;br /&gt;
&lt;br /&gt;
Following the resolution of the &#039;&#039;&#039;Akh Morns&#039;&#039;&#039; and the fire orbs, the Dragons will land back in their respective locations and &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; will use either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; and the debuffs will resolve. Players with &#039;&#039;&#039;Entangled Flames&#039;&#039;&#039; and their partners should stack near &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039;, while the other players with &#039;&#039;&#039;Spreading Flames&#039;&#039;&#039; spread out to avoid overlap. Players will need to adjust according to either &#039;&#039;&#039;Hot Wing&#039;&#039;&#039; or &#039;&#039;&#039;Hot Tail&#039;&#039;&#039;, then pass the [[File:Mortal vow icon2.png|link=]]  &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; debuff for a second time.&lt;br /&gt;
&lt;br /&gt;
The Dragons will cast another &#039;&#039;&#039;Akh Afah&#039;&#039;&#039;, and can be handled the same way as before. This is the last time players will need to worry about keeping both Dragons&#039; HP balanced for the rest of the phase. Following this, &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; will use &#039;&#039;&#039;Hallowed Wings&#039;&#039;&#039; and &#039;&#039;&#039;Hallowed Plume&#039;&#039;&#039; on one side of the arena while &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; uses the opposite &#039;&#039;&#039;Hot Tail&#039;&#039;&#039; or &#039;&#039;&#039;Hot Wing&#039;&#039;&#039;. Players will need to adjust to handle where the tanks need to stand in order to bait the plumes while also avoiding the other AoEs.&lt;br /&gt;
&lt;br /&gt;
Players will then be tethered to either Dragon again, however they will need to keep their debuffs for the next mechanic. Players tethered to &#039;&#039;&#039;[[Hraesvelgr]]&#039;&#039;&#039; should spread out to the north and players tethered to &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; should spread to the south, with tanks resolving their mechanics. Once the tethers resolve, both Dragons will move to the north edge of the arena and prepare a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. Players will need to line up in the hitbox of the opposite Dragon they were tethered to with a tank at the front of each line, as each tank will not have a debuff to neutralize and will take full damage from the attack. To handle this, the tanks should use their invulnerability skills, with healers keeping them topped off to handle the debuff damage. If a player is debuffed with {{status effect|pyretic}} &#039;&#039;&#039;Pyretic&#039;&#039;&#039; they need to remain still until the debuff falls off. &lt;br /&gt;
&lt;br /&gt;
Once the debuffs are resolved, players will need to move to a corner to avoid the proximity damage from &#039;&#039;&#039;[[Nidhogg]]&#039;&#039;&#039; touching down in the center of the arena. Immediately following this, players will need to pass [[File:Mortal vow icon2.png|link=]] &#039;&#039;&#039;Mortal Vow&#039;&#039;&#039; for the final time. Following &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, both Dragons will begin casting &#039;&#039;&#039;Revenge of the Horde&#039;&#039;&#039;, and must be defeated before the cast finishes. Once both Dragons are defeated, the untargetable &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; will appear and cast &#039;&#039;&#039;Resentment&#039;&#039;&#039;, dealing raid damage and inflicting bleeding. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was spared, he will reappear and absorb the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; and Hraesvelgr&#039;s, transforming into &#039;&#039;&#039;Dragon-king Thordan&#039;&#039;&#039;. During this sequence, he will use &#039;&#039;&#039;Shockwave&#039;&#039;&#039; once, dealing raid damage and also inflicting bleeding. At the end of the sequence, he will use &#039;&#039;&#039;Alternative End&#039;&#039;&#039;, dealing massive damage that must be heavily mitigated. To ensure players do not use mitigation too early, they should time their mitigation after the bleeding effect from Shockwave wears off. Afterwards, the arena will transition and the final phase will begin. If &#039;&#039;&#039;Thordan&#039;&#039;&#039; was not spared, the fight will essentially loop back to the &#039;&#039;&#039;Eyes of Nidhogg&#039;&#039;&#039; phase but the party will not have access to &#039;&#039;&#039;Soul of Friendship&#039;&#039;&#039; or &#039;&#039;&#039;Soul of Devotion&#039;&#039;&#039;, making the eyes unkillable and ensuring a wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 7: [[Dragon-king Thordan]]===&lt;br /&gt;
Note that in this phase, the boss cannot be moved, but he will turn to face the highest enmity player if not casting an action, which is important for orienting for some mechanics.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
*&#039;&#039;&#039;Alternative End&#039;&#039;&#039;: Occurs during the transition from the previous phase, dealing massive raid damage that must be mitigated.&lt;br /&gt;
*&#039;&#039;&#039;Trinity&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; auto-attacks three players between each mechanic as small AoEs, the first and second in the enmity list, and the closest player, inflicting various debuffs based on their order in that list. &#039;&#039;&#039;Trinity&#039;&#039;&#039; always occurs twice between each &#039;&#039;&#039;Edge&#039;&#039;&#039; mechanic.&lt;br /&gt;
**&#039;&#039;&#039;Highest Enmity&#039;&#039;&#039;: Inflicted with a stacking [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Second Highest&#039;&#039;&#039;: Inflicted with a stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, increasing the damage from the next &#039;&#039;&#039;Trinity&#039;&#039;&#039; of this type.&lt;br /&gt;
**&#039;&#039;&#039;Closest&#039;&#039;&#039;: Inflicted with stacking [[File:Light resistance down icon1.png|link=]] &#039;&#039;&#039;Light Resistance Down&#039;&#039;&#039;, [[File:Dark resistance down icon1.png|link=]] &#039;&#039;&#039;Dark Resistance Down&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, making another hit from &#039;&#039;&#039;Trinity&#039;&#039;&#039; lethal until the {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; expires.&lt;br /&gt;
***This requires the party to cycle through baiting the attacks to avoid deaths. The tanks should swap every two auto-attacks, and the recommended order is for two acting melee DPS to bait the closest attacks, then the acting ranged DPS, and finally the healers, before repeating the cycle. This will give enough time for the debuffs to fall off the first player who baited them.&lt;br /&gt;
*&#039;&#039;&#039;Edge Attacks&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; will use various attacks mixed with &#039;&#039;&#039;In/Out&#039;&#039;&#039; mechanics, determined by what element &#039;&#039;&#039;Thordan&#039;s&#039;&#039;&#039; swords are infused with. If the swords are covered in ice (&#039;&#039;&#039;Ice of Ascalon&#039;&#039;&#039;), players need to move into the boss&#039;s hitbox to dodge a donut AoE, and out if the swords are covered with fire (&#039;&#039;&#039;Flames of Ascalon&#039;&#039;&#039;), to dodge a point-blank AoE.&lt;br /&gt;
**&#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;: Three tri-directional circle AoEs spawn around the boss, and fire a series of moving circle AoEs in the direction of the arrows. Any player hit by these will die.&lt;br /&gt;
**&#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three towers that need to be soaked by multiple players: two red towers should have three players each, while the blue tower should have both tanks. Each tower will hit players within multiple times dealing heavy stack damage that requires mitigation, starting at five and increasing by one with each cast (up to seven). If a tower does not have any people, it will explode and the party will wipe.&lt;br /&gt;
**&#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;: &#039;&#039;&#039;Thordan&#039;&#039;&#039; spawns three proximity AoEs in sequence that will explode in order, killing any player who is too close and inflicting a large amount of party-wide damage otherwise, requiring mitigation.&lt;br /&gt;
**For each of these attacks, the three AoEs/towers will spawn always relative to where the boss is facing: one behind, one northeast, and one northwest.&lt;br /&gt;
*&#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;: Enrage. Three yellow towers will spawn around the boss and must be soaked by one player each or the party will instantly wipe. Any player within the towers will die upon the cast finishing. The towers must continue to be soaked until all players are dead and the party is wiped or the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Though this phase is relatively simple in terms of its mechanics, it requires players to handle high damage output and evade reactionary mechanics. To open the phase, players must group together and heavily mitigate the damage from the stage transition, which also inflicts a heavy {{status effect|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. once the boss is targetable, players will need to handle the first set of &#039;&#039;&#039;Trinity&#039;&#039;&#039; attacks, then the in/out mechanic for &#039;&#039;&#039;Exaflare&#039;s Edge&#039;&#039;&#039;. Each cast of this ability can be handled the same way, by moving to either side of the southern &#039;&#039;&#039;Exaflare&#039;&#039;&#039;, then move in to where its hitbox previously was once it fires. Following this, players will move further south to where the two diamond patterns on the floor meet to avoid the remaining flares, then move in to prepare for the next set of &#039;&#039;&#039;Trinities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next, players will handle &#039;&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;&#039;, moving to have the correct amount/role of players in their respective towers. The in/out mechanic will take place, then the circles will fire five times. Mitigate the &#039;&#039;&#039;Akh Morn&#039;&#039;&#039; hits, and be careful not to leave the AoEs before the attack finishes, or everyone will take a massive party-wide hit. Once again, players will move to handle the incoming &#039;&#039;&#039;Trinity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;&#039;, players must simply identify the order and location that the proximity markers drop in, and move around the arena, never moving more than max melee range to the center of the arena. This mechanic requires mitigation and healing as well. To handle, players must move in or out of the boss&#039;s hitbox, and then be prepared to move out as soon as that portion of the attack resolves. Following this attack&#039;s resolution, players must handle &#039;&#039;&#039;Trinity&#039;&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
These mechanics will repeat three times, and then the boss will enrage, casting &#039;&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;&#039;. For this attack, each tower must be soaked by one player, killing them when the cast resolves. If a player is not in each tower, the party will wipe when the cast finishes. Players will need to push hard to meet this DPS check if the boss&#039;s HP is still high. These circles will continue to spawn until either players are unable to mitigate the circles, or the boss is defeated. After the first two tower sets, the remaining two alive players should not soak the towers, and instead let them explode, as this buys an additional second to damage the boss.&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
*1 {{item icon|Dragonsong Token}}&lt;br /&gt;
* [[Dragonsong&#039;s Reprise Adventurer Plate]]&lt;br /&gt;
&lt;br /&gt;
When originally released, you could receive only one reward item per week for completing Dragonsong&#039;s Reprise (Ultimate). This restriction was removed in [[Patch 6.2]].&lt;br /&gt;
&lt;br /&gt;
The reward can be exchanged with [[Nesvaaz]] in [[Radz-at-Han]] (X:10.6 Y:10.0) for [[Ultimate Weapons of the Heavens]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|As Suits a Hero}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World First==&lt;br /&gt;
The World&#039;s First clear was by the static &#039;&#039;Neverland&#039;&#039; on 5/2/2022.&amp;lt;ref&amp;gt;https://twitter.com/ZeppeMonado/status/1521111280681115648?s=20&amp;amp;t=Pt89PviK8OEk3CjrlbFwjw&amp;lt;/ref&amp;gt; After the use of third party tools (including user interface modifications and text-to-speech callouts) in violation of the ToS was confirmed by the community, producer/director YoshiP issued a statement.&amp;lt;ref&amp;gt;[https://na.finalfantasyxiv.com/lodestone/topics/detail/36c4d699763603fadd2e61482b0c5d56cb2e4547 Regarding Third-party Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; I&#039;ll cut you to pieces! (&#039;&#039;upon pull&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; The power! It fills me! (&#039;&#039;casting first Holiest of Holy&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Witness me! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; How was that? (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Down with you! (&#039;&#039;first Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Ahahahahahahaha! (&#039;&#039;second Hyperdimensional Slash lasers&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Hahaha! (&#039;&#039;after Hyperdimensional Slash&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; Let us see how you handle this! (&#039;&#039;Shining Blade&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;before Burning Chains&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Begone with you! (&#039;&#039;Heavensflame&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; In pursuit of the archbishop, the Warrior of Light journeyed to Azys Lla, where s/he confronted a primal born of the power of the Eye: King Thordan and his knights twelve. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Your feeble light shall fade before my brilliance! (&#039;&#039;upon pull&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
During Phases 2 and 5, Thordan will occasionally say the following when being damaged. These lines are &#039;&#039;&#039;voice acted&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; What?&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Gah!&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; &#039;&#039;grunts&#039;&#039;&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Strength of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Strength of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; Scamper all you will. My lance will find you... (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; Charge! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Paulecrain? (white single ponytail):&#039;&#039;&#039; Ser Vellguine! On your mark! (&#039;&#039;Spiral Dive&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Janlenoux:&#039;&#039;&#039; Ever and always, Brother! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Adelphel:&#039;&#039;&#039; With me, Ser Janlenoux! (&#039;&#039;Holy Bladedance&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Gahahaha! (&#039;&#039;Dimensional Collapse&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Hermenost:&#039;&#039;&#039; Surging aether, become searing light! (&#039;&#039;Conviction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My knights! To arms! (&#039;&#039;Sanctity of the Ward&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Sanctity of the Ward cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; O Ascalon! Drink deep of the power of slumbering gods! (&#039;&#039;start of Fire/Ice&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I shall turn you into ash! (&#039;&#039;Heavens&#039; Stake&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my knights! (&#039;&#039;before Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I shall bury you and your beliefs! (&#039;&#039;Ultimate End&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Y-You survived my divine reckoning!? Impossible! (after &#039;&#039;Ultimate End&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; This is the power of light? No... if I must fall, then so shall you! (&#039;&#039;Aetheric Burst&#039;&#039;, first sentence is &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Impossible! (&#039;&#039;defeat&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Though s/he emerged victorious, his/her comrade&#039;s body was claimed to Nidhogg, who brought his unbridled rage to bear against Ishgard. (&#039;&#039;transition&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thy final verse is sung! (&#039;&#039;Final Chorus&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Ahm in ??? fhail! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Thou hast survived my song... Curse thee and thine eye, Hraesvelgr! (&#039;&#039;after Final Chorus&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; All will perish! (&#039;&#039;Dive from Grace&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; ??? (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; I would ask one last favor of you, Warrior of Light... (&#039;&#039;response&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Finish me... (&#039;&#039;spirits of Haurchefant and Ysayle appear&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Now, while I have the beat subdued! (&#039;&#039;Eyes of Nidhogg appear as targets&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; At long last, this flesh belongeth to me! And now, wicked mortals-my dirge shall usher you unto your doom! (&#039;&#039;Enrage&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Undone by mortal will. Whither now...? (&#039;&#039;defeat&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did one song draw to a close. But here and now, this minstrell shall perform another-a song of imagination transcending... (&#039;&#039;returning to the Vault&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; This ends here! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; And now the final curtain! (&#039;&#039;Planar Prison&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; Look out! (&#039;&#039;blocking Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; Fall! (&#039;&#039;throwing Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Haurchefant:&#039;&#039;&#039; You... you are unharmed? Thank goodness... (&#039;&#039;after being saved from Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; &#039;Tis said that there are no ifs in history, yet man is wont to dream. Let us dream, then, of a future where a dear comrade lived... (&#039;&#039;beginning of the Alternate Dragonsong War&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Vile dragons! My reign begins with your end! (&#039;&#039;Incarnation&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; My reign begins! (&#039;&#039;Incarnation&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Vidofnir:&#039;&#039;&#039; In the name of King Thordan... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Darkscale:&#039;&#039;&#039; What is thy bidding? (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Verdfolnir:&#039;&#039;&#039; Glory be to the Fury... (&#039;&#039;being tempered&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Wrath of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The power is mine! (&#039;&#039;Wrath of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Ignasse? (red double ponytail):&#039;&#039;&#039; You are mine! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Vellguine? (yellow double ponytail):&#039;&#039;&#039; None shall escape! (&#039;&#039;Spiral Pierce&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; I will turn you into ash! (&#039;&#039;Altar Pyre&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Blood and steel! (&#039;&#039;Empty Dimension&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Tell me, Warrior of Light. How do you propose to end this conflict? (&#039;&#039;after casting Ancient Quaga&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; To me, my loyal servants! (&#039;&#039;Death of the Heavens&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; The glory is mine! (&#039;&#039;Death of the Heavens cast finishes&#039;&#039;, &#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Guerrique:&#039;&#039;&#039; Yah! (&#039;&#039;Heavy Impact&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Zephirin:&#039;&#039;&#039; You defy the only rightful god! (&#039;&#039;Spear of the Fury&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Charibert:&#039;&#039;&#039; Filthy rats! (&#039;&#039;preparing Heavensflame&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Grinnaux:&#039;&#039;&#039; Begone, pests! (&#039;&#039;Faith Unmoving&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Ser Noudenet:&#039;&#039;&#039; Heavens rain death upon you! (&#039;&#039;Holy Meteor&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; If you believe that eliminating me will undo a thousand years of strife and suffering, then you are a fool. (&#039;&#039;Heavenly Heel&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; I yield... Have mercy, I beg you... (&#039;&#039;upon being brought below 3% health&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hmph, your compassion will be the end of you... (&#039;&#039;if spared&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; A single life can alter the course of history... Enslaved by an ancient relic, the great wyrm Hraesvelgr descended upon Ishgard at his vengeful brother&#039;s side. (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Nidhogg:&#039;&#039;&#039; Wriggling maggots! I shall grind you to paste in my jaws! (&#039;&#039;first appearance&#039;&#039;)&lt;br /&gt;
::&#039;&#039;&#039;Dragonspeak transcription:&#039;&#039;&#039; Mykh errn! (&#039;&#039;&#039;voice acted&#039;&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I swore to Shiva-swore that I would not take the lives of men... Stop me, I prithee! (&#039;&#039;Akh Afah&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Hraesvelgr:&#039;&#039;&#039; I thank thee, Servant of Hydaelyn... Now I may go to be with my beloved...&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Estinien! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Estinien:&#039;&#039;&#039; Graaaaaarrrghhh! (&#039;&#039;Resentment&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;King Thordan:&#039;&#039;&#039; Hahahaha! By the power of mine enemy&#039;s eyes, I am become a god eternal! (&#039;&#039;entering the field&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; Will there never be peace between man and dragon...? (&#039;&#039;King Thordan absorbs the eyes of Nidhogg and Hraesvelgr&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Alphinaud:&#039;&#039;&#039; We must see Estinien to safety! (&#039;&#039;running to Estinien&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; Thus did a dreadful new divinity arise-one endowed with the nigh-irrepressible life force of two great wyrms... (&#039;&#039;introduction&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Purge the tainted with the light of sorrow immeasurable! (&#039;&#039;Exaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Consign the wicked with the light of rancor unquenchable! (&#039;&#039;Akh Morn&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; O Ascalon! Scorch the earth with the light of regret unfathomable! (&#039;&#039;Gigaflare&#039;s Edge&#039;&#039;)&lt;br /&gt;
:&#039;&#039;&#039;Dragon-king Thordan:&#039;&#039;&#039; Your time is come! Eyes of mine enemy, bring oblivion unto the unbelievers! (&#039;&#039;Morn Afah&#039;s Edge&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Cutscene&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Wandering Minstrel:&#039;&#039;&#039; So ends an alternate chapter in their tale. What lessons, dear listener, might we derive from this Dragonsong reimagined? Be it that of man or dragon, all life is precious, and the loss of loved ones shall ever darken the hearts of those left behind. Yet death is not the end of what was wrought. The memories forged, the affection shared, the hope inherited... Such things grant us the strength to walk unto the morrow, and there is no greater proof of this than the Warrior of Light&#039;s journey. From the fantastical works of a wandering minstrel. &#039;&#039;Heavensward: A Reimagining&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1: Vault Knights|The Heavens&#039; Ward}}&lt;br /&gt;
{{music table row|Phase 2: King Thordan|Heroes}}&lt;br /&gt;
{{music table row|Phase 3: Nidhogg|Freefall}}&lt;br /&gt;
{{music table row|Phase 4: The Eyes&amp;lt;br&amp;gt;Ending Cutscene|Contention}}&lt;br /&gt;
{{music table row|Phase 4 Enrage|Primogenitor}}&lt;br /&gt;
{{music table row|Intermission|Hallowed Halls}}&lt;br /&gt;
{{music table row|Phase 5: Dark King Thordan|Heavensward}}&lt;br /&gt;
{{music table row|Phase 6: Nidhogg and Hraesvelgr|Dragonsong}}&lt;br /&gt;
{{music table row|Phase 7: Dragon-king Thordan|Revenge Twofold (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
DSR.png&lt;br /&gt;
DSR boss.png&lt;br /&gt;
DSR phase 1.png&lt;br /&gt;
DSR phase 6.jpg&lt;br /&gt;
Dragon-king Thordan render.png&lt;br /&gt;
File:All Ultimates Weapons.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*On June 16, 2022, the encounter was cleared using only one healer and five DPS instead of the usual two healers and four DPS. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Jh9r53b6q_c&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&#039;&#039;&#039;[https://ultistrats.com/guides/dsr/ North America Party Finder Strategies]&#039;&#039;&#039;&lt;br /&gt;
*Phase 1: The Vault Knights&lt;br /&gt;
**Playstation knockback:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dsr p1.png|200px]]&lt;br /&gt;
**Planar Prison: &amp;quot;HMRT EWEW&amp;quot;&lt;br /&gt;
***First, the healers take the protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Second, melee DPS take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
***Third, ranged DPS take their protean cleaves south, then go east to drop their puddles.&lt;br /&gt;
***Finally, tanks take their protean cleaves south, then go west to drop their puddles.&lt;br /&gt;
&lt;br /&gt;
*Phase 2: King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=175561044175561&amp;amp;preview=1 Strength of the Ward]&lt;br /&gt;
***Please note that the toolbox is inaccurate for waymarks and group priorities.&lt;br /&gt;
***Waymarks: Placed on cardinals and intercardinals, but starting from north going clockwise, the order is ABCD1234, not A1B2C3D4&lt;br /&gt;
***Group priorities: G1 NW CCW (Numbers); G2 N CW (Letters)&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=840061660351561&amp;amp;preview=1 Sanctity of the Ward Part 1: Dashes]&lt;br /&gt;
***G1 away from dark knight&lt;br /&gt;
***G2 towards dark knight&lt;br /&gt;
***Role swap for sword markers&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=050062490351561&amp;amp;preview=1 Sanctity of the Ward Part 2: Meteors and Towers]&lt;br /&gt;
&lt;br /&gt;
*Phase 3: [https://ff14.toolboxgaming.space/?id=375562215175561&amp;amp;preview=1#4 Nidhogg]&lt;br /&gt;
**Up arrow debuff stands east&lt;br /&gt;
**Down arrow debuff stands west&lt;br /&gt;
**Arrow priority overrides initial positions&lt;br /&gt;
&lt;br /&gt;
*Phase 4: [https://raidplan.io/plan/8z6l3K14M-v5NOnz Eyes]&lt;br /&gt;
**Melees and tanks will walk to ranged players to pass, after popping yellow orb.&lt;br /&gt;
&lt;br /&gt;
*Phase 5: Dark King Thordan&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=055565203865561&amp;amp;preview=1 Wrath of the Heavens]&lt;br /&gt;
**[https://ff14.toolboxgaming.space/?id=655564591965561&amp;amp;preview=1 Death of the Heavens]&lt;br /&gt;
**[https://cdn.discordapp.com/attachments/991078812903165982/1137091025287008326/edit.png Earthquake dodges for DotH]&lt;br /&gt;
&lt;br /&gt;
*Phase 6: [https://ff14.toolboxgaming.space/?id=426762112878561&amp;amp;preview=1 Nidhogg and Hraesvelgr]&lt;br /&gt;
**Group 1 initially attacks Nidhogg and stacks north for Akh Afah. Group 2 initially attacks Hraesvelgr and stacks south for Akh Afah.&lt;br /&gt;
**Mortal Vow pass order: XTTMR&lt;br /&gt;
**NOTE: Party Finder groups in North America and Europe expect the use of an &amp;quot;automarker&amp;quot; (AM, &amp;quot;Allagan Melon&amp;quot;) third party tool to simplify the Wroth Flames mechanic. There are Terms of Service-friendly ways of resolving this mechanic (e.g., [[Sign#Useful macros|self-marking macros]]), although such use is extremely rare in Party Finder and more suitable in a static environment.&lt;br /&gt;
**Wyrmsbreath 2 in the toolbox is outdated as &amp;quot;[https://media.discordapp.net/attachments/968960770551463976/1047711267902738522/CB593476-1DDF-4A21-9A47-5FF6FB316150.png Static WB2]&amp;quot; is now the preferred strategy.&lt;br /&gt;
&lt;br /&gt;
*Phase 7: [https://ff14.toolboxgaming.space/?id=448767858029561&amp;amp;preview=1 Dragon-king Thordan]&lt;br /&gt;
**Please note that Party Finder uses the &amp;quot;611&amp;quot; strategy for Akh Morn&#039;s Edge, which is not reflected in the toolbox.&lt;br /&gt;
**Akh Morn 1: Group 1 northwest red tower, group 2 northeast red tower, tanks south blue tower&lt;br /&gt;
**Akh Morn 2/3: Party northwest red tower, invulning tank south blue tower, non-invulning tank northeast red tower&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1sUEuFDGa_Qg4SYHo4y7b4oEvUGvmhkUMn2rPdXdWEo0/edit#gid=1960553822 Mitigation spreadsheet]&lt;br /&gt;
*[https://github.com/WCGH/Dragonsong-Sim/releases Downloadable offline simulator for phase 3, 5, and 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Timeworn_Gargantuaskin_Map&amp;diff=997873</id>
		<title>Timeworn Gargantuaskin Map</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Timeworn_Gargantuaskin_Map&amp;diff=997873"/>
		<updated>2025-08-08T09:08:10Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Rare */ added gimme kitten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Timeworn Gargantuaskin Map&lt;br /&gt;
| icon = timeworn gargantuaskin map icon1.png&lt;br /&gt;
| description = This bottle holds a timeworn map classified as risk-reward grade 18 among treasure hunters.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;※Use the action Decipher to extract the map and examine its contents.&amp;lt;br&amp;gt;※Level 100 full party (eight players) recommended.&lt;br /&gt;
| type = other&lt;br /&gt;
| effects = &lt;br /&gt;
| material-type = Miscellany&lt;br /&gt;
| unique = y&lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = &lt;br /&gt;
| ilvl = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| recast = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = 21&lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| patch = 7.3&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-edb = f5c0be622b2&lt;br /&gt;
| id-gt = 46185&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
* Level 100★★ [[Quarrying]] in [[Heatwells]] ([[Asyle Volcane]], [[Living Memory]]) {{convert coordinate|35, 18}} (same node as [[Rarefied Artificial Volcanic Rock]])&lt;br /&gt;
* Level 100★★ [[Harvesting]] in [[Blooms of Discovery]] ([[Windspath Gardens]], [[Living Memory]]) {{convert coordinate|17, 18}} (same node as [[Wind Parsley]]/[[Windsbalm Bay Leaf]]/[[Broccoli]])&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
{{main|Treasure Hunt}}&lt;br /&gt;
{{action icon|Decipher}}s into {{item icon|Gargantuaskin Treasure Map}}&lt;br /&gt;
===Loot===&lt;br /&gt;
====Rare====&lt;br /&gt;
*{{contains|Yan Horn}}&lt;br /&gt;
*{{contains|Mini Yan}}&lt;br /&gt;
*{{contains|Gimme Kitten}}&lt;br /&gt;
*{{contains|Fun and Games Orchestrion Roll}}&lt;br /&gt;
*{{contains|Chocobo Chick Fountain}}&lt;br /&gt;
*{{contains|Corduroy Felt}}&lt;br /&gt;
*{{contains|Dichromatic Dye}}&lt;br /&gt;
*{{contains|Dumbbell Rack}}&lt;br /&gt;
*{{contains|Flexible Leather Band}}&lt;br /&gt;
*{{contains|Mamonite}}&lt;br /&gt;
*{{contains|Summerlight Linen}}&lt;br /&gt;
*{{contains|The Faces We Wear - Slim Frame Glasses}}&lt;br /&gt;
*{{contains|Training Mat}}&lt;br /&gt;
&lt;br /&gt;
====Common====&lt;br /&gt;
*{{contains|Fire Crystal}}&lt;br /&gt;
*{{contains|Ice Crystal}}&lt;br /&gt;
*{{contains|Wind Crystal}}&lt;br /&gt;
*{{contains|Earth Crystal}}&lt;br /&gt;
*{{contains|Lightning Crystal}}&lt;br /&gt;
*{{contains|Water Crystal}}&lt;br /&gt;
*{{contains|Fire Cluster}}&lt;br /&gt;
*{{contains|Ice Cluster}}&lt;br /&gt;
*{{contains|Wind Cluster}}&lt;br /&gt;
*{{contains|Earth Cluster}}&lt;br /&gt;
*{{contains|Lightning Cluster}}&lt;br /&gt;
*{{contains|Water Cluster}}&lt;br /&gt;
*{{contains|Acacia Bark}}&lt;br /&gt;
*{{contains|Acacia Log}}&lt;br /&gt;
*{{contains|Ceiba Lumber}}&lt;br /&gt;
*{{contains|Claro Walnut Lumber}}&lt;br /&gt;
*{{contains|Eucalyptus}}&lt;br /&gt;
*{{contains|Ginseng Log}}&lt;br /&gt;
*{{contains|Hammerhead Crocodile Leather}}&lt;br /&gt;
*{{contains|Magnesia Powder}}&lt;br /&gt;
*{{contains|Mountain Linen}}&lt;br /&gt;
*{{contains|Mountain Chromite Ore}}&lt;br /&gt;
*{{contains|Purussaurus Leather}}&lt;br /&gt;
*{{contains|Raw Pink Beryl}}&lt;br /&gt;
*{{contains|Ra&#039;Kaznar Ore}}&lt;br /&gt;
*{{contains|Rroneek Serge}}&lt;br /&gt;
*{{contains|Ruthenium Ore}}&lt;br /&gt;
*{{contains|Sarcenet}}&lt;br /&gt;
*{{contains|Sarcenet Cloth}}&lt;br /&gt;
*{{contains|Silver Lobo Leather}}&lt;br /&gt;
*{{contains|Snow Cotton Cloth}}&lt;br /&gt;
*{{contains|Titanium Gold Ore}}&lt;br /&gt;
*{{contains|White Gold Ingot}}&lt;br /&gt;
*{{contains|White Gold Ore}}&lt;br /&gt;
*{{contains|Yak T&#039;el Spring Water}}&lt;br /&gt;
*{{contains|Grade 1 Gemsap of Vitality}}&lt;br /&gt;
*{{contains|Grade 1 Gemsap of Mind}}&lt;br /&gt;
*{{contains|Grade 3 Gemsap of Intelligence}}&lt;br /&gt;
*{{contains|Grade 1 Gemdraught of Vitality}}&lt;br /&gt;
*{{contains|Grade 1 Gemdraught of Mind}}&lt;br /&gt;
*{{contains|Grade 1 Gemdraught of Strength}}&lt;br /&gt;
*{{contains|Cracked Novacluster}}&lt;br /&gt;
*{{contains|Savage Aim Materia XII}}&lt;br /&gt;
*{{contains|Savage Aim Materia XI}}&lt;br /&gt;
*{{contains|Savage Might Materia XII}}&lt;br /&gt;
*{{contains|Savage Might Materia XI}}&lt;br /&gt;
*{{contains|Heavens&#039; Eye Materia XII}}&lt;br /&gt;
*{{contains|Heavens&#039; Eye Materia XI}}&lt;br /&gt;
*{{contains|Quickarm Materia XII}}&lt;br /&gt;
*{{contains|Quickarm Materia XI}}&lt;br /&gt;
*{{contains|Quicktongue Materia XII}}&lt;br /&gt;
*{{contains|Quicktongue Materia XI}}&lt;br /&gt;
*{{contains|Battledance Materia XII}}&lt;br /&gt;
*{{contains|Battledance Materia XI}}&lt;br /&gt;
*{{contains|Piety Materia XII}}&lt;br /&gt;
*{{contains|Piety Materia XI}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Competence Materia XII}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Competence Materia XI}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Cunning Materia XII}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Cunning Materia XI}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Command Materia XII}}&lt;br /&gt;
*{{contains|Craftsman&#039;s Command Materia XI}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Guerdon Materia XII}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Guerdon Materia XI}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Guile Materia XII}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Guile Materia XI}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Grasp Materia XII}}&lt;br /&gt;
*{{contains|Gatherer&#039;s Grasp Materia XI}}&lt;br /&gt;
&lt;br /&gt;
==Treasure Locations==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=400px&amp;gt;&lt;br /&gt;
Living Memory Gargantuaskin Maps.png|[[Living Memory]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=862933</id>
		<title>Hells&#039; Kier (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hells%27_Kier_(Extreme)&amp;diff=862933"/>
		<updated>2025-02-15T09:37:48Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Phase 1 */ Correct NESW to card/intercard since they can also spawn NE NW SE SW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 70 challenge-mode [[trial]]|the optional story-mode level 70 [[trial]]|Hells&#039; Kier}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Hells&#039; Kier (Extreme)&lt;br /&gt;
| description = Ever eager to put his lyrical skills to the proof, the wandering minstrel has crafted yet another tanka, this time deriving inspiration from your pitched battle against the auspice Suzaku deep beneath Hells&#039; Lid. Knowing full well the suggestive power of his words, you once more close your eyes and set your mind adrift in the memories of that day, augmented by his dramatic flair...&lt;br /&gt;
| image = Hells&#039;_Kier_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 370&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Stormblood)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| tomestones = 25 Poetics&lt;br /&gt;
| entrance = Reisen Temple&lt;br /&gt;
| entrance-coordinates = 6.3, 6.8&lt;br /&gt;
| location = Hells&#039; Kier&lt;br /&gt;
| region = Othard&lt;br /&gt;
| req-quest = Songs in the Key of Kugane&lt;br /&gt;
| patch = 4.4&lt;br /&gt;
| release = Stormblood&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Hells&#039; Kier (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Auspice]]: [[Suzaku]]===&lt;br /&gt;
On entering the Hell&#039;s Kier (Extreme) arena, participants will notice four Pheonix corpses (&#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;) scattered around its centre. Bear in mind that these will respawn if specific fire-based abilities hit them during the encounter. Also, healers should be mindful of [[Suzaku]]&#039;s auto-attacks throughout the battle whenever she is not actively casting abilities seeing as the main tank will be taking continuous damage.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; - an unavoidable raid-wide blast that will damage all participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rout&#039;&#039;&#039; - Suzaku will fly out of the arena and reappear somewhere along its edge. Simultaneously, all players will be tagged with an AoE marker. The group must move out Suzaku&#039;s path to avoid an incoming dive-bomb while also spreading around the arena to avoid clipping other players with their AoE mark. This is best achieved by having 3-4 players on opposite ends of the arena, giving the group enough space to spread out while Suzaku launches herself through the centre. Considering that the AoE markers inflict fire damage, players must also avoid clipping the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleeting Summer&#039;&#039;&#039; - Suzaku will turn towards a random member of the party and aim a frontal AoE cone in their direction that should be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; - Suzaku will blast the main-tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Down&#039;&#039;&#039; - a set of overlapping mechanics that begin with small plumes being dropped around the arena in a set pattern, along with a much larger plume in the very centre with far superior health. After being summoned, all plumes will begin to long-cast a deadly AoE attack (indicated by AoE circles emanating from each plume).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If left unattended, the central plume will resurrect all four &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; with a drastic &#039;&#039;&#039;HP buff&#039;&#039;&#039; that makes them borderline impossible to kill. If that happens, the adds will typically survive long enough to wipe the entire raid via unavoidable damage and debuffs. As a result, players must utilize the following mechanic, &#039;&#039;&#039;Rekindle&#039;&#039;&#039;, to their advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rekindle&#039;&#039;&#039; - tags all damage-dealers with an AoE marker that will inflict fire damage to the marked player and anyone caught in its blast. Due to being fire-based, these can also resurrect the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;. However, unlike the central plume from &#039;&#039;&#039;Pheonix Down&#039;&#039;&#039;, resurrecting the adds in this manner will not provide them with a major &#039;&#039;&#039;HP buff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The group should first kill four small plumes, which will spawn on either cardinals or intercardinals, to provide enough space to avoid the AoE blast from the remaining plumes. At the same time, damage-dealers must be ready to move to a chosen Phoenix and resurrect it with their &#039;&#039;&#039;Rekindle&#039;&#039;&#039; marker, preferably without overlapping with other AoE markers and causing unnecessary damage to one another. If done correctly, the resurrected add(s) will tether themselves to the damage-dealer who raised them, allowing them to be pulled away from the central plume and into one of the four safe spots that were created by killing the small plumes. Once done, the remaining plumes can be ignored while the group slay the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ashes to Ashes&#039;&#039;&#039; - should any of the &#039;&#039;&#039;Scarlet Ladies&#039;&#039;&#039; remain alive long enough, they will blast the raid with excruciating AoE damage and inflict a stackable &#039;&#039;&#039;Supperation&#039;&#039;&#039; debuff. Due to this, all adds should be burned down as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cremate&#039;&#039;&#039; will once again be cast during the above mechanics, blasting the main tank with a vicious magic-based tank-buster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039; will be cast once more, blasting the raid with unavoidable AoE damage. After doing so, Suzaku will fly to the centre of the arena, marking the arrival of Phase 2.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
*&#039;&#039;&#039;Eternal Flame&#039;&#039;&#039; - Suzaku will briefly fly out of the arena while it undergoes a noticeable transformation. A pattern will begin to form in the arena centre that contains eight circles around its edges - one for each member of the raid to stand in. After a brief delay, Suzaku will summon orbs that will travel from the sides of the arena towards the centre that should be absorbed by players. To do so, players need to face in the same direction as the arrow displayed on their respective circle. Successfully doing so will allow the player to absorb the incoming orb, gain a stacking &#039;&#039;&#039;damage up&#039;&#039;&#039; buff, and prevent Suzaku from gaining more power for an upcoming raid-wide blast (&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Fever&#039;&#039;&#039; - Suzaku will blast the entire arena with raid-wide damage (magnified by any orbs that were not properly absorbed during &#039;&#039;&#039;Eternal Flame&#039;&#039;&#039;). After doing so, Suzaku will now be in &#039;&#039;&#039;human form&#039;&#039;&#039;, and the entire arena will now have a visible hole in its centre and no outer edges. In short, players can now fall through the centre or over the edges. The group should also note that the entire arena will now have four visibly different quadrants that will be relevant during later mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Southron Star&#039;&#039;&#039; - Suzaku will barrage the raid with an unavoidable raid-wide AoE (which is essentially her human version of &#039;&#039;&#039;Screams of the Damned&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; - Suzaku will pull all participants towards her by a set distance, putting everyone at risk of falling through the hole in the centre of the arena. To avoid this, players can either move to the outer edges or utilize skills such as &#039;&#039;&#039;Surecast&#039;&#039;&#039; to prevent knockbacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; - a double mechanic, starting with a frontal AoE that targets a random member of the group. At the same time, four players will also be tagged by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; (AoE markers). Due to this, the group must avoid the AoE as well as marked players by spreading around the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scathing Net&#039;&#039;&#039; - tags a random Healer with a stack-mark AoE, forcing the party to regroup and stack to help absorb the incoming damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; - a vicious tank-buster that will brand the target with &#039;&#039;&#039;physical vulnerability&#039;&#039;&#039; before unleashing a barrage of physical attacks. To succeed, the off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast. After performing the tank-buster, Suzaku will blast the area in front of her with a un-telegraphed conal AoE knockback. The group must ensure that they are not standing in front of Suzaku at this time or they will be punted out of the arena to their death (if not slain by its damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; - the four quadrants of the arena will each adopt a unique colour and rune pattern. Simultaneously, the same patterns and colours on the ground will be displayed in two sequences outside of the arena while a tethered Phoenix begins to rotate towards them. As the Phoenix touches the outer runes, the quadrant containing that rune/colour will explode, forcing the group to pay attention to the upcoming sequences and move so that they do not stand within an exploding quadrant.&lt;br /&gt;
&lt;br /&gt;
*Once the two sequences have been completed, Suzaku will either cast &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pulling the group into the centre) or &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (a knockback from the arena centre). In short, players will either have to move away to avoid being sucked into the central hole, or closer, to avoid being knocked off the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Close-Quarter Crescendo&#039;&#039;&#039; - tethers all players to a fiery orb. After being fully cast, players will be &#039;&#039;&#039;force marched&#039;&#039;&#039; in the direction of the arrow the orb displays by a large distance. The group must ensure that they aim themselves so that they don&#039;t walk off the edge or through the central hole.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast once again - a frontal AoE along with four players being marked by &#039;&#039;&#039;Rekindle&#039;&#039;&#039; AoE&#039;s. This is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; immediately follows (and is treated the same way as it was before). The off-tank should provoke Suzaku while &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; is being cast, while the raid moves behind her to avoid the upcoming frontal AoE knockback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will happen once more, only this time, players must be mindful of either &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039; (knockback) or &#039;&#039;&#039;Mesmerizing Melody&#039;&#039;&#039; (pull) as soon as the rotating Phoenix spawns. It is entirely random which one is used, so watch out! Also, Suzaku will cast a &#039;&#039;&#039;Southron Star&#039;&#039;&#039; after the first sequence and a &#039;&#039;&#039;{{action icon|Phantom Flurry}}&#039;&#039;&#039; after the second.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incandescent Interlude&#039;&#039;&#039; - spawns four meteor circles at cardinal points around the arena, encouraging players to stand within each one to avoid lethal destruction. However, this mechanic overlaps with &#039;&#039;&#039;Ruthless Refrain&#039;&#039;&#039;, meaning that manually standing within the circle will result in being knocked off the arena. Instead, players must stand close to Suzaku so that they get knocked into the meteor circle. However, four players will also be marked by AoE circles - either all damage-dealers or the tanks and healers. As a result, the group should pair a damage-dealer with a tank or healer and stand close to Suzaku. Once the marked players have been identified, the unmarked player should aim themselves so that they get pushed into a meteor circle, while the marked players point themselves towards an intercardinal direction to avoid meteor circles (and anyone pushed into them).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well Of Flame&#039;&#039;&#039; will be cast yet again and is treated the exact same way as it was before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039; will appear for the third time, except now the sequences will only involve four runes per cycle and be overlapped by several mechanics. These include:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Well of Flame &amp;amp; Rekindle&#039;&#039;&#039; - forcing players to avoid the exploding quadrants, other marked players, and an AoE from Suzaku.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Close Quarter Crescendo&#039;&#039;&#039; - tethering players for a directional &#039;&#039;&#039;forced march&#039;&#039;&#039; before the sequence begins, forcing the group to aim themselves so that they are forced to a safe quadrant without walking off the edge of the arena or through the hole in the centre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4-Sequence + Mesmerizing Melody (OR) Ruthless Refrain&#039;&#039;&#039; - much like before, players must be ready to either move close to Suzaku to avoid being knocked off the edge, or move away from Suzaku to avoid being pulled through the central hole before dealing with the exploding quadrants. As soon as this sequence is complete, Suzaku will prepare a &#039;&#039;&#039;Phoenix Flurry&#039;&#039;&#039; which, like before, requires an immediate tank-swap and for all party members to stand behind Suzaku to avoid the un-telegraphed knockback. Once successful, players can then deal with the upcoming sequence of exploding quadrants.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
If Suzaku has not been slain by this point, she will begin repeating a set of familiar mechanics before initiating an enrage phase, indicated by another &#039;&#039;&#039;Phoenix Pattern&#039;&#039;&#039;. However, this sequence will have absolutely no safe quadrants to stand in at all, resulting in an inevitable wipe if she has not been defeated quickly enough.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Suzaku&#039;s Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Suzaku Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Euphonious Kamuy Fife}} at [[Eschina]] in [[Rhalgr&#039;s Reach]] (X:13.8 Y:11.8).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Suzaku Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Paladin Arms (IL 385)}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greataxe}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Odachi}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Lance}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Pinions}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Chokuto}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Kunai}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Greatbow}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Revolver}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rod}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Grimoire}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Rapier}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Cane}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Codex}}&lt;br /&gt;
{{Drops table row|Suzaku&#039;s Ephemeris}}&lt;br /&gt;
{{Drops table row|Scarlet Tailfeather}}&lt;br /&gt;
{{Drops table row|Suzaku Weapon Coffer (IL 385)}}&lt;br /&gt;
{{Drops table row|Euphonious Kamuy Fife}}&lt;br /&gt;
{{Drops table row|Faded Copy of Sunrise}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|The Scarlet Bloodletter (Achievement)}}&lt;br /&gt;
{{achievement table row|Mightier than the Vermilion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
File:Hells&#039; Kier Image.jpg&lt;br /&gt;
File:Hells&#039; Kier (Extreme) Image.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|trial}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dalriada&amp;diff=848279</id>
		<title>The Dalriada</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Dalriada&amp;diff=848279"/>
		<updated>2024-11-23T01:26:11Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* link= 4th-make Cuchulainn */ added Earthshaker information to Fell Flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FATE infobox&lt;br /&gt;
| title = The &#039;&#039;Dalriada&#039;&#039;&lt;br /&gt;
| description = The Dalriada&#039;s engines have failed, forcing it to the ground. The Resistance would seize this opportunity to storm the warship, and at last put an end to the imperials&#039; presence in Bozja. &lt;br /&gt;
| starting-npc = &lt;br /&gt;
| location =  	Zadnor&lt;br /&gt;
| location-x = &lt;br /&gt;
| location-y = &lt;br /&gt;
| type = critical engagement assault&lt;br /&gt;
| event-fate = &lt;br /&gt;
| eventname = &lt;br /&gt;
| level = 80&lt;br /&gt;
| duration = 20&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp-range = 2,174,400-3,366,000&lt;br /&gt;
| eureka-exp = &lt;br /&gt;
| gil = &lt;br /&gt;
| bicolor gemstone = &lt;br /&gt;
| seals = &lt;br /&gt;
| mettle = 3375000&lt;br /&gt;
| tomestone = 50&lt;br /&gt;
| eureka-spawnmob = &lt;br /&gt;
| eureka-element = &lt;br /&gt;
| eureka-light = &lt;br /&gt;
| item-reward1 = 40 Bozjan Mythril Coin&lt;br /&gt;
| prev-fate = &lt;br /&gt;
| next-fate = &lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Field Operations|Zadnor}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;The Dalriada&#039;&#039;&#039; is a special engagement that takes place in a separate zone and serves as the &amp;quot;finale&amp;quot; to [[Zadnor]].  Available after reaching Resistance Rank 25 and completing the prerequisite quests, it is an instance that allows up to a maximum of 48 players, and is accessed in the same way as {{questlink|ce-assault|Castrum Lacus Litore}} is in the {{questlink|bsf|Bozjan Southern Front}}. When it pops, click the Register button in the Resistance Recruitment list, and if you are selected, click Commence.  Defeating bosses within the &#039;&#039;Dalriada&#039;&#039; grants rare loot, {{item icon|Bozjan Mythril Coin}}s, and {{item icon|Bozjan Platinum Coin}}s, which can be exchanged for special armor sets.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Disciple of War or Magic level 80 or higher&lt;br /&gt;
*Resistance Rank 25&lt;br /&gt;
*[[Quest]]: {{questlink|feature|March of the Bloody Queen}}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
[[The Dalriada]] is designed for a maximum of 48 players, however if the group is significantly undersized, [[the Echo]] will be applied to facilitate completion with the smaller group.  The time limit starts at 20 minutes, and is extended by 10 minutes each time a boss encounter is completed.&lt;br /&gt;
&lt;br /&gt;
===Breaching the &#039;&#039;Dalriada&#039;&#039;===&lt;br /&gt;
Split 8 people off from the main raid and have them board the hoverbikes to go &amp;quot;up&amp;quot; and face Sartauvoir the Inferno while the rest of the group stays &amp;quot;down&amp;quot; and faces a miniboss gauntlet. Both encounters must be fought simultaneously, so players should ensure both the top and bottom groups are ready before pulling. If only one boss is engaged, invincible colossi will spawn after 15 seconds and quickly wipe the party. Please note that if the raid is significantly undersized you may want fewer than 8 players to go up to ensure that there are enough people on the miniboss gauntlet.  The Echo will ensure both encounters remain beatable if the groups are properly balanced.&lt;br /&gt;
&lt;br /&gt;
====[[File:Aggressive difficulty r6.png|link=]] [[Sartauvoir|Sartauvoir the Inferno]] (For players going up via hoverbikes)====&lt;br /&gt;
*&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;: Room-wide damage, mitigate and heal.&lt;br /&gt;
*&#039;&#039;&#039;Time Eruption&#039;&#039;&#039;: Clocks will spawn on the floor in a grid. Players need to locate the slowest turning clock and stand on that square until the rest of the clocks explode, then move off the clock to avoid that explosion. The boss can also use &#039;&#039;&#039;Reverse Time Eruption&#039;&#039;&#039;, which is the exact opposite mechanic.&lt;br /&gt;
The boss will also summon &#039;&#039;&#039;Phoenix Egis&#039;&#039;&#039; that will charge in a straight line across the arena. Step out from in front of them to avoid.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Gust&#039;&#039;&#039;: The boss fires a line AoE at random players. These can be avoided by anyone who isn&#039;t targeted.&lt;br /&gt;
*&#039;&#039;&#039;Grand Crossflame&#039;&#039;&#039;: A wide cross AoE In the middle of the arena. Simply step out of the AoE to avoid.&lt;br /&gt;
The boss can also summon meteor markers that require one player to stand in.&lt;br /&gt;
At 55% the boss will return to the center of the arena and cast multiple &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; spells before transforming.&lt;br /&gt;
*&#039;&#039;&#039;Burning Blade&#039;&#039;&#039;: A heavy-hitting tankbuster. Mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Mannatheihwon Flame&#039;&#039;&#039;: Deals raid-wide damage and drops cross marks in the front of random players hitboxes. To deal with this, all players should stack and face the same direction to bait the crosses to fire in one direction.&lt;br /&gt;
*&#039;&#039;&#039;Left/Right Brand&#039;&#039;&#039;: The boss will telegraph what side the attack will fire from and will cleave that entire side of the arena based on where he is facing.&lt;br /&gt;
*&#039;&#039;&#039;Doublecast&#039;&#039;&#039;: Four players are marked with AoEs and a player is marked with a stack marker. Players with the AoE should spread out, while everyone else stacks with the player with the marker.&lt;br /&gt;
From here the mechanics repeat until the boss is defeated. If the other party hasn&#039;t finished their fight, small mobs will spawn that need to be defeated until they are done.&lt;br /&gt;
&lt;br /&gt;
====Miniboss Gauntlet (For everyone staying down)====&lt;br /&gt;
*&#039;&#039;&#039;4th Legion Blackburn&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Oppressive Magic Rays&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal.&lt;br /&gt;
**&#039;&#039;&#039;Anti-personnel Missile&#039;&#039;&#039;: Marks two quadrants on the floor as &#039;unsafe&#039; zones on the floor, three times in a row. Players will have to remember the order of the unsafe zones and move accordingly.&lt;br /&gt;
**&#039;&#039;&#039;Field Support&#039;&#039;&#039;: Lines a wall with soldiers with crosses that will fire across the arena, as well as an adjacent wall with a few safe zones in between soldiers. Players will also be marked with a &#039;&#039;&#039;Weak spot&#039;&#039;&#039; marker. Players need to stand in the safe gaps and turn the open side of the marker towards the wall with no safe zones. After the attacks fire the soldiers will swarm the arena. Grab them and AoE them down. The boss&#039;s mechanics will repeat until it is defeated.&lt;br /&gt;
*&#039;&#039;&#039;4th Legion Augur&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Sanctified Quake 3&#039;&#039;&#039;: Room-wide damage. Mitigate and heal.&lt;br /&gt;
**&#039;&#039;&#039;Voidcall&#039;&#039;&#039;: The boss will summon several ads: The &#039;&#039;&#039;Flameborne Zinitra&#039;&#039;&#039; will cast a knockback, the &#039;&#039;&#039;Stormborne Zinitra&#039;&#039;&#039; will each use a point-blank AoE and the &#039;&#039;&#039;Waveborne Zinitra&#039;&#039;&#039; will mark donut AoEs under players. Players should stack and either get knocked back under the &#039;&#039;&#039;Waveborne Zinitra&#039;&#039;&#039; to avoid the other AoEs, or stack in the center and pop a knockback resistance. After the attacks resolve, the ads will swarm the arena. Grab them and AoE them down.&lt;br /&gt;
**&#039;&#039;&#039;Pyroplexy&#039;&#039;&#039;&#039;: Meteor markers spawn around the arena, each requiring one player standing in them before they resolve. If a circle is missed it will explode, dealing damage and inflicting everyone with a {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stacking debuff.&lt;br /&gt;
*&#039;&#039;&#039;Tamed Alkonost/Tamed Carrion Crow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stormcall/Winds&#039;&#039;&#039;: Orbs will be summoned on one side of the arena and tether to the boss while the Crow will mark one side of the arena with a tornado and a massive knockback. The orbs will move towards the side of the arena with one orb moving slower. The orbs will touch the edge of the arena, dropping large AoEs, then the knockback will fire, pushing players and the slow-moving orb to the other side of the arena. Players should follow the slow-moving orb, then after the wind blows, move away from the side the slow-moving orb is on.&lt;br /&gt;
Alkonost will summon four shadows and tether to them two at a time, performing attacks that the clones will mimic and fire all at once. Two of the clones will mimic &#039;&#039;&#039;Painful Gust&#039;&#039;&#039;, a large point-blank AoE, and &#039;&#039;&#039;Frigid Pulse&#039;&#039;&#039;, a donut-AoE. Dodge the attacks from the boss, and the Crow will do a knockback attack, and players should get knocked into one of the clones using &#039;&#039;&#039;Frigid Pulse&#039;&#039;&#039;. &lt;br /&gt;
From here the bosses will just use different AoEs and repeat attacks until they are defeated. If the other party hasn&#039;t completed their fight, ads will spawn until both bosses are defeated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[4th-make Cuchulainn]]===&lt;br /&gt;
*&#039;&#039;&#039;Putrified Soul&#039;&#039;&#039;: Raid-wide damage. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Might of Malice&#039;&#039;&#039;: A hard-hitting tank buster on the main target. Be sure to mitigate and use cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Burgeoning Dread&#039;&#039;&#039;: Players are debuffed with &#039;&#039;&#039;Forced March&#039;&#039;&#039; and will auto-move in a specific direction, based on the debuff. players should be aware of which way their buff will have them walking and be sure to not walk into the puddles around the arena.&lt;br /&gt;
*&#039;&#039;&#039;Fleshy Necromass&#039;&#039;&#039;: The boss will return to the center of the arena and begin to cast this ability. At the end of the cast the boss will bounce around the arena, randomly flattening players, dealing damage and debuffing with {{status effect|down for the count}} &#039;&#039;&#039;[[Down for the Count]]&#039;&#039;&#039; and {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. To mitigate this, players should walk into the puddles to be transformed into slimes. If they get hit by the boss, they will simply receive a small amount of damage and a {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039;. Once the boss returns to the center of the arena the fight will continue.&lt;br /&gt;
*&#039;&#039;&#039;Necrotic Billow&#039;&#039;&#039;: AoEs will appear under random players. Group up to bait the AoEs then simply step out of them.&lt;br /&gt;
*&#039;&#039;&#039;Ambient Pulsation&#039;&#039;&#039;: Summons a row of AoEs on the sides and middle of the arena in a random order. Players should stand in the first AoEs, wait until the second-row spawns, then stand in the remaining safe area where the third row will spawn. After the first row explodes, move there to avoid the rest of the explosions.&lt;br /&gt;
*&#039;&#039;&#039;Ghastly Aura&#039;&#039;&#039;: Players are debuffed with &#039;&#039;&#039;Misdirection&#039;&#039;&#039;. A hand appears over the players head and rotates when they aren&#039;t moving. When the player begins moving, the hand will stop rotating and the player can only move in the direction the hand is pointing. This will usually be paired with other attacks.&lt;br /&gt;
*&#039;&#039;&#039;Fell Flow&#039;&#039;&#039;: A wide conal AoE from the front of the boss with three Earthshaker markers, indicating narrow conal AoEs on the marked players. These makers should spread out so the AoEs do not overlap.&lt;br /&gt;
The boss will repeat its attacks from here until it is defeated.&lt;br /&gt;
&lt;br /&gt;
===Hallway Sequence===&lt;br /&gt;
Teams will need to head down the left and right hallways and take out the ads in both. There are several mechanics that happen in these halls:&lt;br /&gt;
*Laser gates that fire at random times will deal damage and debuff with a heavy {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; if hit by them.&lt;br /&gt;
*Lasers will fire from the end of the hallway with a heavy knockback and deal damage.&lt;br /&gt;
*The floor will electrify and deal a heavy {{status effect|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; Damage over Time debuff that is percentage-based.&lt;br /&gt;
Four people need to stay behind in the first room to help players avoid mechanics. The players staying behind need to stand on the four floor panels to disable the electric floor in the hallways. At the front of the room is also a set of monitors that display what side of the room is firing a laser. Players can communicate this info to completely avoid any damage aside from the laser gates which will turn on and off in a pattern. The team staying behind will also have to do this while fighting ads. Be sure to move off the floor panels as little as possible, as if they don&#039;t have four people on them at all times the floor will turn on.&lt;br /&gt;
At the end of each hallway will be a button that needs to be pressed at the same time as the button in the other hallway. Once both buttons are pressed, players will be able to move forward from the main room without heading down the hallways. &lt;br /&gt;
At the end is a small fight with a &#039;&#039;&#039;Magitek Colossus&#039;&#039;&#039;. Simply burn down and proceed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[Saunion]] and [[Dawon the Younger]]===&lt;br /&gt;
The fight will begin against only &#039;&#039;&#039;Saunion&#039;&#039;&#039;, however &#039;&#039;&#039;Dawon&#039;&#039;&#039; will join later.&lt;br /&gt;
*&#039;&#039;&#039;High-Powered Magitek Ray&#039;&#039;&#039;: Heavy-hitting tankbuster. Pop cooldowns to mitigate.&lt;br /&gt;
*&#039;&#039;&#039;Magitek Halo&#039;&#039;&#039;: A room-wide donut AoE that can only be avoided by standing in the boss&#039;s hitbox.&lt;br /&gt;
*Magitek Cross Ray&#039;&#039;&#039;: A large cross AoE will segment the floors. Move out of this to avoid.&lt;br /&gt;
Occasionally the boss will place arrows on the floor underneath himself and begin preparing an attack. Just before the attack fires, the boss will move in that direction, moving the attack with him. Players will have to be aware of the attack that comes out as well as what direction the arrows are pointing to avoid the attacks correctly.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command&#039;&#039;&#039;: Fires AoEs targeted at specific players followed by a stack marker on another player. Players should move out of the AoEs and stack with the marked player to mitigate damage.&lt;br /&gt;
At roughly 40% HP The boss will become untargetable and a large knockback marker will appear in the center of the room. After players are knocked back, &#039;&#039;&#039;Dawon the Younger&#039;&#039;&#039; will appear and the fight will continue.&lt;br /&gt;
From here on out, the bosses essentially have a shared HP pool. If one gets too low, the other will siphon some of it&#039;s remaining HP to it. Players don&#039;t need to worry about defeating them at the same time, however. Be sure to separate the bosses as they will tether and buff each other if they are too close to one another.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Halo/Wildfire Winds&#039;&#039;&#039;: &#039;&#039;&#039;Saunion&#039;&#039;&#039; will begin using his attack while indicating a direction he will move at the last minute. Players simply need to follow him and stand in his hitbox. Meanwhile, &#039;&#039;&#039;Dawon&#039;&#039;&#039; will summon several fireballs and feather plumes around the arena. The fireballs explode in a point-blank AoE, while the plumes fire a donut AoE. Players need to move from &#039;&#039;&#039;Saunion&#039;&#039;&#039;&#039;s attack to the nearest plume to avoid damage.&lt;br /&gt;
*&#039;&#039;&#039;Missile Command/Swooping Frenzy&#039;&#039;&#039;: Dodge the AoE&#039;s from the missiles, then follow &#039;&#039;&#039;Dawon&#039;&#039;&#039; to where he jumps to and stack in his hitbox to avoid the donut AoE and stack for the second part of &#039;&#039;&#039;Missile Command&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Obey/Spiral Scourge&#039;&#039;&#039;: &#039;&#039;&#039;Saunion&#039;&#039;&#039; will move away and lay a line on the floor, indicating the path he will move along. Simultaneously, &#039;&#039;&#039;Dawon&#039;&#039;&#039; will drop markers around the room with a segmented arrow, indicating what order he will leap to them, and a circle on top showing what kind of attack he will perform. A red cross is a firey cross that flies across the arena, and a green circle is a donut AoE that hits the entire arena except for his hitbox. Players will need to maneuver around &#039;&#039;&#039;Saunion&#039;s&#039;&#039;&#039; attack while trying to make it to the green circle marker and stand there to avoid &#039;&#039;&#039;Dawon&#039;s&#039;&#039;&#039; other attacks. One of the donut AoE markers will appear directly on &#039;&#039;&#039;Saunion&#039;s&#039;&#039;&#039; path, so be careful about moving directly there.&lt;br /&gt;
The bosses will follow up with another combo of &#039;&#039;&#039;Missile Command/Swooping Frenzy&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tooth and Talon&#039;&#039;&#039;: Heavy-hitting tankbuster from &#039;&#039;&#039;Dawon&#039;&#039;&#039;. Mitigate with cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Pentagust/AoEs&#039;&#039;&#039;: &#039;&#039;&#039;Dawon&#039;&#039;&#039; will leap to one of the corners and fire 5 conal AoEs into the arena, while &#039;&#039;&#039;Saunion&#039;&#039;&#039; drops random AoEs around the arena. Players will need to stand in the safe zones created between the conal AoE blasts and avoid &#039;&#039;&#039;Saunion&#039;s&#039;&#039;&#039; blast.&lt;br /&gt;
*&#039;&#039;&#039;Spiral Scourge/Wildfire Winds&#039;&#039;&#039;: Players will dodge to the first plumes as normal, then &#039;&#039;&#039;Saunion&#039;&#039;&#039; will begin moving along his path. Be careful to avoid him while also standing in the plume, as they overlap.&lt;br /&gt;
The bosses will repeat their attacks here until both are defeated. After this is a fairly long cutscene.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Allagan Harrier: [[The Diablo Armament]]===&lt;br /&gt;
*&#039;&#039;&#039;Advanced Death Ray&#039;&#039;&#039;: A line buster on the main target. Move away from the party to avoid cleaving anyone else.&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Explosion&#039;&#039;&#039;: A raid-wide AoE. Mitigate and heal through.&lt;br /&gt;
*&#039;&#039;&#039;Aetherochemical Lasers&#039;&#039;&#039;: Fires two sets of lasers, either one up the middle of the arena and two on the sides, or vice versa. Players can anticipate what laser is firing by looking to see what tentacle the boss has lifted. Simply move out of the way of the first laser, then stand on where it fired to avoid the second. The lasers will leave a path on the ground that will explode shortly after both lasers have fired, so stand on the hitbox of the second laser until the first one explodes, then move to the now safe zone to avoid the second explosion.&lt;br /&gt;
*&#039;&#039;&#039;Diabolic Gate&#039;&#039;&#039;: The boss will deal raid-wide damage, shrink the arena with a death-zone, summon several gates with images on them around the arena, and move to another spot around the arena. The boss will then fire a &#039;&#039;&#039;Ruinous Pseudomen&#039;&#039;&#039; straigt forward into one of the gates. The corresponding gate will then fire the laser into another gate, continuing until all gates have fired. The arena will return to normal size and the boss will cast &#039;&#039;&#039;Ultimate Pseudoterror&#039;&#039;&#039;, a donut AoE deep in the boss&#039;s hitbox.&lt;br /&gt;
*&#039;&#039;&#039;Magitek Bits&#039;&#039;&#039;: Bits will spawn in a line across the stage, half facing one side and half facing the other. Players need to stand behind the bits to avoid taking damage. These will fire periodically during the boss&#039;s other attacks.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Death IV&#039;&#039;&#039;: Several expanding AoEs will spawn on the arena. Getting hit by these will kill players instantly. After the initial AoEs disappear, a few will spawn under random players. These can be avoided the same way as the initial attack.&lt;br /&gt;
&#039;&#039;&#039;Aetheric Boom&#039;&#039;&#039;: Orbs will spawn around the arena and tether to each other, then slowly begin to move towards one another. If tethered orbs collide, they explode and wipe the raid. Players need to run around the arena and touch these to destroy them first. If an orb whose partner has exploded is left unattended, it will eventually explode and debuff the raid with {{status effect|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
These attacks will repeat from here. The boss will occasionally teleport and fire a third set of &#039;&#039;&#039;Aetherochemical Lasers&#039;&#039;&#039;, overlapping with part of the arena and shrinking the safe zone.&lt;br /&gt;
At 15% HP the boss will return to the north of the arena and constantly fire &#039;&#039;&#039;Void Systems Overload&#039;&#039;&#039;, firing conal AoEs in sets, deal raid-wide damage and drop &#039;&#039;&#039;Acceleration Bombs&#039;&#039;&#039; on players, which will explode if players are performing any action (including Auto-Attacking) or moving. Players need to determine how long their bomb has, and either stand still in an AoE cone and let the bomb resolve, then move out to a safe area, or let the conal AoEs resolve and move into those before standing still. The boss will also fire line AoEs at four randomly marked players, while the rest of the party will need to stack with a player in a line who has a line stack marker. This mini-phase will repeat until the boss is defeated.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Loot===&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Sartauvoir the Inferno]] / Miniboss Gauntlet====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Mythril Coin|40|fixed=y}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Revelation}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Heroism}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Cunning}}&lt;br /&gt;
{{Drops table row|Bozjan Mythril Coin|20}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[4th-make Cuchulainn]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Platinum Coin|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Sagacity}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Becoming}}&lt;br /&gt;
{{Drops table row|Field Notes on Meryall}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Silver Coffer (small).png|link=]] [[Saunion]] and [[Dawon the Younger]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Platinum Coin|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Field Notes on Lyon, Part II}}&lt;br /&gt;
{{Drops table row|Field Notes on Menenius, Part II}}&lt;br /&gt;
{{Drops table row|Forgotten Fragment of Artistry}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====[[File:Gold Coffer (small).png|link=]] [[The Diablo Armament]]====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Bozjan Platinum Coin|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Raw Emotion|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Field Notes on the Diablo Armament}}&lt;br /&gt;
{{Drops table row|Deinonychus Horn}}&lt;br /&gt;
{{Drops table row|Wrath of the Harrier Orchestrion Roll}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Bajsaljen the Righteous: If we are to have any hope of lowering the ship&#039;s gangplank, we must send a small unit of soldiers to slip past their defenses.&lt;br /&gt;
 Bajsaljen the Righteous: Indeed. I should think no more than eight, lest they draw attention. We will do what we can to keep the imperials distracted, meanwhile the detachment must take the star chasers and steal inside.&lt;br /&gt;
 Dalriada Communications System: Bah! Incompetent, the lot of you! Send in the colossi! They mustn&#039;t be allowed any further!&lt;br /&gt;
&lt;br /&gt;
 Sartauvoir the Inferno: Aha, so it was you who thought to sneak inside. Well, this suits me just fine.&lt;br /&gt;
 Sicinius the Methodical: I must confess, you Bozjan savages are a clever lot, managing to wreak havoc on our engines.&lt;br /&gt;
 Sartauvoir the Inferno: I&#039;m afraid time is not on your side, friend, for it bends to my will!&lt;br /&gt;
 Sartauvoir the Inferno: It seems you truly do live up to your reputation.&lt;br /&gt;
 Sartauvoir the Inferno: But you&#039;ve not won yet. I will offer my soul to the fires, if I must. Become flames made flesh!&lt;br /&gt;
 Sartauvoir the Inferno: Ugh... I mustn&#039;t succumb to the flames. Not yet...&lt;br /&gt;
 I&#039;ll not sully his memory by giving up now!&lt;br /&gt;
 Sartauvoir the Inferno: If this is where I must die, I will not do so alone! Basch! I pray you are watching!&lt;br /&gt;
 Sartauvoir the Inferno: Legatus Basch taught me well, as you will now see.&lt;br /&gt;
 I pour my all into this blade, kissed by the flames of Mannatheihwo!&lt;br /&gt;
 Sartauvoir the Inferno: The flames have been...extinguished.&lt;br /&gt;
&lt;br /&gt;
 Bajsaljen the Righteous: We yet remain unscathed, though I honestly cannot say how. Now, we wait for the others to do their part.&lt;br /&gt;
 Bajsaljen the Righteous: The main force must press onward. We also need one unit down the left and right corridors.&lt;br /&gt;
&lt;br /&gt;
 Gilbrisbert the Puppetmaster: You have come far, rebels, but no further.&lt;br /&gt;
 Gilbrisbert the Puppetmaster: I have at last unraveled the mysteries of auracite, you see, and I require an audience to my next great work...&lt;br /&gt;
 4th-make Cuchulainn: Hahaha! Surprised, are we?&lt;br /&gt;
 4th-make Cuchulainn: Yes, scream for me! I would hear every whimper, every cry─unto your dying wails of agony!&lt;br /&gt;
 4th-make Cuchulainn: I can feel my power growing! Spreading! Hahaha, soon my traps will be sprung!&lt;br /&gt;
 Bajsaljen the Righteous: He would turn us into monsters as well! On your guard, everyone!&lt;br /&gt;
 4th-make Cuchulainn: But...the auracite! How could you...gaaaaaah!&lt;br /&gt;
&lt;br /&gt;
 Bajsaljen the Righteous: I both pity and fear the man who might covet the terrible power of auracite.&lt;br /&gt;
 Bajsaljen the Righteous: I can but wonder what horrors yet await us...&lt;br /&gt;
 Bajsaljen the Righteous: For a blessing, our detachments continue to hold fast against the enemy. Let us press onward.&lt;br /&gt;
 Marsak the Stalwart: The security system appears to be linked between these two corridors.&lt;br /&gt;
 Marsak the Stalwart: If it is to be disabled, no doubt we must do so from both sides. Let us make haste.&lt;br /&gt;
 4th Legion Satellite: Intruder alert! Intruder alert!&lt;br /&gt;
 Defense systems have been activated!&lt;br /&gt;
 Bajsaljen the Righteous: Damn it! Stay sharp, everyone!&lt;br /&gt;
 Bajsaljen the Righteous: Enemy reinforcements! To arms!&lt;br /&gt;
 Bajsaljen the Righteous: At last, the path is clear!&lt;br /&gt;
 Bajsaljen the Righteous: There is still no sign of this Allagan relic.&lt;br /&gt;
 Bajsaljen the Righteous: Nor of their commander... We mustn&#039;t let down our guard. He could be upon us at any moment.&lt;br /&gt;
&lt;br /&gt;
 Menenius sas Lanatus: You&#039;ve arrived at last...&lt;br /&gt;
 Menenius sas Lanatus: The liberator come to cut the head off the snake. How brave...yet foolish.&lt;br /&gt;
 Menenius sas Lanatus: The Bozjan Resistance ends here!&lt;br /&gt;
 Menenius sas Lanatus: Energy levels at maximum... Engage!&lt;br /&gt;
 Lyon the Beast King: Fall back, Menenius. I can take it from here.&lt;br /&gt;
 Lyon the Beast King: Hope you weren&#039;t planning to keep him all to yourself. We still have a score to settle from the castrum.&lt;br /&gt;
 Menenius sas Lanatus: Stubborn to a fault, as ever. Fine. Let us be about it, then.&lt;br /&gt;
 Lyon the Beast King: Dawon! I need you to feed some aether into that toy of his. We still need him for this!&lt;br /&gt;
  Menenius sas Lanatus: Perhaps if they could be divided...&lt;br /&gt;
 Lyon the Beast King: Aye, I get you.&lt;br /&gt;
 Menenius sas Lanatus: I&#039;m releasing aether from my armor&#039;s core. Take it, Lyon! I&#039;ll not have you bowing out just yet.&lt;br /&gt;
 Lyon the Beast King: Quit playing around, Menenius, and follow my lead!&lt;br /&gt;
 Menenius sas Lanatus: &amp;lt;sigh&amp;gt; If you insist...&lt;br /&gt;
 Lyon the Beast King: Dawon, no! Damn it all!&lt;br /&gt;
 Menenius sas Lanatus: Lyon, to me! Hurry!&lt;br /&gt;
 Lyon the Beast King: Watch your tone, boy! No need to rush. Now, where were we?&lt;br /&gt;
 Menenius sas Lanatus: No, no, no! We have come too far for it to end this way!&lt;br /&gt;
&lt;br /&gt;
 The Diablo Armament: Warning: Central control system failure.&lt;br /&gt;
 Warni─&amp;lt;bzzzt&amp;gt; &#039;&#039;I return to myself at last!&#039;&#039;&lt;br /&gt;
 The Diablo Armament: Flames from the bowels of the void shall lick at your heels.&lt;br /&gt;
 The Diablo Armament: You shall never be free from the terror of my weaving!&lt;br /&gt;
 The Diablo Armament: The gates must be opened! The energies of the nether must flow free once more!&lt;br /&gt;
 The Diablo Armament: Drown in the embrace of night everlasting!&lt;br /&gt;
 The Diablo Armament: Hearken to me, wayward souls of the black. Make known your misery!&lt;br /&gt;
 The Diablo Armament: Your frail, feeble flesh belies such sumptuous souls.&lt;br /&gt;
 I must have them! I must have them all!&lt;br /&gt;
 The Diablo Armament: No! Something is wrong... My body, it─&amp;lt;bzzzt&amp;gt;&lt;br /&gt;
 Corruption detected in spectral data. Readying emergency system purge.&lt;br /&gt;
 The Diablo Armament: ...No! I will not─ &amp;lt;bzzzt&amp;gt; Reactors reaching critical mass.&lt;br /&gt;
 Rebooting system...&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Gear Images===&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Zadnor5.jpeg&lt;br /&gt;
Zandor Gear.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dungeon Images===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Zadnor4.jpeg&lt;br /&gt;
File:The Diablo Armament.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|Field Operation}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Operations]] [[Category:Shadowbringers]] [[Category:Save the Queen]]&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Limit_Break&amp;diff=729359</id>
		<title>Limit Break</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Limit_Break&amp;diff=729359"/>
		<updated>2024-04-18T12:19:17Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: /* Level 1 */ removed diacritic from a percentage value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quotation|In-game description|Spend energy stored in your party&#039;s limit gauge to execute a powerful battle technique. The technique executed is determined by the {{colorize|```role```}} of the party member who initiates it.&amp;lt;br&amp;gt;Tank: Increase party defense (area of effect 50y).&amp;lt;br&amp;gt;Melee: Single-target attack.&amp;lt;br&amp;gt;Ranged: Attack to all targets in a straight line (range: 30y).&amp;lt;br&amp;gt;Caster: Area of effect attack (8y/10y/15y).&amp;lt;br&amp;gt;Healer: HP restoration. Raise at level 3 (area of effect: 50y).&amp;lt;br&amp;gt;※If target is not weakened at the time of Raise, the target will be restored in a non-weakened state. If the target is weakened at the time of Raise, the weakness counter will reset.}}&lt;br /&gt;
[[file:Lb gauge.png|thumb|400px|Limit Break gauge]]&lt;br /&gt;
{{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png}} &#039;&#039;&#039;Limit Breaks&#039;&#039;&#039; (&#039;&#039;&#039;LB&#039;&#039;&#039;) are group oriented ultimate abilities that can alter the outcome of a battle. They can be performed after charging up a limit break meter. &lt;br /&gt;
&lt;br /&gt;
Limit Breaks are specific to each party role. Tank limit breaks reduce the damage taken for the entire party for a short time. Healer limit breaks restore [[HP]] and [[MP]] to the entire party. Melee DPS limit breaks deal a massive amount of damage to a single target. Magical Ranged DPS limit breaks deal high damage in a circular AoE. Physical Ranged DPS limit breaks deal devastating damage in a line AoE. The damage dealt by DPS limit breaks is based only on the average weapon [[item level]] of the party, meaning it is not possible to express the damage using conventional &#039;&#039;&#039;Potency&#039;&#039;&#039; numbers. While there is damage variance, they cannot deal critical or direct hit damage and are unaffected by party buffs, medicines, or damage-altering statuses such as {{status effect|weakness}} &#039;&#039;&#039;[[Weakness]]&#039;&#039;&#039;. As such, it is preferable for any DPS with resurrection debuffs to use a limit break over other DPS, in a single-target scenario.&lt;br /&gt;
&lt;br /&gt;
All classes and jobs of a given role will have the same level one and two limit breaks, while level three limit breaks are exclusive to [[jobs]], with the exception of the limited Blue Mage job being unable to use any limit breaks.&lt;br /&gt;
&lt;br /&gt;
Limit Breaks are only usable in a party environment. The entire party shares the same limit break gauge, with each party in an Alliance raid having its own meter. There are 3 levels of limit breaks (commonly abbreviated &#039;&#039;&#039;LB1&#039;&#039;&#039;, &#039;&#039;&#039;LB2&#039;&#039;&#039;, and &#039;&#039;&#039;LB3&#039;&#039;&#039;): the 1st level can be used in a party with 4 or more members, the 2nd level needs a full party of 8 members, with an additional bar being added under certain conditions:&lt;br /&gt;
*In [[dungeons]], the second bar is added when engaging the final boss.&lt;br /&gt;
*In [[trials]] and [[raids]]: three unfilled bars are available at the start of the duty, except for older raids that still have some regular enemies to fight through.&lt;br /&gt;
*In [[alliance raids]] and similar special duties, the third bar is added for every boss fight separately, and will be unavailable for regular encounters.&lt;br /&gt;
*The exception to this rule is in {{questlink|trial|The Porta Decumana}} trial, where the 4 member party will gain access to a filled third limit break bar during a scripted event.&lt;br /&gt;
*In some trials and raids, the limit break gauge will reset when reaching a certain point in the duty, which will be indicated by a message on the screen. This indicates that the party has reached a checkpoint that they will restart from if they wipe.&lt;br /&gt;
&lt;br /&gt;
Using the limit break action will automatically execute the highest-level limit break corresponding to the player&#039;s role based on the number of filled limit break gauge bars. When the limit break is executed, all gauge bars will be consumed, including partially filled bars.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the addition of a third bar will also reset the progress of the bar. Its removal at the end of a fight (or due to a player disconnect reducing the party size below the requirement) does not, so only progress into the third bar is lost. As such, it can be beneficial to use a lower tier limit break before conditions change again.&lt;br /&gt;
&lt;br /&gt;
All PvE limit breaks have a noticeable &#039;&#039;animation lock&#039;&#039;, the time in which the user is unable to move due to executing the limit break animation, which will continue for a few seconds even after the limit break&#039;s effects are applied. Higher-level limit breaks have longer animation locks. This can make the user vulnerable to being hit by avoidable AoEs. The animation lock duration is unaffected by [[haste]], [[Skill Speed|skill speed]], [[Spell Speed|spell speed]], or statuses that reduce weaponskill/spell recast time. The healer role skill {{action icon|rescue}} can be used to free players stuck in an animation lock. After being freed, the player can move but will still be unable to execute actions until the normal duration of the animation lock expires.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Tank Limit Breaks==&lt;br /&gt;
Tank Limit Breaks require {{GLA}} [[Gladiator]], {{MRD}} [[Marauder]], {{PLD}} [[Paladin]], {{WAR}} [[Warrior]], {{DRK}} [[Dark Knight]] or {{GNB}} [[Gunbreaker]]. Tank Limit Breaks execute instantly but have a short animation lock. These are typically used when required in a specific duty (see below), in anticipation of heavy incoming damage when other party mitigation may not be sufficient, or to &amp;quot;cheese&amp;quot; some mechanics in fights and make them easier to execute.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&#039;&#039;&#039;[[Shield Wall]]&#039;&#039;&#039; is the level 1 limit break for tanks. It reduces damage taken by self and all party members within 50 yalms by 20% for 10 seconds. It has an animation lock of 1.93 seconds.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&#039;&#039;&#039;[[Stronghold]]&#039;&#039;&#039; is the level 2 limit break for tanks. It reduces damage taken by self and all party members within 50 yalms by 40% for 15 seconds. It has an animation lock of 3.86 seconds.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Varies by job:&lt;br /&gt;
*&#039;&#039;&#039;[[Last Bastion]]&#039;&#039;&#039; for {{PLD}} [[Paladin]].&lt;br /&gt;
*&#039;&#039;&#039;[[Land Waker]]&#039;&#039;&#039; for {{WAR}} [[Warrior]].&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Force]]&#039;&#039;&#039; for {{DRK}} [[Dark Knight]].&lt;br /&gt;
*&#039;&#039;&#039;[[Gunmetal Soul]]&#039;&#039;&#039; for {{GNB}} [[Gunbreaker]].&lt;br /&gt;
&lt;br /&gt;
All level 3 tank limit breaks are functionally identical. They reduce damage taken by self and all party members within 50 yalms by 80% for 8 seconds. They have an animation lock of 3.86 seconds.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Land waker1.jpg|[[Land Waker]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Duties===&lt;br /&gt;
Some duties require a Level 3 Tank Limit Break to survive a strong enemy attack or to pass another mechanic. These include:&lt;br /&gt;
*{{questlink|trial|The Seat of Sacrifice}}&lt;br /&gt;
*{{questlink|trial|The Seat of Sacrifice (Extreme)}}&lt;br /&gt;
*{{questlink|trial|The Final Day}}&lt;br /&gt;
*{{questlink|raid|Alexander - The Soul of the Creator}}&lt;br /&gt;
*{{questlink|raid|Alexander - The Soul of the Creator (Savage)}}&lt;br /&gt;
*{{questlink|raid|Alphascape V3.0 (Savage)}}&lt;br /&gt;
*{{questlink|ultimateraid|The Unending Coil of Bahamut (Ultimate)}}&amp;lt;ref name=&amp;quot;ucob&amp;quot; /&amp;gt;&lt;br /&gt;
*{{questlink|ultimateraid|The Weapon&#039;s Refrain (Ultimate)}}&lt;br /&gt;
*{{questlink|ultimateraid|The Epic of Alexander (Ultimate)}}&lt;br /&gt;
*{{questlink|ultimateraid|Dragonsong&#039;s Reprise (Ultimate)}}&lt;br /&gt;
*{{questlink|ultimateraid|The Omega Protocol (Ultimate)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ucob&amp;quot;&amp;gt;Level 2 or higher required for phase 2-phase 3 transition. Level 3 required for a &amp;quot;cheese&amp;quot; strategy for Grand Octet.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Healer Limit Breaks==&lt;br /&gt;
Healer Limit Breaks require {{CNJ}} [[Conjurer]], {{WHM}} [[White Mage]], {{SCH}} [[Scholar]], {{AST}} [[Astrologian]] or {{SGE}} [[Sage]]. Healer Limit Breaks execute almost instantly but cause a significant amount of animation lock, especially on an LB3. Level 1 and 2 healer limit breaks are not worth using in most situations. However, level 3 limit breaks can and should be used in emergencies to recover a party on the brink of defeat.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&#039;&#039;&#039;[[Healing Wind]]&#039;&#039;&#039; is the level 1 limit break for Healers. It has a 2 second cast time and restores 25% of max HP to self and all party members within 50 yalms. It has an animation lock of 2.1 seconds. This renders the user unable to perform any actions for a total of 4.1s.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&#039;&#039;&#039;[[Breath of the Earth]]&#039;&#039;&#039; is the level 2 limit break for Healers. It has a 2 second cast time and restores 60% of max HP to self and all party members within 50 yalms. It has an animation lock of 5.1 seconds. This renders the user unable to perform any actions for a total of 7.1s.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Varies by job:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Pulse of Life]]&#039;&#039;&#039; for {{WHM}} [[White Mage]]. &lt;br /&gt;
*&#039;&#039;&#039;[[Angel Feathers]]&#039;&#039;&#039; for {{SCH}} [[Scholar]]. &lt;br /&gt;
*&#039;&#039;&#039;[[Astral Stasis]]&#039;&#039;&#039; for {{AST}} [[Astrologian]].&lt;br /&gt;
*&#039;&#039;&#039;[[Techne Makre]]&#039;&#039;&#039; for {{SGE}} [[Sage]].&lt;br /&gt;
&lt;br /&gt;
All level 3 healer breaks are functionally identical. They have a 2 second cast time, 50 yalm effect radius, restore 100% of HP to self and all party members, and revive any party members that are KO&#039;d. They also have an 8.1 second animation lock, rendering the user unable to perform actions for a total of 10.1 seconds. Members that are resurrected via the limit break will also have 100% of their HP and MP restored and will not suffer {{status effect|weakness}} [[Weakness]]. If they already had Weakness, it will not be increased to {{status effect|brink of death}} [[Brink of Death]]. If they already had Weakness or Brink of Death, the debuff timer will be reset. Allies will be revived at their current location, with no prompt to accept the revival, unlike regular revive spells. Because of this, a party member who died in lethal terrain, such as a death zone at the edge of the arena, will die again instantly after being revived, since the lethal damage bypasses [[File:Transcendent icon1.png|link=]] [[Resurrect|Transcendent]] (the 5 second invulnerability that players receive when they are revived by any means).&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:LifeInEozera.com Breath-Of-Life.png|[[Pulse of Life]]&lt;br /&gt;
File:Astral stasis1.jpg|[[Astral Stasis]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Melee DPS Limit Breaks==&lt;br /&gt;
Melee DPS Limit Breaks require {{LNC}} [[Lancer]], {{PGL}} [[Pugilist]], {{ROG}} [[Rogue]], {{DRG}} [[Dragoon]], {{MNK}} [[Monk]], {{NIN}} [[Ninja]], {{SAM}} [[Samurai]] or {{RPR}} [[Reaper]]. Melee Limit Breaks have a short cast time and moderate animation lock with melee range requirements. These are typically used against a single boss enemy.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&#039;&#039;&#039;[[Braver]]&#039;&#039;&#039; is the level 1 limit break for Melee DPS. It deals x1.85 the damage of the {{Physical Ranged DPS|name=y}} LB1 and x1.66 of the {{Magical Ranged DPS|name=y}} LB1. Braver has a cast time of 2s and an animation lock of 3.86s. This renders the user unable to perform any actions for a total of 5.86s.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&#039;&#039;&#039;[[Bladedance]]&#039;&#039;&#039; is the level 2 limit break for Melee DPS. It hits a single target with x2.2 the damage of Braver. Blade Dance has a cast time of 3s and an animation lock of 3.86s. This renders the user unable to perform any actions for a total of 6.86s.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:blade dance1.jpg|350px|thumb|[[Bladedance]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Varies by job:&lt;br /&gt;
*&#039;&#039;&#039;[[Final Heaven]]&#039;&#039;&#039; for {{MNK}} [[Monk]]. &lt;br /&gt;
*&#039;&#039;&#039;[[Dragonsong Dive]]&#039;&#039;&#039; for {{DRG}} [[Dragoon]].&lt;br /&gt;
*&#039;&#039;&#039;[[Chimatsuri]]&#039;&#039;&#039; for {{NIN}} [[Ninja]].&lt;br /&gt;
*&#039;&#039;&#039;[[Doom of the Living]]&#039;&#039;&#039; for {{SAM}} [[Samurai]]. &lt;br /&gt;
*&#039;&#039;&#039;[[The End]]&#039;&#039;&#039; for {{RPR}} [[Reaper]].&lt;br /&gt;
&lt;br /&gt;
All level 3 melee DPS limit breaks are functionally identical. They hit a single target with x3.5 the damage of Braver. They have a cast time of 4.5s and an animation lock of 3.7s. This renders the user unable to perform any actions for a total of 8.2s.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:dragonsong dive1.jpg|350px|thumb|[[Dragonsong Dive]]&lt;br /&gt;
File:Chimatsuri1.jpg|350px|thumb|[[Chimatsuri]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Ranged DPS Limit Breaks==&lt;br /&gt;
Physical Ranged DPS Limit Breaks require {{ARC}} [[Archer]], {{BRD}} [[Bard]], {{MCH}} [[Machinist]] or {{DNC}} [[Dancer]]. Physical Ranged Limit Breaks have a moderate cast time and animation lock. These are typically used to quickly dispatch multiple &amp;quot;adds&amp;quot; when they can be lined up in raids or trials, or in dungeon pulls. It is usually preferable to use a ranged DPS limit break in dungeons against regular enemy pulls, which have multiple targets, instead of saving a melee limit break for the final boss, due to the higher overall potency of the ranged limit break on multiple targets compared to the single-target melee limit break. Ranged DPS limit breaks can also be used to pull enemies or bosses in alliance raids or other large-scale duties (e.g., [[Delubrum Reginae]]), as any leftover limit break gauge will be reset upon engaging a boss.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&#039;&#039;&#039;[[Big Shot]]&#039;&#039;&#039; is the level 1 limit break for Ranged Physical DPS. It hits all targets in a straight line with x0.54 the damage of the {{Melee DPS|name=y}} LB1 and x0.9 {{Magical Ranged DPS|name=y}} LB1. Big Shot has a cast time of 2s and an animation lock of 3.1s. This renders the user unable to perform any actions for a total of 5.1s. Big Shot does more damage than Braver when it hits 2 targets, more damage than Bladedance when it hits 5 targets and more damage than Melee LB3 when it hits 7 targets.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&#039;&#039;&#039;[[Desperado]]&#039;&#039;&#039; is the level 2 limit break for Ranged Physical DPS. It hits all targets in a straight line with x2.167 the damage of Big Shot. Desperado has a cast time of 3s and an animation lock of 3.1s. This renders the user unable to perform any actions for a total of 6.1s. Desperado does more damage than Braver, more damage than Bladedance when it hits 2 targets and more damage than Melee LB3 when it hits 3 targets.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Varies by job:&lt;br /&gt;
*&#039;&#039;&#039;[[Sagittarius Arrow]]&#039;&#039;&#039; for {{BRD}} [[Bard]]. &lt;br /&gt;
*&#039;&#039;&#039;[[Satellite Beam]]&#039;&#039;&#039; for {{MCH}} [[Machinist]].&lt;br /&gt;
*&#039;&#039;&#039;[[Crimson Lotus (Limit Break)|Crimson Lotus]]&#039;&#039;&#039; for {{DNC}} [[Dancer]].&lt;br /&gt;
&lt;br /&gt;
All level 3 physical ranged DPS limit breaks are functionally identical. They hit all targets in a straight line with x3.5 the damage of Big Shot. Ranged LB3 has a cast time of 4.5s and an animation lock of 3.7s. This renders the user unable to perform any actions for a total of 8.2s. Ranged LB3 does more damage than Braver, more damage than Bladedance when it hits 2 targets and more damage than Melee LB3 when it hits 2 targets.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Saggitarius arrow1.jpg|[[Sagittarius Arrow]]&lt;br /&gt;
File:Satellite beam1.jpg|[[Satellite Beam]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magical Ranged DPS Limit Breaks==&lt;br /&gt;
Magical Ranged DPS Limit Breaks require {{THM}} [[Thaumaturge]], {{ACN}} [[Arcanist]], {{BLM}} [[Black Mage]], {{RDM}} [[Red Mage]], or {{SMN}} [[Summoner]]. These have the longest cast time and a short animation lock. Unlike the other DPS limit breaks it relies on manual ground targeting and can potentially miss the target if it suddenly moves. Similar, to physical ranged DPS limit breaks, these are typically used to quickly dispatch multiple &amp;quot;adds&amp;quot; in raids or trials, or in dungeon pulls. It is usually preferable to use a ranged DPS limit break in dungeons against regular enemy pulls, which have multiple targets, instead of saving a melee limit break for the final boss, due to the higher overall potency of the ranged limit break on multiple targets compared to the single-target melee limit break.  Ranged DPS limit breaks can also be used to pull enemies or bosses in alliance raids or other large-scale duties (e.g., [[Delubrum Reginae]]), as any leftover limit break gauge will be reset upon engaging a boss.&lt;br /&gt;
&lt;br /&gt;
===Level 1===&lt;br /&gt;
&#039;&#039;&#039;[[Skyshard]]&#039;&#039;&#039; is the level 1 limit break for Magical Ranged DPS. It hits all targets in a radius of 5 yalms, deals x0.6 {{Melee DPS|name=y}} LB1 and x1.1̅1 {{Physical Ranged DPS|name=y}} LB1. Skyshard has a cast time of 2s and an animation lock of 3.1s. This renders the user unable to perform any actions for a total of 5.1s. Skyshard does more damage than Braver when it hits 2 targets, more damage than Blade Dance when it hits 4 targets and more damage than Melee LB3 when it hits 6 targets.&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
&#039;&#039;&#039;[[Starstorm]]&#039;&#039;&#039; is the level 2 limit break for Magical Ranged DPS. It hits all targets in a radius of 10 yalms with x2.167 the damage of Skyshard. Starstorm has a cast time of 3s and an animation lock of 5.1s. This renders the user unable to perform any actions for a total of 8.1s. Starstorm does more damage than Braver, more damage than Blade Dance when it hits 2 targets and more damage than Melee LB3 when it hits 3 targets.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Varies by job:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Meteor]]&#039;&#039;&#039; for {{BLM}} [[Black Mage]]. &lt;br /&gt;
*&#039;&#039;&#039;[[Teraflare]]&#039;&#039;&#039; for {{SMN}} [[Summoner]].&lt;br /&gt;
*&#039;&#039;&#039;[[Vermillion Scourge]]&#039;&#039;&#039; for {{RDM}} [[Red Mage]]&lt;br /&gt;
&lt;br /&gt;
All level 3 magical ranged DPS limit breaks are functionally identical. They hit all targets in a radius of 15 yalms with x3.5 the damage of Skyshard. Magical Ranged DPS LB3 has a cast time of 4.5s and an animation lock of 8.1s. This renders the user unable to perform any actions for a total of 12.6s. Magical Ranged DPS LB3 does more damage than Braver, more damage than Bladedance when it hits 2 targets and more damage than Melee LB3 when it hits 2 targets.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
file:meteor1.jpg|[[Meteor]]&lt;br /&gt;
File:Teraflare1.jpg|[[Teraflare]]&lt;br /&gt;
File:Vermillion Scourge.png|[[Vermillion Scourge]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squadron Limit Break==&lt;br /&gt;
The Squadron Limit Break is only available during [[Command Missions]], with the Execute Limit Break command. Your own class or job&#039;s Limit Break is also available as normal, but squadron members cannot cast their class&#039;s Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Ungarmax===&lt;br /&gt;
{{action icon|Ungarmax}} is the Squadron Limit Break. It deals single-target damage and grants {{buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; to the entire party for 15 seconds. It is a level 1 Limit Break. There is no level 2 Squadron Limit Break.&lt;br /&gt;
&lt;br /&gt;
==The LB Bar==&lt;br /&gt;
Limit Breaks can be generated and executed as long as there are at least 4 players in a party. In a 4 player party, the minimum amount of LB gauge that can be generated is one bar, and the maximum two. In an 8 player party, the minimum is two bars and the maximum three. Internally 1 LB bar is filled when 10000 units of LB gauge have accumulated. At that point, a distinct audio notification is played and the bar flashes orange. &lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
LB gauge units can be generated &#039;&#039;&#039;actively&#039;&#039;&#039; and &#039;&#039;&#039;passively&#039;&#039;&#039;. All pre-Shadowbringers content works under the same rules for LB generation, while Shadowbringers content received tweaks to the active LB generation. All forms of LB generation scale in some way with how many LB bars are available in the duty.&lt;br /&gt;
&lt;br /&gt;
===Passive Generation===&lt;br /&gt;
As soon as an encounter starts, LB is passively generated by a certain amount per 3s.&lt;br /&gt;
&lt;br /&gt;
Factors that affect Passive LB Generation:&lt;br /&gt;
* Total number of available LB bars (Positive)&lt;br /&gt;
* Number of duplicate jobs (Negative)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Number of non-standard compositions (Negative)&amp;lt;sup&amp;gt;1, 2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factors that negatively scale with LB generation incur a penalty for each violation. E.g. &#039;&#039;solo healing and solo tanking counts as 1 penalty each and so both penalties would apply to the same party in a 1{{Tank}} 1{{Healer}} 6{{Dps}} composition.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For 3 bars, the amount of LB gauge gained per tick is 220 &amp;gt; 170 &amp;gt; 160 &amp;gt; 154 &amp;gt; 144 &amp;gt; 140, going one step down for each penalty. You can see the details in the following table:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| pve}}&lt;br /&gt;
! Number of penalties !! Units per tick !! Time until 1 bar fills !! Time until 2 bars fill !! Time until 3 bars fill&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 220 || 2m 18s || 4m 33s || 6m 51s&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 170 || 2m 57s || 5m 54s || 8m 51s&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 160 || 3m 9s || 6m 15s || 9m 24s&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 154 || 3m 15s || 6m 30s || 9m 45s&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 144 || 3m 30s || 6m 57s || 10m 27s&lt;br /&gt;
|-&lt;br /&gt;
| 5 or more || 140 || 3m 36s || 7m 9s || 10m 45s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Only applicable in duties listed under “High-end duty”&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;A standard composition is 1 {{Tank}} - 1 {{Healer}} - 2 {{Dps}} in a light party, and is 2 {{Tank}} - 2 {{Healer}} - 4 {{Dps}} in an full party&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Dungeons or general light party duties, the passive amount is adjusted to 75 gauge units per tick for one bar and 180 for two bars. It would take one bar 6m 42s to fill passively and two bars 5m 32s.&lt;br /&gt;
&lt;br /&gt;
===Active Generation===&lt;br /&gt;
Active LB generation falls into five distinct categories: &#039;&#039;&#039;Critical Health Recovery, Surviving Lethal Damage, Interrupts/Silences, Killing Adds, and Resolving Mechanics.&#039;&#039;&#039; Since these have been tweaked since Shadowbringers, the following will be divided based on content. Keep in mind that any pre-Shadowbringers content still uses the pre-Shadowbringers values.&lt;br /&gt;
&lt;br /&gt;
====pre-Shadowbringers Content====&lt;br /&gt;
=====Critical Health Recovery=====&lt;br /&gt;
Critical health recovery generation describes an event where a player has less or equal to 10% of their maximum HP and receives a direct heal, which results in LB gauge generation. When successfully healed in this HP range with a direct healing spell or ability, the group is awarded 200 LB gauge units per bar, for up to 600 gauge units. This has no cooldown and is awarded on a per-player basis.&lt;br /&gt;
&lt;br /&gt;
=====Surviving Lethal Damage=====&lt;br /&gt;
Surviving lethal damage generation describes an event where a player survives damage that is equal to or exceeds their current HP due to on-player mitigation or shields. Effects that lower an enemy’s damage through an enemy debuff, like Addle, Feint or Reprisal etc., do not count for it and can lower the damage enough to miss the “Surviving Lethal” threshold. This gains the group 500 LB gauge units per bar, for up to 1500 gauge units. This has no cooldown and is awarded on a per-player basis.&lt;br /&gt;
&lt;br /&gt;
=====Interrupts/Silences=====&lt;br /&gt;
Interrupting casts with [[stun]]s or an [[interrupt]] ability such as {{action icon|Head Graze}} can award a certain amount of LB gauge. The amount granted is depending on the duty. It is possible that it awards no gauge units.&lt;br /&gt;
&lt;br /&gt;
=====Killing Adds=====&lt;br /&gt;
Killing adds can award a certain amount of LB gauge. The amount granted is depending on the duty. This has been seen in A12, or in Shadowbringers in SoS EX, where killing the adds granted enough gauge for a Tank LB3.&lt;br /&gt;
&lt;br /&gt;
=====Resolving Mechanics=====&lt;br /&gt;
Resolving mechanics generation describes an event where players are awarded a certain amount of LB gauge units since they did a mechanic successfully. The amount of LB granted varies on a duty basis.&lt;br /&gt;
&lt;br /&gt;
====Post-Shadowbringers Content====&lt;br /&gt;
=====Critical Health Recovery=====&lt;br /&gt;
The number of gauge units generated per LB bar was adjusted to 100 for critical health recovery from direct AoE healing actions and abilities and 200 units for single target. The LB gauge will no longer fill when non-healer jobs use healing actions. That means the maximum amount per person is still the same 600 units, for single target heals.&lt;br /&gt;
&lt;br /&gt;
=====Surviving Lethal Damage=====&lt;br /&gt;
The number of units per LB bar was adjusted to 100 for surviving lethal damage due to on-player mitigation or shields. Invulns don’t seem to count for it. Effects that lower an enemy’s damage through an enemy debuff, like Addle, Feint or Reprisal etc., do not count for it and can lower the damage enough to miss the “Surviving Lethal” threshold. This means the maximum generation per person equals 300 gauge units.&lt;br /&gt;
&lt;br /&gt;
=====Killing Adds, Interrupts/Silences, Resolving Mechanics===== &lt;br /&gt;
These all appear to be unchanged or didn’t make an appearance in any encounter.&lt;br /&gt;
&lt;br /&gt;
==PvP==&lt;br /&gt;
[[file:Lb gauge pvp.png|thumb|Limit Break gauge in PvP]]&lt;br /&gt;
In [[PvP]], each player has access to one limit break bar, which is unique to them and not a shared party resource. The bar gradually fills over time in combat at rates that depend on the job. Each job has access to one or more limit break actions with unique effects based on the job and not are shared between roles, unlike in PvE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mech2 table&amp;quot;&lt;br /&gt;
{{role action table header}}&lt;br /&gt;
{{role action table row|Phalanx (PvP)}}&lt;br /&gt;
{{role action table row|Primal Scream (PvP)}}&lt;br /&gt;
{{role action table row|Eventide (PvP)}}&lt;br /&gt;
{{role action table row|Relentless Rush (PvP)}}&lt;br /&gt;
{{role action table row|Terminal Trigger (PvP)}}&lt;br /&gt;
{{role action table row|Afflatus Purgation (PvP)}}&lt;br /&gt;
{{role action table row|Summon Seraph (PvP)}}&lt;br /&gt;
{{role action table row|Seraph Flight (PvP)}}&lt;br /&gt;
{{role action table row|Celestial River (PvP)}}&lt;br /&gt;
{{role action table row|Mesotes (PvP)}}&lt;br /&gt;
{{role action table row|Sky High (PvP)}}&lt;br /&gt;
{{role action table row|Sky Shatter (PvP)}}&lt;br /&gt;
{{role action table row|Tenebrae Lemurum (PvP)}}&lt;br /&gt;
{{role action table row|Meteodrive (PvP)}}&lt;br /&gt;
{{role action table row|Zantetsuken (PvP)}}&lt;br /&gt;
{{role action table row|Seiton Tenchu (PvP)}}&lt;br /&gt;
{{role action table row|Final Fantasia (PvP)}}&lt;br /&gt;
{{role action table row|Marksman&#039;s Spite (PvP)}}&lt;br /&gt;
{{role action table row|Contradance (PvP)}}&lt;br /&gt;
{{role action table row|Soul Resonance (PvP)}}&lt;br /&gt;
{{role action table row|Summon Bahamut (PvP)}}&lt;br /&gt;
{{role action table row|Megaflare (PvP)}}&lt;br /&gt;
{{role action table row|Summon Phoenix (PvP)}}&lt;br /&gt;
{{role action table row|Everlasting Flight (PvP)}}&lt;br /&gt;
{{role action table row|Southern Cross (PvP)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://docs.google.com/document/d/1JK9BKbW49Kye5V60jD16rvzmliurLE1Ngq6Z7-WubKI/edit?usp=sharing Relative Damage Data for Limit Breaks].&lt;br /&gt;
&lt;br /&gt;
{{Limit Breaks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Navigation]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blitzring&amp;diff=712702</id>
		<title>Blitzring</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blitzring&amp;diff=712702"/>
		<updated>2024-02-20T14:32:46Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: Ring, not earring (in description)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Accessory infobox&lt;br /&gt;
| name = Blitzring&lt;br /&gt;
| icon = blitzring icon1.png&lt;br /&gt;
| requires = any&lt;br /&gt;
| type = ring&lt;br /&gt;
| level = 70&lt;br /&gt;
| ilvl = 300&lt;br /&gt;
| attributes = &lt;br /&gt;
| eureka-attributes = {{attribute increase|strength|54}}{{attribute increase|dexterity|54}}{{attribute increase|intelligence|54}}{{attribute increase|mind|54}}{{attribute increase|vitality|53}}{{attribute increase|haste|3}}&lt;br /&gt;
| defense = 1&lt;br /&gt;
| defense-hq = &lt;br /&gt;
| magic-defense = 1&lt;br /&gt;
| magic-defense-hq = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| flavor-text = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = &lt;br /&gt;
| value-hq = &lt;br /&gt;
| seals = &lt;br /&gt;
| repair = Leatherworker&lt;br /&gt;
| npc-repair = &lt;br /&gt;
| materia-slots = 0&lt;br /&gt;
| adv-melding = &lt;br /&gt;
| unique = y&lt;br /&gt;
| untradable = &lt;br /&gt;
| unsellable = y&lt;br /&gt;
| convertible = y&lt;br /&gt;
| dyeable = &lt;br /&gt;
| projectable = y&lt;br /&gt;
| desynthesizable = &lt;br /&gt;
| desynth-level = &lt;br /&gt;
| crest-worthy = &lt;br /&gt;
| storable = &lt;br /&gt;
| collectable = &lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-gt = 36121&lt;br /&gt;
}} This item was added to replace {{item icon|Speed Belt}} due to the retirement of [[belts]] in [[patch 6.0]].&lt;br /&gt;
&lt;br /&gt;
This item has a very low chance of dropping from [[King Arthro]] in {{questlink|eureka|The Forbidden Land, Eureka Pagos}} and can situationally be considered a &amp;quot;best-in-slot&amp;quot; ring for Eureka zones due to its Haste bonus. Because of this, it sells for a premium on the [[Market Board]]. However, due to its expense and rarity, and the fact that the Haste bonus only provides a marginal increase in power for a limited number of job builds, it is generally considered a vanity item.&lt;br /&gt;
&lt;br /&gt;
Unlike {{item icon|Cassie Earring}}, the Blitzring is a &#039;&#039;unique&#039;&#039; item. If you already have one but are farming more for profit, make sure it is stored in a [[retainer]], or the new ring will be lost if it drops.__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{questlink|eureka|The Forbidden Land, Eureka Pagos|large=true}}===&lt;br /&gt;
* {{questlink|eureka-nm|Morte Arthro}}&lt;br /&gt;
&lt;br /&gt;
===Exchange===&lt;br /&gt;
{{vendor list|showCostText=true}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Gunmetal_Soul&amp;diff=607645</id>
		<title>Gunmetal Soul</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Gunmetal_Soul&amp;diff=607645"/>
		<updated>2023-07-06T09:10:47Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: fixed duration, should be 8 seconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description =Reduces damage taken by all party members by 80%.&lt;br /&gt;
| icon = limit break icon1.png&lt;br /&gt;
| acquired = gunbreaker&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = Limit Break Level 3&lt;br /&gt;
| gp-cost = &lt;br /&gt;
| casting =&lt;br /&gt;
| range = &lt;br /&gt;
| actions = &lt;br /&gt;
| radius = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gunmetal Soul is a level 3 tank [[Limit Break]] that requires [[Gunbreaker]]. It reduces damage taken by all party members by 80% for 8 seconds. &lt;br /&gt;
&lt;br /&gt;
Upon activation, the Gunbreaker is surrounded by a vortex of golden-white energy. Upon completion, the Gunbreaker fires three rounds into the air from their gunblade, raining down six streams of light around the caster. When all hit the ground, transparent crystalline hexagons form in a tessellating dome over the area between them.&lt;br /&gt;
&lt;br /&gt;
*Players require 3 full bars of limit break meter to use Gunmetal Soul.&lt;br /&gt;
&lt;br /&gt;
*Gunmetal Soul was introduced to the game in [[Shadowbringers]] (5.0).&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:gun metal soul.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
{{template:Limit Breaks}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dark_Force&amp;diff=607644</id>
		<title>Dark Force</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dark_Force&amp;diff=607644"/>
		<updated>2023-07-06T09:10:43Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: fixed duration, should be 8 seconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Reduces damage taken by all party members by 80%.&lt;br /&gt;
| icon = limit break icon1.png&lt;br /&gt;
| acquired = dark knight&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = Limit Break Level 3&lt;br /&gt;
| gp-cost = &lt;br /&gt;
| casting =&lt;br /&gt;
| actions = &lt;br /&gt;
| radius = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dark Force is a level 3 tank [[Limit Break]] that requires [[Dark Knight]]. It reduces damage taken by all party members by 80% for 8 seconds. &lt;br /&gt;
&lt;br /&gt;
Upon activation, the Dark Knight slashes into the empty sky, cutting open a portal to the Void that oozes darkness into the ground. The Dark Knight then strikes the ground, blanketing the sky in darkness and surrounding the arena with bloody red glyphs. The darkness fades, as spheres of black and red energy coalesce around all party members.&lt;br /&gt;
&lt;br /&gt;
*Players require 3 full bars of limit break meter to use Dark Force.&lt;br /&gt;
&lt;br /&gt;
*Dark Force was introduced to the game in [[Heavensward]] (3.0).&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:dark force1.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
{{template:Limit Breaks}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Land_Waker&amp;diff=607643</id>
		<title>Land Waker</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Land_Waker&amp;diff=607643"/>
		<updated>2023-07-06T09:10:36Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: fixed duration, should be 8 seconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Reduces damage taken by all party members by 80%.&lt;br /&gt;
| icon = limit break icon1.png&lt;br /&gt;
| acquired = warrior&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = Limit Break Level 3&lt;br /&gt;
| gp-cost = &lt;br /&gt;
| casting =&lt;br /&gt;
| radius = 50&lt;br /&gt;
| actions = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Land Waker is a level 3 tank [[Limit Break]] that requires [[Warrior]]. It reduces damage taken by all party members by 80% for 8 seconds. &lt;br /&gt;
&lt;br /&gt;
Upon activation, the Warrior holds their weapon aloft as a cyclone of flames rises from their feet. Upon completion, fiery kite shields form in circular formations around all affected party members, before the Warrior slams their axe into the ground, upheaving several massive stalagmites of burning magma from the ground in an arc in front of them.&lt;br /&gt;
&lt;br /&gt;
*Players require 3 full bars of limit break meter to use Land Waker.&lt;br /&gt;
&lt;br /&gt;
*Land Waker was introduced to the game in [[Heavensward]] (3.0).&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:land waker1.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
{{template:Limit Breaks}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Last_Bastion&amp;diff=607642</id>
		<title>Last Bastion</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Last_Bastion&amp;diff=607642"/>
		<updated>2023-07-06T09:10:22Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: fixed duration, should be 8 seconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Last Bastion&lt;br /&gt;
| icon = limit break icon1.png&lt;br /&gt;
| description = Reduces damage taken by all party members by 80%.&lt;br /&gt;
| facts = &lt;br /&gt;
| acquired = paladin&lt;br /&gt;
| level = 1&lt;br /&gt;
| type = Limit Break Level 3&lt;br /&gt;
| mp-cost = &lt;br /&gt;
| tp-cost = &lt;br /&gt;
| gp-cost = &lt;br /&gt;
| cp-cost = &lt;br /&gt;
| casting =&lt;br /&gt;
| recast = &lt;br /&gt;
| range =&lt;br /&gt;
| radius = 50&lt;br /&gt;
| targeting = party&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Last Bastion is a level 3 tank [[Limit Break]] that requires [[Paladin]]. It reduces damage taken by all party members by 80% for 8 seconds. &lt;br /&gt;
&lt;br /&gt;
Upon activation, the Paladin is surrounded by a vortex of golden-white energy. Upon completion, six massive stone pillars form in a crescent in front of the Paladin, before stone walls form between them. Shells of transparent tessellating hexagons then form in front of all affected party members as the stone walls sink back into the ground. &lt;br /&gt;
&lt;br /&gt;
*Players require 3 full bars of limit break meter to use Last Bastion.&lt;br /&gt;
&lt;br /&gt;
{{template:Limit Breaks}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Anabaseios:_The_Ninth_Circle_(Savage)&amp;diff=601514</id>
		<title>Anabaseios: The Ninth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Anabaseios:_The_Ninth_Circle_(Savage)&amp;diff=601514"/>
		<updated>2023-06-13T09:38:35Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: noting that the assignments for Chimeric Succession are proximity baited&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Anabaseios (Savage)|Anabaseios: The Ninth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Anabaseios: The Ninth Circle (Savage)&lt;br /&gt;
| description = The return of Professor Claudien and the beginning of research into the Heart of Sabik has sparked the imaginations of everyone in Aporia, but perhaps Nemjiji&#039;s most of all. Emboldened by Claudien&#039;s encouragement to explore the very bounds of “theory,” she listens to your account of the battle with Kokytos with a mixture of scientific interest and artistic curiosity, and as her quill hurriedly scratches across parchment, you can hear the wheels of her mind turning as her “theories” pour onto the page.&lt;br /&gt;
| image = Anabaseios_The_Ninth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 630&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 comedy&lt;br /&gt;
| duty-finder = Raid Finder&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Aetherial Slough&lt;br /&gt;
| region = The Northern Empty&lt;br /&gt;
| req-quest = Guided by the Past&lt;br /&gt;
| patch = 6.4&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P9S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
{{#ev:youtube|rnKHQtYCuAk|350|right|Animated guide by Hector Hectorson}}&lt;br /&gt;
{{#ev:youtube|oSdv6f8qNA0|350|right|Levinstrike strategies by Hector Hectorson}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[Kokytos]]===&lt;br /&gt;
Each player should be assigned a clock position, with DPS on intercardinals and supports on cardinals, along with light parties. Pairs of players consisting of 1 DPS and 1 support, each with an assigned cardinal and intercardinal, should also be designated.&lt;br /&gt;
&lt;br /&gt;
Shortly after engaging the boss, the arena will be surrounded by a purple AoE that will instantly kill anyone who touches it.&lt;br /&gt;
&lt;br /&gt;
Failing any mechanic will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
===Strategy===&lt;br /&gt;
*&#039;&#039;&#039;Gluttony&#039;s Augur&#039;&#039;&#039;: moderate raidwide damage&lt;br /&gt;
*&#039;&#039;&#039;Ravening&#039;&#039;&#039;: signals phase transition based on boss color. Unlike Normal mode, this will be coupled with raidwide damage (&#039;&#039;&#039;Soul Surge&#039;&#039;&#039;) that should be mitigated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Phase&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Duality of Death&#039;&#039;&#039;: Telegraphed AoE tankbusters hitting the first enmity player with a fire AoE that inflicts {{status effect|fire resistance down}} &#039;&#039;&#039;Fire Resistance Down II&#039;&#039;&#039; and the second enmity player with a wind AoE that inflicts {{status effect|wind resistance down}} &#039;&#039;&#039;Wind Resistance Down II&#039;&#039;&#039;. The AoEs hit twice, requiring a tank swap or invulnerability cooldowns.&lt;br /&gt;
*&#039;&#039;&#039;Dualspell&#039;&#039;&#039;: The boss will conjure two elements, signaling an upcoming attack. Shortly before the attack resolves, one of the elements will flash on the screen and the boss will say a specific voice line, indicating that element will be amplified in some way.&lt;br /&gt;
**&#039;&#039;&#039;Ice&#039;&#039;&#039;: A donut AoE that leaves the inner two rings of the arena safe. If ice is amplified, only the innermost circle is safe.&lt;br /&gt;
**&#039;&#039;&#039;Fire&#039;&#039;&#039;: Large circular AoEs (&#039;&#039;&#039;Pile Pyre&#039;&#039;&#039;) that target either all DPS or all supports, require two players to split damage, and inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. If fire is amplified, the AoEs will become even larger.&lt;br /&gt;
**&#039;&#039;&#039;Lightning&#039;&#039;&#039;: Line AoEs (&#039;&#039;&#039;Thunder III&#039;&#039;&#039;) that target all players and inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;, making overlap lethal. If lightning is amplified, the AoEs will become wider.&lt;br /&gt;
**&#039;&#039;&#039;Combo 1: Fire + Ice:&#039;&#039;&#039; Assigned pairs will stack with each other either just inside the inner ring (if ice is amplified) or just inside the second ring (if fire is amplified).&lt;br /&gt;
**&#039;&#039;&#039;Combo 2: Lightning + Ice:&#039;&#039;&#039; The party will spread to their clock positions either just inside the inner ring (if ice is amplified) or just inside the second ring (if lightning is amplified).&lt;br /&gt;
**&#039;&#039;&#039;Combo 3: Fire + Ice:&#039;&#039;&#039; Same as combo 1, but the opposite element will always be amplified.&lt;br /&gt;
*After this introductory mechanic sequence, the boss will release the Mage soul with &#039;&#039;&#039;Disgorge&#039;&#039;&#039; (no cast bar) and cast &#039;&#039;&#039;Ravening&#039;&#039;&#039; to transition into its next form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martialist Phase&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascendant Fist&#039;&#039;&#039;: Telegraphed, heavy-hitting single tankbuster that inflicts [[File:Concussion icon1.png|link=]] &#039;&#039;&#039;Concussion&#039;&#039;&#039;, dealing damage-over-time, and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;, requiring a tank swap during the cast to prevent lethal damage from subsequent auto-attacks.&lt;br /&gt;
*Four AoEs will then appear on all cardinals or all intercardinals, designating where a barrier will spawn.&lt;br /&gt;
*&#039;&#039;&#039;Archaic Rockbreaker&#039;&#039;&#039;: A purple knockback AoE (&#039;&#039;&#039;Shockwave&#039;&#039;&#039;) will appear in the middle, killing anyone inside it. Pairs of players must be knocked back to the barriers that spawn, as this knockback cannot be prevented with knockback immune actions. After the knockback, either all DPS or all supports will be hit with an untelegraphed split damage AoE that requires two people to soak.&lt;br /&gt;
**Several cracks will appear from the center, and orbs of light will begin traveling through some of the cracks, in two sets. When they reach the end, they will emit a medium-sized circular AoE with a brief telegraph.&lt;br /&gt;
**At the same time, the boss will use &#039;&#039;&#039;Front Combination&#039;&#039;&#039; or &#039;&#039;&#039;Rear Combination&#039;&#039;&#039;, telegraphing either a point-blank or donut AoE (&#039;&#039;&#039;Outside / Inside Roundhouse&#039;&#039;&#039;&#039;), an untelegraphed 180 degree cleave to either its front or rear based on the name of the cast, and finally an untelegraphed point-blank or donut AoE that is opposite of the initially telegraphed AoE. Anyone hit by the 180 degree cleaves will be inflicted with {{status effect|sustained damage}} &#039;&#039;&#039;[[Sustained Damage]]&#039;&#039;&#039;.&lt;br /&gt;
**The final untelegraphed point-blank or donut AoE will coincide with the second set of circular AoEs from the exploding cracks.&lt;br /&gt;
**For example, if the boss uses &#039;&#039;&#039;Front Combination&#039;&#039;&#039; and telegraphs a donut AoE, the party will dodge first set of exploding cracks, then go behind the boss and outside its hitbox at max melee range to avoid the frontal cleave and untelegraphed point-blank AoE, while dodging the second set of exploding cracks.&lt;br /&gt;
*&#039;&#039;&#039;Archaic Demolish&#039;&#039;&#039;: Untelegraphed split damage AoEs targeting both healers, requiring the party to split into assigned light parties.&lt;br /&gt;
*The boss will use another &#039;&#039;&#039;Gluttony&#039;s Augur&#039;&#039;&#039; raidwide which also removes the barriers, &#039;&#039;&#039;Ascendant Fist&#039;&#039;&#039; tankbuster, then transition to its next form with &#039;&#039;&#039;Ravening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage + Martialist (Chimera) Phase&#039;&#039;&#039;&lt;br /&gt;
*Four AoEs will then appear on all cardinals or all intercardinals, designating where a barrier will spawn.&lt;br /&gt;
*&#039;&#039;&#039;Levinstrike Summoning&#039;&#039;&#039;: The boss will summon four lightning orbs in front of the barriers that spawned. Each orb will be numbered 1, 3, 5, and 7, going either clockwise or counterclockwise. In addition, four random players will be numbered 2, 4, 6, and 8.&lt;br /&gt;
*&#039;&#039;&#039;Scrambled Succession&#039;&#039;&#039;: The four players without a number will be sequentially marked with a blue overhead marker. When the cast finishes, the boss will become untargetable and begin a series of mechanics.&lt;br /&gt;
**The boss will teleport to the &#039;&#039;&#039;1&#039;&#039;&#039; marked lightning orb and kick it across the arena until it strikes the barrier, which will cause it to explode in a small AoE (&#039;&#039;&#039;Shock&#039;&#039;&#039;) that should be avoided. Afterwards, a tower will spawn that must be soaked by a player, which will inflict {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;, or it will explode and deal massive raidwide damage, {{status effect|damage down}} &#039;&#039;&#039;Damage Down&#039;&#039;&#039;, and {{status effect|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; on everyone.&lt;br /&gt;
**The boss will strike the &#039;&#039;&#039;2&#039;&#039;&#039; marked player with a medium circular AoE (&#039;&#039;&#039;Firemeld&#039;&#039;&#039;) that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**At the same time, the first player with a blue overhead marker will be hit with a massive circular AoE (&#039;&#039;&#039;Icemeld&#039;&#039;&#039;) that inflicts {{status effect|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
**The boss will repeat this sequence of mechanics for the remaining numbers.&lt;br /&gt;
**To prevent deaths due to the Magic Vulnerability Up timers, the towers need to be soaked by the 6 - 8 - 2 - 4 numbered players in that order. These players must also be isolated from others when they are hit with &#039;&#039;&#039;Firemeld&#039;&#039;&#039; to prevent overlapping other players. The players without numbers will need to be opposite the rest of the party when their blue marker is about to expire to prevent overlapping other players with their &#039;&#039;&#039;Icemeld&#039;&#039;&#039; AoE.&lt;br /&gt;
*&#039;&#039;&#039;Two Minds&#039;&#039;&#039;: Functions similarly to &#039;&#039;&#039;Dualspell&#039;&#039;&#039; with a random elemental pair and amplifier (&#039;&#039;&#039;Fire + Ice&#039;&#039;&#039; or &#039;&#039;&#039;Lightning + Ice&#039;&#039;&#039;).&lt;br /&gt;
*The boss will use another &#039;&#039;&#039;Gluttony&#039;s Augur&#039;&#039;&#039; raidwide which also removes the barriers, then transition to its next form with &#039;&#039;&#039;Ravening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behemoth Phase&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Charybdis&#039;&#039;&#039;: The boss will summon four large persistent AoEs at all cardinals or all intercardinals.&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039;: Four proximity AoEs appear at the cardinals/intercardinals not occupied by a Charybdis AoE, requiring the party to be in the middle of the arena to mitigate the damage. When the AoEs resolve, four rocks will spawn at the AoE locations: two random rocks will be cracked, while the other two will be undamaged.&lt;br /&gt;
**&#039;&#039;&#039;Beastly Bile&#039;&#039;&#039;: Split damage AoE targeted at the furthest player and should be soaked by four players. Note that the AoE will resolve at the same time as &#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;: Four large conal AoEs targeted at the four closest players.&lt;br /&gt;
**The goal is to resolve the mechanics while protecting the two undamaged rocks, as they will become damaged if they are hit by any of these attacks, likely causing the next mechanic to fail. Four players from one role group (e.g., supports) should stack outside the boss&#039;s hitbox on a &#039;&#039;&#039;damaged rock&#039;&#039;&#039; to bait &#039;&#039;&#039;Beastly Bile&#039;&#039;&#039;, which will destroy the meteor, while the four players from the other group should spread inside the hitbox and bait &#039;&#039;&#039;Thunderbolt&#039;&#039;&#039; towards the persistent AoEs so they avoid hitting any rocks.&lt;br /&gt;
**The mechanic will repeat, so now the four DPS should bait &#039;&#039;&#039;Beastly Bile&#039;&#039;&#039; on the remaining damaged rocks, while the supports bait &#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Ecliptic Meteor&#039;&#039;&#039;: A random surviving rock will receive a red marker, indicating where a raidwide meteor AoE will drop that will kill anyone not hiding behind an undamaged rock, specifically blocking line-of-sight with the targeted rock.&lt;br /&gt;
*&#039;&#039;&#039;Beastly Fury&#039;&#039;&#039;: Moderate raidwide damage.&lt;br /&gt;
*The boss will use &#039;&#039;&#039;Ravening&#039;&#039;&#039; again, summoning barriers on all cardinals or intercardinals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chimera Phase 2&#039;&#039;&#039;&lt;br /&gt;
*The boss starts with another &#039;&#039;&#039;Duality of Death&#039;&#039;&#039; tankbuster.&lt;br /&gt;
*&#039;&#039;&#039;Archaic Rockbreaker&#039;&#039;&#039; is used again, requiring the party to split into pairs and be knocked to their assigned barrier, then take the split damage AoE.&lt;br /&gt;
*The two sets of exploding crack AoEs will appear again. However, the boss will combine this with a &#039;&#039;&#039;Dualspell&#039;&#039;&#039; (always &#039;&#039;&#039;Fire and Ice&#039;&#039;&#039;). Players will dodge both sets of AoEs, then go to their partner stack spots depending on whether Fire or Ice is amplified.&lt;br /&gt;
*&#039;&#039;&#039;Gluttony&#039;s Augur&#039;&#039;&#039; is used again, removing the barriers.&lt;br /&gt;
*&#039;&#039;&#039;Chimeric Succession&#039;&#039;&#039;: The four furthest players will be marked 1-4, indicating they will be hit with a massive circular AoE (&#039;&#039;&#039;Icemeld&#039;&#039;&#039;), requiring them to be isolated from others.&lt;br /&gt;
**&#039;&#039;&#039;Front/Rear Firestrikes&#039;&#039;&#039;: A stack AoE that targets the furthest player and deals proximity damage, requiring the players baiting this to be far enough away to mitigate the damage taken.&lt;br /&gt;
**&#039;&#039;&#039;Swinging Kick&#039;&#039;&#039;: A 180 degree cleave in front of the boss (if &#039;&#039;&#039;Front Firestrikes&#039;&#039;&#039;) or behind the boss (if &#039;&#039;&#039;Rear Firestrikes&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Two Minds&#039;&#039;&#039; is used again with a random elemental combination and amplifier.&lt;br /&gt;
*The boss will use &#039;&#039;&#039;Ravening&#039;&#039;&#039; again and transition to its mage form again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Phases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only repeat mechanics for the remainder of the fight.&lt;br /&gt;
* &#039;&#039;&#039;Duality of Death&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dualspell&#039;&#039;&#039; (random)&lt;br /&gt;
* &#039;&#039;&#039;Gluttony&#039;s Augur&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ravening&#039;&#039;&#039; (transition to Chimera)&lt;br /&gt;
* &#039;&#039;&#039;Disintegration&#039;&#039;&#039;: &#039;&#039;&#039;Enrage.&#039;&#039;&#039; The boss must be defeated before this cast finishes or the party will wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Anabaseios Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ascension Earring Coffer (IL 660)}}&lt;br /&gt;
{{Drops table row|Ascension Necklace Coffer (IL 660)}}&lt;br /&gt;
{{Drops table row|Ascension Bracelet Coffer (IL 660)}}&lt;br /&gt;
{{Drops table row|Ascension Ring Coffer (IL 660)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P9S.png&lt;br /&gt;
P9 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.thepfstrat.com/p9s Common party finder strategies for P9S - Aether/NA]&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=518250</id>
		<title>Abyssos: The Fifth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=518250"/>
		<updated>2023-01-19T17:01:46Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: Clarified that Ruby Glow 6 features a repeat of RG4&amp;#039;s venom pool mechanic, not a repeat of RG5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Fifth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Fifth Circle (Savage)&lt;br /&gt;
| description = To see Nemjiji&#039;s frenzy as you recount your battle with the proto-Carbuncle, one might think that she had been infected with the mythic creation&#039;s corrupting poisons and was scrambling to record her final words before expiring. Although she claims that the many fantastical bestiaries that lie scattered about the laboratory are simply for research, you gather that she would take great pride in seeing her name inscribed upon the cover of one.&lt;br /&gt;
| image = Abyssos_The_Fifth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 600&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Caustic Purgatory&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P5S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[Proto-Carbuncle]]===&lt;br /&gt;
{{#ev:youtube|M05QS_LSoeU|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
{{#ev:youtube|S8OnaLdARxA|350|right|Raid Guide by Hector Hectorson}}&lt;br /&gt;
Before the battle, players should be assigned a clock position, a light party consisting of a tank, healer and two DPS, as well as four groups of two partners. Please note that the arena is surrounded by a poison that will instantly kill any player knocked into it. Failing any mechanic will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
&lt;br /&gt;
Unlike the Normal encounter, the Savage encounter starts in the second arena used in the Normal mode and does not include the mid-fight cutscene. The Savage arena also contains circular outlines in the cardinals and intercardinals which indicate the locations where caustic pools can spawn.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
A duty gauge called &#039;&#039;&#039;Satiety&#039;&#039;&#039; will appear at the start of the battle. While initially full, it will begin gradually decreasing. Upon reaching 0 for the first time, the boss will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;. The bar can be refilled to 100 if the boss is fed a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039;, or will wipe the party otherwise. Upon reaching 0 for the second time, the boss will enrage and wipe the party.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;: Raidwide attack that deals medium damage.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;: Raidwide attack that deals high damage and summons walls onto the arena that reflect the boss&#039; attacks.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;: The boss will drop either yellow stones that explode in an AoE (or fill an area if &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; was used), or poisoned stones that slowly expand out in large puddles that deal a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;: An AoE tankbuster that applies a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff, as well as a {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff. This is always followed up by &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;: A follow up tankbuster that deals high damage and a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Caustic Pools (no castbar)&#039;&#039;&#039;: Four puddles will spawn around the room with two gas clouds in them and a countdown timer, indicating how many people need to be in the puddle when the timer finishes. Standing in the puddle inflicts a medium damage-over-time [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If there is only one player in the puddle, it will drop a heavy split damage AoE (&#039;&#039;&#039;Venom&#039;&#039;&#039;), likely killing whoever is inside as well as summoning a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; add that will being slowly casting &#039;&#039;&#039;Scatterbait&#039;&#039;&#039;. The add can be killed or eaten by the boss as part of a later mechanic. If this cast finishes, it will explode, dealing high raid damage and debuffing the raid with {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If no players are in the puddle, it will use &#039;&#039;&#039;Venom&#039;&#039;&#039; on the closest player, and spawn an add as well.&lt;br /&gt;
*&#039;&#039;&#039;Double Rush&#039;&#039;&#039;: The boss will turn and charge to one corner of the room, which is coupled with a 180 degree cleave in front, and then charge to the opposite corner, dealing high unavoidable raid damage and knocking back players from the charge direction. The knockback can be prevented with knockback immune.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Clusters&#039;&#039;&#039;: The boss will drop four sets of crystals in each zone that will detonate in the order they were dropped. Players will need to remember the order the crystals fell in and move to the appropriate safe zones in order.&lt;br /&gt;
*&#039;&#039;&#039;Venom Squall&#039;&#039;&#039;: The boss will drop an AoE on all players requiring them to spread out, a large AoE (&#039;&#039;&#039;Venom Drops&#039;&#039;&#039;) under all players that needs to be baited, and then another attack requiring them to stack to mitigate.&lt;br /&gt;
**&#039;&#039;&#039;Venom Rain&#039;&#039;&#039;: All players are hit by an AoE where they are standing that deals medium damage. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Venom Pool&#039;&#039;&#039;: Players must stack to mitigate this attack, which targets both healers. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Later this attack can be dropped on yellow crystals to convert them into poisoned crystals.&lt;br /&gt;
*&#039;&#039;&#039;Venom Surge&#039;&#039;&#039;: The same attacks as &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, but in reverse.&lt;br /&gt;
*&#039;&#039;&#039;Claw to Tail/Tail to Claw&#039;&#039;&#039;: The boss will perform attacks in front of and behind its hitbox, depending on the order of the attack.&lt;br /&gt;
**&#039;&#039;&#039;Raging Claw&#039;&#039;&#039;: The boss will successively use seven 180 degree cleaves in front.&lt;br /&gt;
**&#039;&#039;&#039;Raging Tail&#039;&#039;&#039;: The boss will use one 180 degree cleave behind.&lt;br /&gt;
*&#039;&#039;&#039;Starving Stampede (no castbar)&#039;&#039;&#039;: Eight blue markers will spawn around the arena, as well as a red fangs marker that will sequentially move to each blue marker, indicating where the boss will jump to. Each point explodes in a large circular AoE, and getting hit by this will deal high damage and immobilize the player for the remainder of the mechanic, eventually resulting in their death.&lt;br /&gt;
**&#039;&#039;&#039;Devour&#039;&#039;&#039;: The boss will consume all stunned players and spit them out, instantly killing them. This cannot be mitigated with tank invulnerabilities.&lt;br /&gt;
*&#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;: If a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; is not spawned after the boss completes &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, the boss will use this ability and wipe the party. This later serves as the enrage cast, which will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Searing Ray&#039;&#039;&#039;: The boss fires a beam forwards, hitting the entire arena in front of it. This attack will bounce off the reflective walls.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;: Soft Enrage. The boss will spam high damage raidwide AoEs.&lt;br /&gt;
===Strategy===&lt;br /&gt;
Players should note the &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter that starts at 100 and will slowly count down to zero as the fight progresses. The boss will start by casting &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants. Mitigate and heal through these. Once the arena is divided, the boss will cast &#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;, dropping a stone into each quadrant, two of which are poisonous. Players will need to identify which poison crystal is closest to the center of the arena, as this will be the safe quadrant. Any yellow crystals will explode and refract around their quadrant. Once players have identified the safe zone, they should move to that zone and stand in the corner of the edge of the arena, being careful not to touch the expanding poison AoE. Once these attacks resolve, the boss will cast &#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;, targeting the main tank. The tank should move away from other players, as this attack is an AoE and will kill anyone else hit. This attack debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Immediately after that attack resolves, the off tank should {{action icon|Provoke}} the boss, as &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039; will kill the main tank. This attack also debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039;. Note this attack can be handled with an invuln skill, but that tank will receive both {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuffs and take high damage, so healers should be ready if this is the chosen strategy.&lt;br /&gt;
&lt;br /&gt;
Next, the poison puddles will spawn around the arena with a timer on the outer edge of each puddle. Players need to find their partner and stand near the puddle, only moving into it when the counter is about to finish, as standing within the puddle deals a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If done properly, the puddles will simply fade. If anyone makes a mistake, the raid will take high damage and an ad will spawn. The boss will perform another set of tankbusters, then cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena in half. It will spawn one yellow crystal and one poison crystal, then use &#039;&#039;&#039;Double Rush&#039;&#039;&#039;. The boss will face a corner and charge to it, then turn around and charge to the opposite corner. Players need to stand behind the boss for the first charge, then move to the safe side of the wall to avoid the crystal explosion. Players will need to use knockback mitigation to avoid getting sent into the poison around the arena, as the second hit is unavoidable. The boss will follow this up with another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Topaz Cluster&#039;&#039;&#039;, dropping four sets of crystals that will land in each quadrant. Players will need to remember where each crystal drops and in what order so they can move to the correct safe zones in order and avoid damage. Once this resolves, the boss will use another set of tankbusters, then cast &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, requiring players to spread to their clock positions, then move in to bait their AoEs, and finally stack to mitigate &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;. Overlapping the first AoE will result in death, as each attack debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Once this is resolved the boss will use &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;. Depending on what word is first, the boss will either attack the arena in front of it, then behind, or vice versa. Players should identify which attack is coming out, then move to the proper safe zone to avoid damage.&lt;br /&gt;
&lt;br /&gt;
By this point the boss&#039; &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter will be at zero, and it will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, dropping several blue markers around the arena. A red marker will then move over each one, showing the order the boss will leap to them and attack in a wide AoE. Getting hit by this attack will {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; the player, then they will be consumed shortly after, killing them. Players will need to move in a pattern that will keep them away from the boss and its AoEs. The general strategy used by players is to start opposite the red marker, and move in a circle opposite the boss, then double back to avoid the rest of the attacks. During this, the poison puddles will spawn again, but players should ignore these until the current attack has resolved. Once the boss stops rampaging, players can get into their partner groups and stand in the circles, all except the tanks. Both tanks should stand together directly next to an empty puddle and use mitigation, and their partners (if they weren&#039;t already partnered together) should stand in another circle. This will cause the tanks to stack to mitigate the damage from failing the circle mechanic, and spawn an ad for the boss to consume, filling its gauge entirely. If an ad is not summoned, the boss will enrage and wipe the party. The gauge will continue to count down, but the fight will end one way or another before it reaches zero again.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039; and &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; again, this time dividing the arena in half and summoning five crystals, two on one side and three on another. The boss will then cast &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;, targeting the healers. Players will move to the side with two crystals, then split into their light parties and stand in the hitbox of both crystals. When the attack fires, it will turn the crystals into poison crystals instead, creating a safe zone. The boss will then leap to a corner and cast either &#039;&#039;&#039;Searing Ray&#039;&#039;&#039; or &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;. If &#039;&#039;&#039;Searing Ray&#039;&#039;&#039;, move to the opposite side of the wall as the boss. If &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;, wait for the crystals to erupt, then move behind the boss. The walls will fade and the boss will use another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants, then use &#039;&#039;&#039;Topaz Stone&#039;&#039;&#039;, dropping two yellow crystals and two poison crystals. The boss will also use &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; here, requiring players to maneuver around the poison puddles to spread to avoid overlapping &#039;&#039;&#039;Venom Rain&#039;&#039;&#039;, bait the large AoEs, then stack. Players will need to  wait until the yellow crystals detonate to move to the other quadrants to spread out. Once the walls fade, the boss will use either &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;, requiring players to move to the front or back of the boss&#039; hitbox respectively. This will be followed up by another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat the &#039;&#039;&#039;Venom Pool&#039;&#039;&#039; mechanic again, this time with a &#039;&#039;&#039;Double Rush&#039;&#039;&#039; after the walls fade, requiring knockback mitigation, then another set of tankbusters. Healers should be prepared, as this is a lot of damage coming out quite quickly. The boss will use another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then either &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; or &#039;&#039;&#039;Venom Surge&#039;&#039;&#039;, so players will have to stack and spread accordingly. This is followed by another &#039;&#039;&#039;Tail/Claw&#039;&#039;&#039; attack, then the boss will soft enrage and begin spamming &#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;, requiring high mitigation. After this, the boss will slow cast &#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;. If the boss is not defeated before this cast finishes, the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P5S.png&lt;br /&gt;
P5S boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=518249</id>
		<title>Abyssos: The Fifth Circle (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Abyssos:_The_Fifth_Circle_(Savage)&amp;diff=518249"/>
		<updated>2023-01-19T16:57:50Z</updated>

		<summary type="html">&lt;p&gt;Relmreborn: Removed reference to Venom Surge during RG5 as it is always Squall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Abyssos (Savage)|Abyssos: The Fifth Circle}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Abyssos: The Fifth Circle (Savage)&lt;br /&gt;
| description = To see Nemjiji&#039;s frenzy as you recount your battle with the proto-Carbuncle, one might think that she had been infected with the mythic creation&#039;s corrupting poisons and was scrambling to record her final words before expiring. Although she claims that the many fantastical bestiaries that lie scattered about the laboratory are simply for research, you gather that she would take great pride in seeing her name inscribed upon the cover of one.&lt;br /&gt;
| image = Abyssos_The_Fifth_Circle_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 90&lt;br /&gt;
| level-sync = &lt;br /&gt;
| ilvl = 600&lt;br /&gt;
| ilvl-sync =&lt;br /&gt;
| difficulty = Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 30 Causality&lt;br /&gt;
| duty-finder = Raid Finder (Raids)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Caustic Purgatory&lt;br /&gt;
| region = The World Unsundered&lt;br /&gt;
| req-quest = &lt;br /&gt;
| patch = 6.2&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;P5S&#039;&#039;&#039;. &lt;br /&gt;
==Phases &amp;amp; Abilities==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mythic Creation: [[Proto-Carbuncle]]===&lt;br /&gt;
{{#ev:youtube|M05QS_LSoeU|350|right|Raid Guide by MTQcapture}}&lt;br /&gt;
{{#ev:youtube|S8OnaLdARxA|350|right|Raid Guide by Hector Hectorson}}&lt;br /&gt;
Before the battle, players should be assigned a clock position, a light party consisting of a tank, healer and two DPS, as well as four groups of two partners. Please note that the arena is surrounded by a poison that will instantly kill any player knocked into it. Failing any mechanic will result in a {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; debuff, as well as other various effects.&lt;br /&gt;
&lt;br /&gt;
Unlike the Normal encounter, the Savage encounter starts in the second arena used in the Normal mode and does not include the mid-fight cutscene. The Savage arena also contains circular outlines in the cardinals and intercardinals which indicate the locations where caustic pools can spawn.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
A duty gauge called &#039;&#039;&#039;Satiety&#039;&#039;&#039; will appear at the start of the battle. While initially full, it will begin gradually decreasing. Upon reaching 0 for the first time, the boss will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;. The bar can be refilled to 100 if the boss is fed a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039;, or will wipe the party otherwise. Upon reaching 0 for the second time, the boss will enrage and wipe the party.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;: Raidwide attack that deals medium damage.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;: Raidwide attack that deals high damage and summons walls onto the arena that reflect the boss&#039; attacks.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;: The boss will drop either yellow stones that explode in an AoE (or fill an area if &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; was used), or poisoned stones that slowly expand out in large puddles that deal a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;: An AoE tankbuster that applies a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff, as well as a {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; debuff. This is always followed up by &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039;: A follow up tankbuster that deals high damage and a {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuff.&lt;br /&gt;
*&#039;&#039;&#039;Caustic Pools (no castbar)&#039;&#039;&#039;: Four puddles will spawn around the room with two gas clouds in them and a countdown timer, indicating how many people need to be in the puddle when the timer finishes. Standing in the puddle inflicts a medium damage-over-time [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If there is only one player in the puddle, it will drop a heavy split damage AoE (&#039;&#039;&#039;Venom&#039;&#039;&#039;), likely killing whoever is inside as well as summoning a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; add that will being slowly casting &#039;&#039;&#039;Scatterbait&#039;&#039;&#039;. The add can be killed or eaten by the boss as part of a later mechanic. If this cast finishes, it will explode, dealing high raid damage and debuffing the raid with {{status effect|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;. If no players are in the puddle, it will use &#039;&#039;&#039;Venom&#039;&#039;&#039; on the closest player, and spawn an add as well.&lt;br /&gt;
*&#039;&#039;&#039;Double Rush&#039;&#039;&#039;: The boss will turn and charge to one corner of the room, which is coupled with a 180 degree cleave in front, and then charge to the opposite corner, dealing high unavoidable raid damage and knocking back players from the charge direction. The knockback can be prevented with knockback immune.&lt;br /&gt;
*&#039;&#039;&#039;Topaz Clusters&#039;&#039;&#039;: The boss will drop four sets of crystals in each zone that will detonate in the order they were dropped. Players will need to remember the order the crystals fell in and move to the appropriate safe zones in order.&lt;br /&gt;
*&#039;&#039;&#039;Venom Squall&#039;&#039;&#039;: The boss will drop an AoE on all players requiring them to spread out, a large AoE (&#039;&#039;&#039;Venom Drops&#039;&#039;&#039;) under all players that needs to be baited, and then another attack requiring them to stack to mitigate.&lt;br /&gt;
**&#039;&#039;&#039;Venom Rain&#039;&#039;&#039;: All players are hit by an AoE where they are standing that deals medium damage. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Venom Pool&#039;&#039;&#039;: Players must stack to mitigate this attack, which targets both healers. Debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Later this attack can be dropped on yellow crystals to convert them into poisoned crystals.&lt;br /&gt;
*&#039;&#039;&#039;Venom Surge&#039;&#039;&#039;: The same attacks as &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, but in reverse.&lt;br /&gt;
*&#039;&#039;&#039;Claw to Tail/Tail to Claw&#039;&#039;&#039;: The boss will perform attacks in front of and behind its hitbox, depending on the order of the attack.&lt;br /&gt;
**&#039;&#039;&#039;Raging Claw&#039;&#039;&#039;: The boss will successively use seven 180 degree cleaves in front.&lt;br /&gt;
**&#039;&#039;&#039;Raging Tail&#039;&#039;&#039;: The boss will use one 180 degree cleave behind.&lt;br /&gt;
*&#039;&#039;&#039;Starving Stampede (no castbar)&#039;&#039;&#039;: Eight blue markers will spawn around the arena, as well as a red fangs marker that will sequentially move to each blue marker, indicating where the boss will jump to. Each point explodes in a large circular AoE, and getting hit by this will deal high damage and immobilize the player for the remainder of the mechanic, eventually resulting in their death.&lt;br /&gt;
**&#039;&#039;&#039;Devour&#039;&#039;&#039;: The boss will consume all stunned players and spit them out, instantly killing them. This cannot be mitigated with tank invulnerabilities.&lt;br /&gt;
*&#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;: If a &#039;&#039;&#039;Lively Bait&#039;&#039;&#039; is not spawned after the boss completes &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, the boss will use this ability and wipe the party. This later serves as the enrage cast, which will wipe the party.&lt;br /&gt;
*&#039;&#039;&#039;Searing Ray&#039;&#039;&#039;: The boss fires a beam forwards, hitting the entire arena in front of it. This attack will bounce off the reflective walls.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;: Soft Enrage. The boss will spam high damage raidwide AoEs.&lt;br /&gt;
===Strategy===&lt;br /&gt;
Players should note the &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter that starts at 100 and will slowly count down to zero as the fight progresses. The boss will start by casting &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants. Mitigate and heal through these. Once the arena is divided, the boss will cast &#039;&#039;&#039;Topaz Stones&#039;&#039;&#039;, dropping a stone into each quadrant, two of which are poisonous. Players will need to identify which poison crystal is closest to the center of the arena, as this will be the safe quadrant. Any yellow crystals will explode and refract around their quadrant. Once players have identified the safe zone, they should move to that zone and stand in the corner of the edge of the arena, being careful not to touch the expanding poison AoE. Once these attacks resolve, the boss will cast &#039;&#039;&#039;Venomous Mass&#039;&#039;&#039;, targeting the main tank. The tank should move away from other players, as this attack is an AoE and will kill anyone else hit. This attack debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; and {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Immediately after that attack resolves, the off tank should {{action icon|Provoke}} the boss, as &#039;&#039;&#039;Toxic Crunch&#039;&#039;&#039; will kill the main tank. This attack also debuffs with {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039;. Note this attack can be handled with an invuln skill, but that tank will receive both {{status effect|poison}} &#039;&#039;&#039;[[Poison]]&#039;&#039;&#039; debuffs and take high damage, so healers should be ready if this is the chosen strategy.&lt;br /&gt;
&lt;br /&gt;
Next, the poison puddles will spawn around the arena with a timer on the outer edge of each puddle. Players need to find their partner and stand near the puddle, only moving into it when the counter is about to finish, as standing within the puddle deals a high damage [[File:Toxicosis icon1.png|link=]] &#039;&#039;&#039;Toxicosis&#039;&#039;&#039; debuff. If done properly, the puddles will simply fade. If anyone makes a mistake, the raid will take high damage and an ad will spawn. The boss will perform another set of tankbusters, then cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena in half. It will spawn one yellow crystal and one poison crystal, then use &#039;&#039;&#039;Double Rush&#039;&#039;&#039;. The boss will face a corner and charge to it, then turn around and charge to the opposite corner. Players need to stand behind the boss for the first charge, then move to the safe side of the wall to avoid the crystal explosion. Players will need to use knockback mitigation to avoid getting sent into the poison around the arena, as the second hit is unavoidable. The boss will follow this up with another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;. Mitigate and heal through.&lt;br /&gt;
&lt;br /&gt;
The boss will cast &#039;&#039;&#039;Topaz Cluster&#039;&#039;&#039;, dropping four sets of crystals that will land in each quadrant. Players will need to remember where each crystal drops and in what order so they can move to the correct safe zones in order and avoid damage. Once this resolves, the boss will use another set of tankbusters, then cast &#039;&#039;&#039;Venom Squall&#039;&#039;&#039;, requiring players to spread to their clock positions, then move in to bait their AoEs, and finally stack to mitigate &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;. Overlapping the first AoE will result in death, as each attack debuffs with a short {{status effect|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Once this is resolved the boss will use &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;. Depending on what word is first, the boss will either attack the arena in front of it, then behind, or vice versa. Players should identify which attack is coming out, then move to the proper safe zone to avoid damage.&lt;br /&gt;
&lt;br /&gt;
By this point the boss&#039; &#039;&#039;&#039;Satiety&#039;&#039;&#039; meter will be at zero, and it will use &#039;&#039;&#039;Starving Stampede&#039;&#039;&#039;, dropping several blue markers around the arena. A red marker will then move over each one, showing the order the boss will leap to them and attack in a wide AoE. Getting hit by this attack will {{status effect|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; the player, then they will be consumed shortly after, killing them. Players will need to move in a pattern that will keep them away from the boss and its AoEs. The general strategy used by players is to start opposite the red marker, and move in a circle opposite the boss, then double back to avoid the rest of the attacks. During this, the poison puddles will spawn again, but players should ignore these until the current attack has resolved. Once the boss stops rampaging, players can get into their partner groups and stand in the circles, all except the tanks. Both tanks should stand together directly next to an empty puddle and use mitigation, and their partners (if they weren&#039;t already partnered together) should stand in another circle. This will cause the tanks to stack to mitigate the damage from failing the circle mechanic, and spawn an ad for the boss to consume, filling its gauge entirely. If an ad is not summoned, the boss will enrage and wipe the party. The gauge will continue to count down, but the fight will end one way or another before it reaches zero again.&lt;br /&gt;
&lt;br /&gt;
The boss will use &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039; and &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039; again, this time dividing the arena in half and summoning five crystals, two on one side and three on another. The boss will then cast &#039;&#039;&#039;Venom Pool&#039;&#039;&#039;, targeting the healers. Players will move to the side with two crystals, then split into their light parties and stand in the hitbox of both crystals. When the attack fires, it will turn the crystals into poison crystals instead, creating a safe zone. The boss will then leap to a corner and cast either &#039;&#039;&#039;Searing Ray&#039;&#039;&#039; or &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;. If &#039;&#039;&#039;Searing Ray&#039;&#039;&#039;, move to the opposite side of the wall as the boss. If &#039;&#039;&#039;Raging Claw&#039;&#039;&#039;, wait for the crystals to erupt, then move behind the boss. The walls will fade and the boss will use another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will cast another &#039;&#039;&#039;Ruby Glow&#039;&#039;&#039;, dividing the arena into quadrants, then use &#039;&#039;&#039;Topaz Stone&#039;&#039;&#039;, dropping two yellow crystals and two poison crystals. The boss will also use &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; here, requiring players to maneuver around the poison puddles to spread to avoid overlapping &#039;&#039;&#039;Venom Rain&#039;&#039;&#039;, bait the large AoEs, then stack. Players will need to  wait until the yellow crystals detonate to move to the other quadrants to spread out. Once the walls fade, the boss will use either &#039;&#039;&#039;Claw to Tail&#039;&#039;&#039; or &#039;&#039;&#039;Tail to Claw&#039;&#039;&#039;, requiring players to move to the front or back of the boss&#039; hitbox respectively. This will be followed up by another set of tankbusters.&lt;br /&gt;
&lt;br /&gt;
The boss will repeat this mechanic again, this time with a &#039;&#039;&#039;Double Rush&#039;&#039;&#039; after the walls fade, requiring knockback mitigation, then another set of tankbusters. Healers should be prepared, as this is a lot of damage coming out quite quickly. The boss will use another &#039;&#039;&#039;Sonic Howl&#039;&#039;&#039;, then either &#039;&#039;&#039;Venom Squall&#039;&#039;&#039; or &#039;&#039;&#039;Venom Surge&#039;&#039;&#039;, so players will have to stack and spread accordingly. This is followed by another &#039;&#039;&#039;Tail/Claw&#039;&#039;&#039; attack, then the boss will soft enrage and begin spamming &#039;&#039;&#039;Sonic Shatter&#039;&#039;&#039;, requiring high mitigation. After this, the boss will slow cast &#039;&#039;&#039;Acidic Slaver&#039;&#039;&#039;. If the boss is not defeated before this cast finishes, the party will be wiped.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*1 {{Item icon|Abyssos Mythos I}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Abyssos Earring Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Necklace Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Bracelet Coffer (IL 630)}}&lt;br /&gt;
{{Drops table row|Abyssos Ring Coffer (IL 630)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=225px mode=packed&amp;gt; &lt;br /&gt;
P5S.png&lt;br /&gt;
P5S boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Relmreborn</name></author>
	</entry>
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