Difference between revisions of "Palace of the Dead"
Line 366: | Line 366: | ||
<references/> | <references/> | ||
− | {{Navbox- | + | {{Navbox-Miscellaneous Duty}} |
Revision as of 14:27, 15 March 2018
|
Miscellaneous Duty | |||||||||||||||||||||||||||||||||||||
|
Entering the Palace of the Dead
Players can enter the Palace of the Dead by speaking with the Wood Wailer Expeditionary Captain in the South Shroud at Quarrymill (X:25.2 Y:20.6). When entering as a party, only the party leader can start the instance. Players may enter either as a Fixed Party or as a Matched Party.
Fixed Party
- Players may enter with a group of up to four players, with no restrictions to classes, jobs, or roles.
- After speaking with the Wood Wailer expeditionary, select "Enter the Palace of the Dead," then choose an unused save slot. Next, select "Enter with a fixed party."
- All future forays into the Palace of the Dead must be done with the party members and party composition chosen upon registering.
- To enter solo, enter as your chosen job or class as a fixed party.
- Your character's level, aetherpool arm and armor strength, inventory, and floor progression will be recorded.
- Players in a fixed party must have uniform save data. Moreover, this save data can only be used with the party members and party composition chosen when first entering the Palace of the Dead.
Matched Party
- Similar to the Duty Finder, players may choose to be randomly matched with other players on the same data center.
- After speaking with the Wood Wailer expeditionary, select "Enter the Palace of the Dead," then choose an unused save slot. Next, select "Enter with a matched party." All future forays into the Palace of the Dead must be done with the class or job chosen when first registering.
- Matched parties will always be comprised of four players.
- When registering with less than four players, any open party slots will be filled automatically.
- Players in matched parties are free to choose any composition of jobs and classes they desire. It is not necessary to register with the same players each time, however, you must use the class or job you selected when first registering as a matched party.
- Your character's level, aetherpool arm and armor strength, and floor progression data will be saved.
- Players will be matched with party members who have the same floor progression saved. In order to be matched, players must enter with the same class or job that was equipped when progression was first saved. Furthermore, aetherpool weapons and gear strength must be above the requisite for the given floor.
- Players can join a party in progress by first checking the "Join Party in Progress" box in the Duty Finder menu, then speaking with the Wood Wailer expeditionary.
Rules, Dungeon EXP & Actions
- Players will start at level 1 regardless of their current class or job level. By defeating monsters that appear in the dungeon, players will be able to gain EXP and level their characters up to 60. The levels gained in progression of the dungeon, however, will not be the same as what players will receive upon clearing.
- Players who have not purchased FINAL FANTASY XIV: Heavensward may only play up to floor 40, and players currently on the free trial may only play up to floor 10, although they will be able to level their characters to 60 inside the Palace of the Dead.
- All enemies players encounter in the Palace of the Dead will give a fixed amount of EXP regardless of the number of members in your party or the difference in level between you and the enemy. Rested experience and experience bonuses will also be ignored.
- Players must reach the required level in the dungeon to have access to level restricted actions and statuses. Players can gain actions and statuses regardless of whether or not they have completed the necessary class or job quests.
- Players who have entered the deep dungeon with a class will be restricted from using any job actions.
Recording Progress
Boss enemies will appear every 10 floors. Upon defeating them, players will be able to record their progress, at which time they may choose to leave the deep dungeon. Please note that progress made in strengthening aetherpool arms and armor is saved independently and shared across all save data.
Aetherpool Gear
- Players will be restricted to the use of an aetherpool arm and aetherpool armor when inside the Palace of the Dead. In addition to gaining character levels through EXP (mentioned above), players must enhance their aetherpool gear as they progress through the dungeon.
- Normal gear has no effect on your character's attributes inside the Palace of the Dead, and aetherpool armor will take the appearance of your current gear upon entering the instance.
- Aetherpool gear can be enhanced by accessing silver coffers, which appear randomly on each floor and after defeating certain enemies.
- When enhancing gear, there is a chance of failure that varies depending on the current level of your gear and the floor where the silver coffer is found.
- Aetherpool gear can be enhanced to a maximum strength of +99.
- In the event the strength of your aetherpool gear exceeds the maximum allowed by your current level, its attributes will be synced.
- Aetherpool gear (any gear equipped upon entering the instance) is not subject to durability loss, nor can it gain spiritbond when inside the Palace of the Dead.
Pomanders
- Players will obtain pomanders from treasure chests within the Palace of the Dead. These items have various uses ranging from displaying the entire map of your current floor, to providing party members with beneficial effects. Up to three of each pomander can be held at any time. These items can be found in a shared inventory to be used by all party members.
- Normal items such as potions can still be used independently of this shared inventory.
- Pomanders cannot be taken outside of the Palace of the Dead and when in a matched party cannot be used after the completion of a set of floors.
Name | Description | |
---|---|---|
Pomander of Affluence | Increases the number of treasure coffers on the next floor. | |
Pomander of Alteration | Changes the enemy occupying a random room on the next floor into a mimic or a mandragora. | |
Pomander of Flight | Decreases the number of enemies on the next floor. | |
Pomander of Fortune | Increases the chance enemies on the current floor will drop treasure coffers. | |
Pomander of Intuition | Reveals the current floor's hidden traps. | |
Pomander of Lust | Transforms user into a succubus. | |
Pomander of Purity | Removes the Pox status. | |
Pomander of Rage | Transforms user into a manticore. | |
Pomander of Raising | Instantly raises the first party member to be KO'd. | |
Pomander of Resolution | Transforms user into Kuribu. | |
Pomander of Safety | Removes all traps from the current floor. | |
Pomander of Serenity | Removes all enchantments from the current floor. | |
Pomander of Sight | Reveals the current floor's map and the location of all hidden traps. | |
Pomander of Steel | Decreases damage received by 40%. | |
Pomander of Strength | Increases damage dealt and HP recovered via healing magic by 30%. | |
Pomander of Witching | Transforms all targets within range into a frog, imp, or chicken. |
Progression
Palace of the Dead | |
---|---|
Icon | Description |
Cairn of Passage is inactive | |
Cairn of Passage is nearing activation | |
Cairn of Passage is activated | |
Cairn of Return is inactive | |
Cairn of Return is nearing activation | |
Cairn of Return is activated |
A special navigation map will be displayed, which can be used to progress through the rooms on a given floor. When any party member enters a room on the floor, the map will automatically update. The icons for the Cairn of Return and the Cairn of Passage will appear in their location on the map.
- Players can display or hide the map by pressing the M key. This is the same key for the Hold button to lock the map in position.
- The default navigational map will not be displayed in the Palace of the Dead.
Moving to the Lower Floors
Parties progress to lower floors by activating the Cairn of Passage stones. These stones have three phases, and will always be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the stone can be fully activated. As the phases progress, the color of the stone's icon on the map will change, and the perimeter around the stone will glow when it becomes fully activated.
Moving beyond Floor 50
In order to progress to the floors past Floor 50, you must first complete floors 1-50. The Expeditionary Captain will then allow you entrance into floors 51+
Floors 101+
In order to proceed past floor 100, you MUST be in a Fixed Party. Your party must also not have suffered a complete KO (all players in party defeated) from floors 51 onwards. Individual players in a party may die (unless you are solo, in which cases it counts as a Party KO) and be resurrected without triggering the Party KO. If you have a Party KO anywhere between floors 101-200, you must reset your progress back to floor 51 and start again.
Resurrection
In addition to resurrection items and actions, players can use a Cairn of Return to raise all KO'd players. These stones, like the Cairn of Passage, have three phases of activation and can only be used when fully activated. The stone will be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the stone can be fully activated. As the phases progress, the color of the stone's icon on the map will change, and the stone itself will glow when it becomes fully activated.
Traps and Floor Effects
As players progress, they will arrive at floors with traps that will be set off when walked across. These traps are invisible unless a player has a special item which can reveal their locations. In addition to traps, some floors have the below effects which may benefit or provide some challenge to the player's ability to progress:
- Some floors may inflict detrimental or beneficial statuses on players.
- Some floors may prohibit certain actions.
- Some floors may have strengthened enemies.
Traps | ||||
---|---|---|---|---|
Impeding Trap | Toading Trap | Land Mine | Luring Trap | Enervate Trap |
30 second pacify and silence to players. Fully removable by Esuna or partially by Echo drops. | 20 second toad status: reduced max HP, increased damage taken, and Amnesia (Status Effect). Cannot be removed. | Causes approximately 80% of maximum HP to everything in range. | Spawns three random enemies. | Causes Enervation status: reduced damage dealt and increased damage taken. |
Treasure Coffers
There are three types of treasure coffers which will randomly appear somewhere on the floor at the same time as enemies. While most of these coffers will give players various benefits, some will have traps, such as surprise enemy attacks.
Gold Coffers
Gold Coffers may yield pomanders. The coffer will remain even if these items already exceed the inventory limit.
Pomanders | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Bronze Coffers
Bronze Coffers may yield normal items such as potions or Gelmorran potsherds which can be exchanged for special items.
Permanent Items | ||||||
---|---|---|---|---|---|---|
|
Silver Coffers
Silver Coffers will strengthen aetherpool arms and armor. However, opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength. In addition, even if players' weapons and gear are not at maximum level, there is a possibility that the strengthening effects will not take hold even after opening the coffer. Weapons (including shields), and gear will be strengthened individually, and depending on the player.
Leaving the Palace of the Dead
If all party members are KO'd inside the Palace of the Dead, they will be removed from the instance.
- Unlike other dungeons, players cannot choose to return to the floor entrance if they are KO'd.
Management of Save Data
Players can manage their save data by talking with the same Wood Wailer Expeditionary Captain you talk to in order to enter the Palace of the Dead.
Resetting Progress
Players can reset their level and progression to floor 1. However, aetherpool arm and armor strength will carry over to the new file. This means players can reset and return to floor 1 to continue strengthening their weapons and gear if they have found that previous progression became too difficult.
- Reset save data cannot be recovered.
Disbanding a Fixed Party
Players can convert fixed party saved data to matched party saved data. Aetherpool arm and armor strength will be carried over, but pomander information will be reset. Under these conditions you will be able to be matched with other players who are currently playing on the same floor as you.
- If any members of a fixed party are unable to enter the Deep Dungeon after the deletion of save data or usage of the World transfer service, they must select "Disband your fixed party." to carry over their save data.
Rewards
- If your job or class is level 60 upon entering you will receive Allagan tomestones and gil.
- If your job or class is between levels 50 and 60 upon entering you will receive Experience points, gil, and Allagan tomestones of poetics.
- If job or class is under level 50 upon entering you will receive experience points and gil.
- If your job or class is under level 20 when entering and there is a novice and mentor in the party, the party/mentor experience bonus will apply.
- The Armory bonus will be applied to these rewards.
Job / Class at level 60 | Job / Class between levels 50 to 60 | |
---|---|---|
Floor | Reward | Reward |
Floor 10 | 10 Allagan tomestones of poetics 20 Allagan tomestones of lore 10 Allagan tomestones of scripture 1,000 gil |
10 Allagan tomestones of poetics 1,000 gil |
Floor 20 | 20 Allagan tomestones of poetics 40 Allagan tomestones of lore 20 Allagan tomestones of scripture 1,500 gil |
20 Allagan tomestones of poetics 1,500 gil |
Floor 30 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 40 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 50 | 50 Allagan tomestones of poetics 100 Allagan tomestones of lore 50 Allagan tomestones of scripture 3,000 gil |
50 Allagan tomestones of poetics 3,000 gil |
Floor 60 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 70 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 80 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 90 | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Floor 100 | 50 Allagan tomestones of poetics 100 Allagan tomestones of lore 50 Allagan tomestones of scripture 3,000 gil |
50 Allagan tomestones of poetics 3,000 gil |
Floor 110 and beyond | 30 Allagan tomestones of poetics 60 Allagan tomestones of lore 30 Allagan tomestones of scripture 2,000 gil |
30 Allagan tomestones of poetics 2,000 gil |
Gelmorran Potsherds
A Gelmorran potsherd will be awarded upon reaching floor 50. This item can be traded to the NPC E-Una-Kotor in the South Shroud at Quarrymill (X:25 Y:20.6).
Item | Required Potsherds |
---|---|
Wind-up Sasquatch | 3x Gelmorran Potsherd |
Hecteye | 3x Gelmorran Potsherd |
Disembodied Head Resonator | 10x Gelmorran Potsherd |
Grade V Materia (Disciple of War or Magic) | 1x Gelmorran Potsherd |
Padjali Arms
If you have strengthened your aetherpool arm and aetherpool armor to +30 in addition to reaching floor 50 of the Palace of the Dead, you can receive an aetherpool arm from the NPC E-Una-Kotor which can be used outside of the instance.
Padjali Items | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Kinna Arms
Once you have acquired the Padjali Arm of your choice, you may upgrade it for a newer, stronger version called Kinna. Kinna Arms require the Padjali weapon for your current class/job, it must be in your armoury chest, you must clear floor 100 and increase the strength of your aetherpool arm and armor to at least +60. Once done, speak with E-Una-Kotor to exchange both the Padjali Arm and your Aetherpool Arm/Armor for a Kinna Arm. The Padjali Arm will disappear, and your Aetherpool Arm/Armor will be reduced by 60 upon receipt of the new weapon.
Kinna Arms | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Trimmed Sacks
Bronze (Floors 1-50), Iron (Floors 51-100), Silver (Floors 101-150) and Gold-trimmed Sacks (Floors 151-200) are acquired via a hidden chest that can only be revealed upon use of a special pomander. You may stumble across it without the pomander, however.
Trimmed Sacks | ||||
---|---|---|---|---|
|
|