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Hidden Gorge

Pvpicon.pngHidden Gorge
PvP
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Hidden Gorge.png
Developed by Amajina & Sons Mineral Concern at great cost, the mine at Hidden Gorge proved to be a flash in the pan, its veins running dry within a matter of years. For a time afterwards, the site in Thanalan lay abandoned, but now it has been revived as a training ground for adventurers. In tracks of steel the battle lines have been drawn, and Falcons and Ravens will lock beaks once more in a struggle for territorial supremacy!
Enemies:

Requirements:

Time Limit: 30m
12 parties of 4 players.
Undersized Parties Not Allowed
Class: Any job of the Disciples of War or Magic (excluding limited jobs)
Level: 30
Player level and attributes are ignored during PvP and replaced with PvP-specific values.
Additional Loot Rules Unavailable
Minimum IL Unavailable


Tankroleicon.png Healerroleicon.png Dpsroleicon.png
0~24 0~24 0~24
Type: PvP
Zone: Hidden Gorge (Zone)
Region: Dravania
Minimum Level: 30
Unlock Quest: Earning Your Wings
Expansion: Stormblood
Patch: Patch 4.55
Background Music: Rival Wings (Music)
Battle Music: Birds of Prey
Tomestones
Allagan Tomestone of Poetics Icon.png
50
Allagan Tomestone of Causality Icon.png
50
Allagan Tomestone of Comedy Icon.png
20
Irregular Tomestone Of Tenfold Pageantry-currency.png
6/10
PvP Rewards
Rank 1
Experience PvP EXP PvP Series EXP Wolf Marks
Expicon.pngVaries PvP EXP.png1000 065089 hr1.png1250 Wolf Mark Icon.png1000
Rank 2
Expicon.pngVaries PvP EXP.png500 065089 hr1.png750 Wolf Mark Icon.png500







Gallery Add Image

Rules of Engagement

The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.

Cores and Towers

Cores

Hidden Gorge Cores.png
Hidden Gorge Cores Icon.png
Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.

Towers

Hidden Gorge Towers.png
Hidden Gorge Towers Icon.png
Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek field around the enemy team's base will dissipate, and all parties on your team will earn ceruleum and Soaring stacks.

Display of Core and Tower HP

A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.

Hidden Gorge Display.jpg

Deploying Machina

Hangar Terminal
Hangar Terminal UI

Ceruleum (CE)

Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.

Action Type Recipient Amount
Claiming a ceruleum tank Party 10
Destroying a mammet Party Up to 20
Destroying a gobtank Party Up to 20
Claiming a main ceruleum tank Team 50
Claiming a gobcrate Team 50

Cruise Chaser

Cruise Chaser Icon.png
A next-generation machina ideal for combat against enemy players and machina.
HP:50,000
Required Ceruleum (CE):50
Maximum Simultaneous Deployment:6
Requirements to Deploy:None

Actions

Spin CrusherSpin Crusher Icon.png Spin Crusher Delivers an attack with a potency of 40,000 to all opposing warmachina in a cone before you. 4,000 when attacking a player, mammet, or object.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.3s
The cost associated with the use of the ability.250EP
The range of an ability, measured between player and target, in yalms.0y
Front-facing cone spells (epicenter: player; angle: 90°)5y
Laser X SwordLaser X Sword Icon.png Laser X Sword Delivers an attack with a potency of 50,000 to all opposing players and warmachina in a cone before you. 5,000 when attacking a mammet or object.
The amount of time it takes from pressing an ability, to when the ability activates.2s
The amount of time it takes from using an ability, to being able to use it again.10s
The cost associated with the use of the ability.1000EP
The range of an ability, measured between player and target, in yalms.0y
Front-facing cone spells (epicenter: player; angle: 90°)15y
Optical SightOptical Sight Icon.png Optical Sight Deals damage with a potency of 30,000 to all opposing players and warmachina near point of impact. 3,000 when attacking a mammet or object.
The amount of time it takes from pressing an ability, to when the ability activates.2s
The amount of time it takes from using an ability, to being able to use it again.5s
The cost associated with the use of the ability.500EP
The range of an ability, measured between player and target, in yalms.50y
Ground-target AoE (epicenter: targeted ground; angle: 360°)10y
Ceruleum RefillCeruleum Refill Icon.png Ceruleum Refill Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.30s
The cost associated with the use of the ability.25EP
The range of an ability, measured between player and target, in yalms.0y
Self: Ability targets the user alone.0y

Oppressor

Oppressor Icon.png
A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.
HP:100,000
Required Ceruleum (CE):50
Maximum Simultaneous Deployment:2
Requirements to Deploy:None

Actions

Steam ReleaseSteam Release Icon.png Steam Release Deals damage to all opposing players and warmachina nearby with a potency of 10,000. 1,000 when attacking a mammet or object.
Additional Effect: 15-yalm knockback.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.5s
The cost associated with the use of the ability.500EP
The range of an ability, measured between player and target, in yalms.0y
Targeted AoE (epicenter: afflicted target; angle: 360°)10y
3000-tonze Missile3000-tonze Missile Icon.png 3000-tonze Missile Deals damage with a potency of 1,000,000 to all objects near point of impact. 20,000 to opposing players, warmachina, or mammets.
Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.
The amount of time it takes from pressing an ability, to when the ability activates.2.5s
The amount of time it takes from using an ability, to being able to use it again.15s
The cost associated with the use of the ability.2000EP
The range of an ability, measured between player and target, in yalms.75y
Ground-target AoE (epicenter: targeted ground; angle: 360°)10y
Ceruleum RefillCeruleum Refill Icon.png Ceruleum Refill Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.30s
The cost associated with the use of the ability.25EP
The range of an ability, measured between player and target, in yalms.0y
Self: Ability targets the user alone.0y

Brute Justice

Brute Justice Icon.png
Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.
HP:75,000
Required Ceruleum (CE):50
Maximum Simultaneous Deployment:2
Requirements to Deploy:Available after losing a tower.

Actions

FlarethrowerFlarethrower Icon.png Flarethrower Deals damage with a potency of 40,000 to all opposing players and warmachina in a cone before you. 4,000 when attacking a mammet or object.
Additional Effect: Inflicts Burns on opposing players and warmachina.
Potency: 10,000
Duration: 12.
The amount of time it takes from pressing an ability, to when the ability activates.2.5s
The amount of time it takes from using an ability, to being able to use it again.10s
The cost associated with the use of the ability.500EP
The range of an ability, measured between player and target, in yalms.0y
Front-facing cone spells (epicenter: player; angle: 90°)31y
Double Rocket PunchDouble Rocket Punch Icon.png Double Rocket Punch Deals damage with a potency of 600,000 to all objects near point of impact. 30,000 when attacking opposing players, warmachina, or mammets.
Additional Effect: Stun
Duration: 3s.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.3s
The cost associated with the use of the ability.250EP
The range of an ability, measured between player and target, in yalms.50y
Ground-target AoE (epicenter: targeted ground; angle: 360°)3y
Mega BeamMega Beam Icon.png Mega Beam Delivers damage with a potency of 60,000 to all opposing players and warmachina in a straight line before you. 6,000 when attacking a mammet or object.
Additional Effect: 30-yalm knockback.
The amount of time it takes from pressing an ability, to when the ability activates.2s
The amount of time it takes from using an ability, to being able to use it again.15s
The cost associated with the use of the ability.1000EP
The range of an ability, measured between player and target, in yalms.0y
Straight line between player and target70y
Ceruleum RefillCeruleum Refill Icon.png Ceruleum Refill Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
The amount of time it takes from pressing an ability, to when the ability activates.Instant
The amount of time it takes from using an ability, to being able to use it again.30s
The cost associated with the use of the ability.25EP
The range of an ability, measured between player and target, in yalms.0y
Self: Ability targets the user alone.0y

Steam Cannon

Steam Cannon.png

Two steam cannons have been erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces.

Actions

CannonfireCannonfire Icon.png Cannonfire Deals damage with a potency of 20,000 to all opposing players and warmachina near point of impact. 2,000 when attacking a mammet or object.
The amount of time it takes from pressing an ability, to when the ability activates.1.5s
The amount of time it takes from using an ability, to being able to use it again.1s
The range of an ability, measured between player and target, in yalms.60y
Ground-target AoE (epicenter: targeted ground; angle: 360°)6y

Mammets

Mammets are clockwork soldiers programmed to seek out and destroy towers and cores. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack. That is the extent of their programming; mammets will not harm adventurers.

Players' healing is less effective when used on mammets.
Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.

Wind-up Viking

Wind-up Viking.png
These mammets boast high HP and specialize in fighting at close quarters.

Wind-up Magus

Wind-up Magus.png
These mammets specialize in long range combat with magic-based attacks.

Ceruleum Engines, Loading Stations, and Supplies

Ceruleum Engines

Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines.

Occupying a Loading Station

When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly.

Controlling a Loading Station

Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area. When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.

When a Ceruleum Engine is at a Loading Station

Loading station Not controlled
Loading station Not controlled.png
Loading station Controlled by the Falcons
Loading station Controlled by the Falcons.png
Loading station Controlled by the Ravens
Loading station Controlled by the Ravens.png

Status of Ceruleum Engines

The UI displays information on when a ceruleum engine will arrive, the supplies it carries, and which team occupies the loading station.

1. Supply type

2. Members per team (up to four)
3. Occupied
4. Occupation gauge
5. Control gauge

Ceruleum Engines UI-1.png

Ceruleum Engines UI-2.png

Supply Types

There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates.

Main Ceruleum Tank Icon.png Main Ceruleum Tank: Each party on the team gains 50 ceruleum. Gobbiejuice Icon.png Gobbiejuice: Fills the adrenaline gauge of every team member. Gobtanks Icon.png Gobtanks: Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base. Gobcrates Icon.png Gobcrates: Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.

Goblin Mercenaries

Goblin Mercenaries-1.jpg
After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.

Allied Mercenaries

Goblin Mercenaries-2.jpg
If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it.

A gauge above the goblin mercenary shows the difference in damage dealt by each team. Falcons are shown in blue and Ravens are shown in red.

Mercenary Deployment

Goblin Mercenaries-3.png
Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route.

Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.

Soaring

When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.