Windurst: The Third Walk
Windurst: The Third Walk
- Level
- 100 (Sync: 100)
- Item Level
- 755
- Difficulty
- Normal
- Party size
- Alliance
24 man • 3
6
15 
- Unsyncing
- Not Allowed
- Time limit
- 120 minutes
- Phoenix Down
- Not Available
- Duty Finder
- Alliance Raids (Dawntrail)
- Roulette
- Mentor
- Tomestones
150
20 - Req. quest
- The Hollow Promise
- Entrance
- Lower Jeuno (X:5.8, Y:7.1)
- Region
- ???
- Patch
- 7.5
Yet another missive from Sareel Ja finds its way into your hands bearing grim tidings. There is to be a coronation for his new king, meaning this may be your last opportunity to thwart his schemes. With Prishe gravely injured, and Bakool Ja Ja assisting the Landsguard, it falls to you and Alxaal to brave the unknown once more. What new dangers await, and what will become of your echo companions should you prove victorious?
— In-game description
Windurst: The Third Walk is a level 100 raid introduced in patch 7.5 with Dawntrail. It is the third and final part of Echoes of Vana'diel.
Objectives
- Clear Windurst.
- Clear Al Zahbi.
- Clear the Alzadaal Undersea Ruins.
- Clear the Garden of Ru'Hmet.
- Clear the Empyreal Paradox.
- Clear the Abyssean Empyreal Paradox.
Enemies and Bosses
Players may fall off the edge of the arena to their deaths.
- Flare Play: Raid-wide magical damage.
- Vidohunir: Targets a random tank with a tankbuster stack marker that should be split between all 3 tanks.
- Empirical Research: Faces a random players and uses a late-telegraphed frontal line AoE.
- Superior Stone II: Raid-wide magical damage and spawns two jagged AoE telegraphs at the north and south of the arena, causing those sections to become raised up.
- Groundbreaking Quake: The two raised sections will collide with each other. Players should find the largest gap in the four sections and stand near the middle to avoid this attack. Anyone hit will be stunned temporarily.
- Diagrammatic Doorway: Shantotto spawns a 3x4 grid of ley lines and moves to one, then tethers three ley lines in sequence.
- Circumscribed Fire: A telegraphed donut AoE centered on Shantotto. She will then move to each of the ley lines she tethered to, in order, and repeat the attack with a late telegraph.
- After the last donut AoE at her final desination, Shantotto will cast Localized Blizzard, a late-telegraphed point-blank AoE with a fast cast. Random players will also be given spread marker AoEs dealing magical damage (Thunder and Error).
- Meteoric Rhyme: Spawns multiple circle AoE telegraphs and proximity AoEs (Large Specimen) at random locations. One healer will also be marked with a stack marker dealing magical damage (Stardust Specimen).
- Shockwave: The boss will become briefly untargetable and inflict raid-wide magical damage. After she becomes targetable again, line AoEs and circle AoEs of various sizes will spawn at random locations.
- Superior Stone II: Similar as before, but now combined with Aero Dynamics: You sense a powerful gale approaches... This gives players a 10-second Westerly Winds or Easterly Winds that will knock them back in the indicated direction of the arrows when the debuff expires. The knockback is very strong (longer than the length of the arena), so players must position to be knocked into a raised section. The knockback can also be prevented with knockback immunities. Immediately after the knockback, the boss will use Groundbreaking Quake.
- Diagrammatic Doorway: Similar to before, but now tethers five ley lines starting from Shantotto's origin instead of only three. Players will need to remember which ley lines were tethered, because the tether will disappear.
- Final Exam: A three-hit stack marker AoE on a random healer, dealing magical damage.
- Mechanics then repeat until the boss is defeated.
Al Zahbi
This encounter consists of four waves of enemies. Shortly after engaging, the arena will be surrounded with a dangerous AoE.
Wave 1: Acrolith x3, Lamia Rover x6
Group up all the enemies and AoE them down. The Acroliths will use Earthshatter, a telegraphed circle AoE.
Wave 2: Lamia Jaeger x8, Qutrub Forayer x2, Pining Abazohn
The lamias will initially be untargetable and each use Transcendent Shot, a telegraphed line AoE. Pining Abazohn will then use a telegraphed radial knockback at the center (Leaping Cleave), then the Qutrub Forayers will spawn two circle AoE telegraphs. Afterwards, group up all the enemies and AoE them down.
Wave 3: Nemean Lion, Lamia No.2, Assault Bhoot x8
Only the lion will be targetable at the start. Several circle AoE telegraphs will appear with gaps in between. The lion will use Tourbillion, a telegraphed frontal half-room cleave. The circle AoEs will each spawn an Assault Bhoot which should be grouped up and AoE'd down. The lamia (still untargetable) will use Pinning Shot, a large telegraphed AoE tankbuster on one tank. The lamia will the become targetable. The lion will use Fulmination Khalkeos, dealing raid-wide magical damage.
Wave 4: Medusa Swarmsinger
A battle against a miniboss.
- Dance to Dust: The medusa will spawn four "exaflare" telegraphs at the center aimed towards the cardinals, then another set of four exaflares aimed at the intercardinals.
- Left / Right Shadow Slash: A late-telegraphed half-room cleave aimed in the direction of the cast.
- Bellowing Grunt: Raid-wide magical damage.
- Disregard: Raid-wide physical damage.
- Petrifaction: A telegraphed gaze attack from the boss that will inflict an 8-second cleansable petrification. Combined with two sets of crisscrossing line AoE telegraphs.
- Banishga IV: Raid-wide magical damage and spawns a dangerous AoE at the edge of the arena.
- Divine Arrow: A blue target will spin around the boss. When the cast bar fills and the target stops, the boss will use a late-telegraphed persistent 90 degree cleave aimed at that direction and rotates clockwise or counterclockwise, based on how the target spun. During this, there will be two concentric donut AoE telegraphs and one point-blank AoE at the end. Afterwards, random players will receive spread marker AoEs, while circle AoE telegraphs (Banishga IV) spawn at other random players' positions.
- Impartial Ruling: Two gauges will appear on each side of the boss (left and right) and each begin filling. The side containing the gauge that fills first will be hit with a untelegraphed half-room cleave, then the other side once that gauge fills.
- Radiant Sacrament: The floor will temporarily transform in to a 5x5 grid of blue tiles. Orange crosshairs will move between all the tiles in a pattern, indicating the order they will detonate.
- Divine Spear: Blue trails of flame will begin drawing shapes (four triangles) on the arena. The regions that are fully enclosed by blue lines will detonate.
- Mega Holy: A three-hit stack marker AoE on a random healer, dealing magical damage.
- Sacred Assembly: Spawns four small circle AoEs near each corner, each becoming a Gordius System add.
- Perfect Defense: The boss will become untargetable while the adds become targetable and must be defeated before the Aetherial Conduit Reserves gauge reaches 100, or the party will wipe.
- The protected adds will cast Karmic Shielding, gaining the Perfect Defense buff. This reduces the damage they take and deals heavy damage to anyone who attacks them. Protected adds will also have a barrier surrounding them.
- Each add will either use Shock, a telegraphed point-blank AoE, or Circuit Shock, a telegraphed donut AoE.
- Circle AoE telegraphs will also appear at random players' locations.
- The party should focus down the non-shielded adds first, then switch to the others.
- Divine Judgment: Raid-wide magical damage. This attack will wipe the party if the adds were not killed in time.
- Divine Arrow: Similar to before, but now combined with crisscrossing line AoEs and Banishga IV spreads at the end.
- Sacred Assembly: Spawns four untargetable Gordius Systems near the corners.
- Reinforcements: The boss will tether two adds, then the other two. This indicates the order in which the adds will use a massive late-telegraphed point-blank AoE (Electrify).
- Divine Bolt: A combination of Banishga IV spreads on random players, baited circle AoEs, and a line AoE tankbuster at the main tank.
- Excluding the adds phase, mechanics then repeat until the boss is defeated.
Garden of Ru'Hmet
This encounter is against the Aw'aern miniboss and four Aw'zdei adds.
- Glacier Splitter: The miniboss will use five telegraphed conal AoEs with gaps in between them and the rear safe, while each add will use Optic Induration, a telegraphed frontal conal AoE. These attacks are used four times in a row, with different patterns.
- Auroral Wind: The miniboss will mark several players with large spread AoE markers dealing magical damage. The adds will use Static Filament, spawning three circle AoE telegraphs.
- Afterwards, the boss and adds can be grouped up.
- Impact Stream: Raid-wide magical damage from the miniboss.
- Empty Salvation: Raid-wide magical damage and spawns six green puddles in a hexagon formation. Standing in these will inflict heavy.
- Fleeting Eternity: The boss connects four puddles (two per side) and will transmit purple orbs starting from the center. When the orbs reach the puddles at the end of the path, they will detonate as massive late-telegraphed point-blank AoEs (Explosion).
- Fleeting Eternity: The boss will transmit a purple orb to the remaining four puddles, causing them to all detonate at once.
- Wheel of Impregnability: The boss spawns an orange ring with four orange rays pointing to its center. A larger, concentric orange ring will collapse inward. When the rings touch, the region within the ring will be hit with a point-blank AoE.
- Bastion of Twilight: Spawns another set of rings, except they will be green with rays pointing outward. The boss will move to a new area, then cast Pestilent Penance, a telegraphed 180 degree frontal cleave. At the same time, a donut AoE centered on the ring will resolve once the rings meet.
- Empty Salvation + Fleeting Eternity: Similar as before, but now four orbs will travel outwards. The two orbs that reach the end of the path first will detonate first, followed by the other two with longer paths. Finally, two more orbs will detonate the remaining puddles.
- Comet: Telegraphed magical AoE tankbusters on all three tanks.
- False Genesis: The boss will become untargetable and spawn an AoE telegraph that leaves three small squares safe. The alliance should split up for an adds phase.
- Players can fall off the square platforms to their deaths, although there will be a barrier at each corner.
- Three Memory Receptacles will appear, one per platform. These must be destroyed before the Burgeoning Arrogance gauge reaches 100, or the party will wipe.
- Each platform will be targeted with a different mechanic.
- If an untargetable Empty Thinker add appears on the platform, it will use Winds of Promyvion, a four-hit line AoE that will rotate clockwise or counterclockwise based on the arrow. Move to the side that the line AoE does not rotate into.
- If untargetable Empty Weeper adds appear, they will use Auroral Drape, a 180 degree cleave in front of them, leaving one quadrant of the platform safe.
- If untargetable Empty Wanderer adds appear, they will use Empty Beleaguer, two sets of two telegraphed circle AoEs.
- All three platforms will be targeted with Empty Seed from the Memory Receptacles, which is a telegraphed radial knockback from the center of the platform. Players must either be knocked to a barrier to prevent falling off or use knockback immunities.
- After a platform's Memory Receptacle is defeated, teleportation pads will appear to allow players on that platform to jump to other platforms and assist with their adds. Players will receive a 3-second System Lock, preventing teleporter use until it expires.
- Deadly Rebirth: If the adds were defeated in time, the arena will return to normal and the boss will receive Directional Disregard while it prepares a long cast, inflicting raidwide magical damage. This will also knock back and stun players for 8 seconds.
- Empty Salvation: Similar as before, except the green puddles will be connected in pairs along the outside.
- Earthbound Heaven: Purple orbs will originate from one green puddle and travel to the adjacent one, causing it to detonate in a large AoE.
- Malevolent Blessing: Evenly spaced conal Aoe telegraphs with gaps in between. One side of the the boss will also glow green, indicating a half-room cleave on that side that resolves with the cones.
- Bastion of Twilight + Pestilent Penance: Similar as before, except several Link of Promathia adds will use alternating front and back line AoEs based on which direction they are facing. These resolve immediately after the donut AoE and frontal cleave from the boss.
- Empty Salvation + Infernal Deliverance: Summons six non-linked puddles. Three stack marker towers will appear in every other puddle, which should be split between the alliance. After soaking the towers, the puddles they were on will expand and emit a telegraphed point-blank AoE, so players should move away (keeping in mind the Heavy effect).
- Meteor: Telegraphed AoE tankbusters hitting all three tanks, along with spread marker AoEs on random non-tanks.
- Bastion of Twilight + Malevolent Blessing: Avoid the cones, donut AoE, and half-room cleave at the same time.
- Mechanics then repeat (excluding the adds phase) until the boss is defeated.
Dread Made Flesh: Shinryu Paradox and Hollow King
This battle has two phases with an unskippable cutscene in the middle. The bosses share one HP bar. Shortly after pulling, the arena will be surrounded with a dangerous AoE.
Phase 1: Shinryu Paradox
In the first phase, the arena consists of an upper and lower level. The upper level has a hole where players can drop down. The lower level has a teleportation pad to allow players to return up.
- Cosmic Breath: An AoE that will damage everyone on the upper platform, requiring them to be on the lower level.
- Cosmic Tail: An AoE that will damage everyone on the lower platform, requiring them to be on the upper level.
- Cloak of Twilight: Gives all players a 25-second Cloak of Waning Light (Your dark resistance has been reduced...) or Cloak of Waxing Dark debuff (Your light resistance has been reduced...), which will also be indicated by a purple or yellow effect around their character. All players within the same alliance will receive the same debuff.
- Twilight Nebula: Aether running through the floor threatens to explode! One level of the arena will become light-aspected, while the other level will become dark-aspected. Players must be on the same level matching their debuff color to prevent damage.
- Starflare: Two sets of crisscrossing line AoE telegraphs, hitting both levels at once.
- Cataclysmic Vortex: Gives each player an individual mechanic. Failing the mechanic will reduce the player to 1 HP.
- Play button: Keep moving.
- Pause button: Do not move or attack.
- Gaze icon: Do not look at the boss.
- Gaze icon with question mark: Look at the boss.
- Dark Nova: Telegraphed magical AoE tankbusters on all three tanks.
Eventually, a cutscene will play and the fight will transition to the next phase. The boss will maintain its current HP.
Phase 2: Hollow King
The arena now only consists of one platform with no hole or teleporter.
- Celestial Trail (no cast bar): Spawns eight towers at the north. Tower will appear red (if empty) or blue (if taken). One random player in each tower will be temporarily incapicated with Clashing then take heavy damage, receive a 20-second HP Recovery Down debuff, and be knocked back slightly. Another set of eight towers will then spawn and should be taken by players without the debuff.
- Empty Proclamation: Raid-wide magical damage.
- Left/Right Swordscross: The boss will use two late-telegraphed line AoEs hitting more than two-thirds of the arena, leaving one corner safe, based on the name of the cast. For example, if it uses Left Swordscross, the safe corner is the top left.
- Twin Blaze: One head will display a point-blank AoE while the other displays a donut AoE marker, indicating which side of the room will be hit by the respective quarter-AoE. Go inside the hitbox on the side with the donut AoE.
- Cataclysmic Blade: A combination of the Cataclysmic Vortex personal mechanics from phase 1 and two blue conal AoE telegraphs originating from the north.
- Burst: Spawns two circle AoE telegraphs that will cascade outwards as telegraphed concentric donut AoEs.
- Cosmic Flame: Spawns "exaflare" circle AoEs at the left and right sides of the arena in an alternating pattern. For visual clarity, the initial AoE markers are also tethered to the boss.
- Atomic Ray: Spawns two moving line AoE telegraphs, one north-south and the other east-west. When the timer on both AoEs expire, it will resolve.
- Super Nova: A three-hit stack AoE on a random player, dealing magical damage.
- Starflare: Identical as before.
Mechanics for phase 2 then repeat until the boss is defeated.
Loot
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Vana'dielian Coronet of Fending | Head | 780 | Blue | 1 |
| Vana'dielian Coronet of Maiming | Head | 780 | Blue | 1 |
| Vana'dielian Crown of Striking | Head | 780 | Blue | 1 |
| Vana'dielian Bonnet of Scouting | Head | 780 | Blue | 1 |
| Vana'dielian Bonnet of Aiming | Head | 780 | Blue | 1 |
| Vana'dielian Chapeau of Casting | Head | 780 | Blue | 1 |
| Vana'dielian Chapeau of Healing | Head | 780 | Blue | 1 |
| Vana'dielian Sollerets of Fending | Feet | 780 | Blue | 1 |
| Vana'dielian Sollerets of Maiming | Feet | 780 | Blue | 1 |
| Vana'dielian Gaiters of Striking | Feet | 780 | Blue | 1 |
| Vana'dielian Poulaines of Scouting | Feet | 780 | Blue | 1 |
| Vana'dielian Poulaines of Aiming | Feet | 780 | Blue | 1 |
| Vana'dielian Shoes of Casting | Feet | 780 | Blue | 1 |
| Vana'dielian Shoes of Healing | Feet | 780 | Blue | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Vana'dielian Gauntlets of Fending | Hands | 780 | Blue | 1 |
| Vana'dielian Gauntlets of Maiming | Hands | 780 | Blue | 1 |
| Vana'dielian Gloves of Striking | Hands | 780 | Blue | 1 |
| Vana'dielian Armlets of Scouting | Hands | 780 | Blue | 1 |
| Vana'dielian Armlets of Aiming | Hands | 780 | Blue | 1 |
| Vana'dielian Gloves of Casting | Hands | 780 | Blue | 1 |
| Vana'dielian Gloves of Healing | Hands | 780 | Blue | 1 |
| Vana'dielian Breeches of Fending | Legs | 780 | Blue | 1 |
| Vana'dielian Breeches of Maiming | Legs | 780 | Blue | 1 |
| Vana'dielian Halfslops of Striking | Legs | 780 | Blue | 1 |
| Vana'dielian Culottes of Scouting | Legs | 780 | Blue | 1 |
| Vana'dielian Culottes of Aiming | Legs | 780 | Blue | 1 |
| Vana'dielian Tights of Casting | Legs | 780 | Blue | 1 |
| Vana'dielian Tights of Healing | Legs | 780 | Blue | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Tattered Third Movement Score |
Other | N/A | Basic | 3 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Vana'dielian Surcoat of Fending | Body | 780 | Blue | 1 |
| Vana'dielian Surcoat of Maiming | Body | 780 | Blue | 1 |
| Vana'dielian Cyclas of Striking | Body | 780 | Blue | 1 |
| Vana'dielian Vest of Scouting | Body | 780 | Blue | 1 |
| Vana'dielian Vest of Aiming | Body | 780 | Blue | 1 |
| Vana'dielian Tabard of Casting | Body | 780 | Blue | 1 |
| Vana'dielian Tabard of Healing | Body | 780 | Blue | 1 |
| Vana'dielian Sollerets of Fending | Feet | 780 | Blue | 1 |
| Vana'dielian Sollerets of Maiming | Feet | 780 | Blue | 1 |
| Vana'dielian Gaiters of Striking | Feet | 780 | Blue | 1 |
| Vana'dielian Poulaines of Scouting | Feet | 780 | Blue | 1 |
| Vana'dielian Poulaines of Aiming | Feet | 780 | Blue | 1 |
| Vana'dielian Shoes of Casting | Feet | 780 | Blue | 1 |
| Vana'dielian Shoes of Healing | Feet | 780 | Blue | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Tattered Third Movement Score |
Other | N/A | Basic | 3 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Wind-up Prishe |
Minion | N/A | Basic | 1 |
| Ballroom Etiquette - Dignified Derision |
Other | N/A | Basic | 1 |
| Shinryu (Vana'diel) Card |
Triple Triad Card | N/A | 3 | |
| Tattered Third Movement Score |
Other | N/A | Basic | 6 |
Rewards
You can receive only one reward item per week for completing Windurst: The Third Walk. In the event you are awarded an item from the loot list, you relinquish your right to vie for all remaining items regardless of whether you selected Need or Greed.
Reward eligibility is reset every Tuesday at 1:00 a.m. (PDT)
Each party in the alliance will receive its own treasure chest. Players cannot open a treasure chest belonging to another party.
Completion Reward
Upon completing Windurst: The Third Walk, players can also earn a separate reward once per week: two Cracked Novaclusters and one Ranperre Coin. The Ranperre Coin can be exchanged with Uah'shepya in Solution Nine (X:8.6 Y:13.5) for items used to enhance equipment purchased with
Allagan Tomestones of Mnemonics.
Orchestrion Rolls
Tattered Third Movement Scores can be found in each party's treasure coffer that appears after each boss. These items can be exchanged with the peculiar goblin in Lower Jeuno (X:6.5 Y:5.2) for special orchestrion rolls relating to Echoes of Vana'diel.
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: Windurst: The Third Walk | 10 | Discover every location within Windurst: The Third Walk. | - | 7.5 |
| The Pursuit of Emptiness | 5 | Complete Windurst: The Third Walk. | - | 7.5 |
Music
| Section | Theme |
|---|---|
| Area 1: Windurst | The Federation of Windurst |
| Boss 1: Shantotto the Demon | Feast of the Ladies |
| Area 2: Al Zhabi | Bustle of the Capital |
| Area 2 Battle | Fated Strife -Besieged- |
| Area 2 Post-Battle | Vana'diel March 4 |
| Area 3: Alzadaal Undersea Ruins | Forbidden Seal |
| Boss 2: Alexander Resurrected | Ragnarok |
| Area 4: The Garden of Ru'Hmet | Gates of Paradise - The Garden of Ru'Hmet |
| Area 4 Battle | Battle Theme from FINAL FANTASY XI |
| Boss 3: Promathia | A Realm of Emptiness |
| Boss 4 Phase 1: Shinryu Paradox | Shinryu |
| Boss 4 Phase 2: Hollow King | The Wyrm Who Would Be King |
| Victory | Vana'diel March |
Images
Gear Images
Raid Images
Renders
Dialogue
Duty dialogue
Most NPC dialogue is voiced.
Windurst
Dais of Ascension (boss 1)
I'll put you down without delay.
Just like a pupil from my past!
You never stood a chance, my dear!
After the fight
Al Zahbi
Come, dance with me, mortals!
After the fight
Alzadaal Undersea Ruins (boss 2)
The meek...shall be rewarded...
The defiant...shall be judged...
I shall burn away...thy transgressions...
My radiance...shall guide thee...
Sense thy transience...know thy insignificance...
After the fight
The Garden of Ru'Hmet
Empyreal Paradox (boss 3)
After the fight
Abyssean Empyreal Paradox (boss 4)
The shade of Gulool Ja Ja is absorbed into Shinryu Paradox.
Shinryu Paradox transforms into the Hollow King.
Post-duty pop-ups
Optional Memos
Leather-bound Memo 1
From the peaks of Mount Yuhtunga to the ocean floors of the Bastore Sea, I daresay there are none more deserving of renown than she, filling our hearts with admiration and fear in equal measure.
That selfsame admiration is why I volunteered to go and interview her on behalf of “Magic Paradise Weekly”, but fear halted my steps. Indeed, it was all I could do to observe her from a distance.
I thought I remained an unseen witness to her wonders and horrors, but who else could have placed that curse on me? Who else could have lifted it?
— Leather-bound Memo
Leather-bound Memo 2
Salaheem's Sentinels Rule No. 1
“Neverrr say it can't be done!”
Salaheem's Sentinels Rule No. 2
“Disobeying the prrresident will bring down the fury of a thousand suns!”
Salaheem's Sentinels Rule No. 3
“Always aim to be the biggest cog in the machine!”
Salaheem's Sentinels Rule No. 4
“A swift kick to the grrroin can remove every pain!”
Salaheem's Sentinels Rule No. 5
“Failure means going hungrrry!”
Thanks for the offer, but I'll have to pass.
— Leather-bound Memo
Leather-bound Memo 3
As we endeavor to guard the Empire from threats posed by beastmen, it is the Serpent Generals, appointed by Empress Nashmeira, who lead the charge in our never-ending struggle.
Each is granted a name corresponding to the symbols of the Empire, the five serpents each associated with an element: fire, water, earth, wind, and the heavens.
Rughadjeen, the Skyserpent General, holds command over the other four─Gadalar, the fervent serpent of flame; Zazarg, the ardent serpent of stone; Najelith, the gallant serpent of gales; and Mihli Aliapoh, the graceful serpent of water. They call upon all who possess the courage and resolve to face the beastmen hordes, to take up arms as sword and shield in defense of the capital.
— Leather-bound Memo
Leather-bound Memo 4
How many days has it been since last I found an imbued cell in these damnable ruins? Even one might be enough to stop our monk from bullying me...
Sigh... The things I do for alexandrite.
— Leather-bound Memo
Leather-bound Memo 5
It all began with a stone, or so the legend says.
In ages past, a sentient jewel, enormous and beautiful, banished the darkness.
Its many-colored light filled the world with life and brought forth mighty gods.Bathed in that light, the world entered an age of bliss until, after a time, the gods fell into slumber. That world was called Vana'diel.
— Leather-bound Memo
Trivia
Multiple references to FFXI and FFXI culture are present throughout this raid.
History
- Promathia's arena was changed from being transparent to opaque in a hotfix on May 7, 2026.