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==[[File:Aggressive difficulty r6.png|link=]] [[Oracle of Darkness]]==
==[[File:Aggressive difficulty r6.png|link=]] [[Oracle of Darkness]]==
Note: The battle takes place upon a large platform. Any player who jumps or is pushed over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.
===Phase 1===
*'''Hell’s Judgment''': HP of all players is reduced to a single digit. Heal up for the next attack.
*'''Shockwave Pulsar''': High raid-wide damage. Mitigate and heal through.
*'''Spell-in-Waiting''': The boss receives a buff that delays the next spell cast.
The boss will follow this with either '''Dark Water III''' or '''Dark Eruption'''. This spell will be delayed for a moment.
**'''Dark Water III''': Both healers are targeted with split damage markers. Parties should break into light parties to soak damage.
**'''Dark Eruption''': Each player is marked with a large AoE. Players should spread out to pre-assigned clock locations.
The boss will then cast another '''Spell-in-Waiting''' followed by the opposite spell that was cast previously. Once the spell finishes casting, the first spell will go off, so players should be ready to stack or split.
*'''Darkest Dance''': The boss will target the player furthest from her and leap to them, then follow up with knockback to the rest of the party. The main tank should bait this attack by standing away from the boss whole the rest of the party stacks underneath the boss in her hitbox to avoid getting knocked off the arena. The second '''Spell-in-Waiting''' will fire at this point, so players should be ready to move to either stack or split.
The boss will fire another '''Shockwave Pulsar''', then should be moved into the middle of the arena.
*'''Basic Relativity''': The boss will deal raid-wide damage that should be mitigated and healed through. Players will also be debuffed with '''Spell-in-Waiting: Return'''. This debuff lasts for 22 seconds, after which each player’s position and facing direction will be recorded on the platform. Players will also be inflicted with a debuff, based on their role:
**Tanks and healers can be inflicted with either '''Dark Water III''', a damage marker that must be split with assigned light parties, or '''Shadoweye''', a gaze attack that must be faced away from. any player that faces this debuff will die.
**DPS players will be inflicted with either '''Dark Blizzard III''', a massive donut AoE attack that players need to either stack in the center for or move far away from, or '''Dark Fire III''', a large circle AoE that players need to move away from.
The DPS debuffs will last either 16 seconds or 29 seconds. If one group has the short debuff, the other group will have the longer debuff, which allows players to plan where to stand to resolve mechanics.
At the same time, the boss will summon seven hourglasses around the arena, six red and one yellow. The boss will then tether to four of the hourglasses with two purple tethers that will connect to either the northeast/west or southeast/west hourglasses, whole two yellow tethers will connect to the east and west hourglasses. The boss will then cast '''Speed''', augmenting the speed at which the tethered hourglasses attacks come out. Yellow tethers will increase speed, while purple tethers will decrease speed. At the end of their cast, the hourglasses will target the closest player with a line attack that deals damage and adds the debuff '''Twice Come Ruin'''. If a player is hit by more than one laser, the player will be debuffed with a very quick '''Doom''' debuff that kills the player instantly. The attacks will fire in a specific order: yellow tethered hourglasses, non-tethered hourglasses, and purple tethered hourglasses.
There are a lot of mechanics happening at once here, and players need to be coordinated in order to not wipe. To handle these, all players should start by stacking in front of the yellow hourglass and putting it behind them to orient themselves. From here, players can move out in the order of their debuffs to bait the laser attacks. DPS players with the '''Dark Blizzard III''' debuff should take the first tethers. If they have the fast variant of the debuff will have their debuff resolve far enough away from the group that there will be no overlap. If it is the slow debuff, players will simply return and stack with the group. At this point, players with the '''Dark Fire III''' debuff should move away to avoid hitting other players with their debuff.
Healers should move to bait the non-tethered hourglasses by moving to the left and right of the party. If they have the '''Shadoweye''' gaze debuff, players can simply turn away from the healers to avoid. If tanks have the debuff, players should face the boss. By this point, the '''Spell-in-Waiting: Return''' debuff will record players locations. Before it goes off, tanks should move between the yellow hourglass and the rest of the party.
Tanks will finally bait the attacks from the purple-tethered hourglasses. After they fire, the yellow hourglass will cast a point-blank AoE. Non-tank players should move to the center of the arena to avoid this. The slow version of the fire and blizzard debuffs will resolve after this, so fire debuffed players should move away from the group. after this, players will be stunned and teleported back to their recorded position. The yellow hourglass will then cast '''Empty Hate''', dealing a proximity-based attack with knockback. Finally, the '''Dark Water III''' debuff will resolve, so players will need to stack with their healer groups to mitigate damage. After this, the boss will cast '''Shockwave Pulsar''', so healers should be ready.
*'''Singular Apocalypse''': The platform will change, and a small beam of light will move around the arena, showing the direction the attack will move in. Once the light stops moving, a large light pillar will hit the center of the arena and begin moving around the edge. players need to stay out of this attack to avoid heavy damage and debuffs.
*'''Cataclysm''': The boss will face a random cardinal direction and leap to it, causing a massive AoE where she lands. Players should move to the edge of the opposite side from what she is facing, while being careful to avoid the light attacks.
*'''Black Halo''': The boss will target the main aggro target with a large frontal cone tank buster. Tanks should point the boss away from the group. This attack only happens twice in the encounter, so it is recommended to simply use an invulnerability skill to deal with this.
After this, players should stack in the center of the arena for the next mechanic.
*'''Shellcrusher''': A random player is targeted, and all players must split the damage to survive.
*'''Spirit Taker''': Another random player is targeted but must take the attack alone. anyone else hit by this attack will die. Players should move to their assigned clock positions quickly to avoid overlap with other players.
The boss will then cast another '''Shockwave Pulsar''', then should be moved to the center of the room. The arena will return to normal.
===Phase 2===
*'''Intermediate Relativity''': Massive raid-wide damage. This needs to be mitigated and healed through. Players will also be debuffed with four more debuffs:
**'''Spell-in-Waiting: Return IV''': This works similarly to the previous debuff, except it records players locations several times.
**'''Dark Eruption''': Players will be marked with a large AoE that players will need to spread out to deal with.
The next debuffs will be assigned once again based on role. The debuffs will also last either 31 seconds, 27 seconds, or 23 seconds. Players need to look at their debuff bar to identify the order these debuffs will resolve in.
*'''Dark Blizzard III''': Assigned to either all tanks and healers or all DPS, this debuff functions the same way as the previous blizzard debuff, requiring players to stack or stand a good distance away. This time, however, three players afflicted with this will also be marked with a standard '''Flare''' marker. One will be marked with a '''Dark Water III''' debuff, requiring players to stack to help mitigate the damage.
*'''Dark Aero III''': Assigned to all tanks and healers or all DPS, this debuff will spawn a large circle AoE marked under players will knock back anyone hit. Players afflicted with this will also receive the '''Shadoweye''' debuff.
Many of these mechanics will resolve one after the other in rapid succession, making it a lot to keep track of. However, many debuffs will resolve at the same time, making it possible to plan where players should stand to resolve their debuffs. All '''Dark Eruptions''' will resolve at the same time, and all '''Dark Aero/Blizzard''' resolve at the same time as well, and the '''Shadoweye''' gaze, '''Flare''' and '''Dark Water III''' debuffs happen simultaneously. This allows players to designate safe zones for each player to stand for '''Return IV''' resolutions:
*Using assigned clock positions, separate to avoid overlap for '''Dark Eruption'''. Then, players marked with '''Dark Aero III''' will move to the intercardinals of the arena, '''Flare''' markers should be stacked with in the northwest/east and the south of the arena, '''Dark Blizzard III''' should be taken to the center of the arena, and the players with the gaze/water markers should stack inside the center of the arena, with the gaze players facing outwards. This way when the '''Dark Water III''' debuff resolves, players are stacked to mitigate damage.
*To resolve these in the correct order for '''Return IV''', players need to look at their debuff bar to determine the order the debuffs will resolve in, and work backwards from there, moving to the place the last debuff will resolve first, let '''Return IV''' record their location and facing direction, then move to the location for the second debuff, and finally to the location of the first. The gaze debuff will fire at this point, requiring players to turn to the outside to avoid instant death. Once '''Return IV''' resolves, players will be stunned and teleported around the arena to resolve debuffs. Assuming players have moved to the correct positions, the attacks should fire without incident. Once players can move again, the fight will resume, and the boss will follow up with a '''Shockwave Pulsar'''.
*'''Dual Apocalypse''': Similar to the previous '''Apocalypse''' attack, except two beams of light will appear and move in opposite directions. Move out of the center to avoid the first hit and watch the edge of the arena. The boss will then use '''Cataclysm''', so move to the safe side of the arena while avoiding light attacks.
*'''Somber Dance''': The boss will jump to the player that is furthest away, then to the player that is closest. Tanks should bait these attacks, with the main tank standing away, then the off tank moving in with the boss, so she leaps to them next. Tanks should be sure to use cooldowns, as these attacks hit hard. The platform will return to normal after this and follow up with a '''Shellcrusher''' and a '''Spirit Taker''', so be ready to stack and then split. this will be followed by another '''Shockwave Pulsar''', so healers should be ready.
===Phase 3===
*'''Advanced Relativity''': Deals massive raid-wide damage and debuff, so be sure to mitigate and heal through, then the boss will summon hourglasses. This attack is a mix of the first two '''Relativity''' mechanics mixed together, but the debuffs will resolve the same way as before. Players can use the yellow tethered hourglasses to orient themselves again, this time standing behind it, then split into their light parties and move to the north and south behind the hourglasses. To make it easier to identify where to drop '''Return IV''' recordings, players can use the segments of the circles on the floor to mark where to drop debuffs. After '''Advanced Relativity''' goes off and the boss begins casting '''Speed''', players will move according to their debuffs:
*'''Dark Aero III''' debuffed players should move closer to the edges of the arena so they can act as a knockback for players, while other players stack near the point of the segmented circle pointing inwards to the center of the arena for the '''Dark Water III''' debuff.
*Once '''Return IV''' records players locations, the gaze debuffed players will move to the left point of the segmented circle and face outwards from the arena, while the player marked with double '''Dark Aero III''' will move to the other point to record their locations. Finally, the last gaze player will move to the other side of the right segment and face outwards, while the double '''Dark Aero III''' player will mirror this movement on the left.
*Players with the '''Dark Fire III''' debuffs will move out to drop their locations, one each to the east or west edge, and one each at the inner east or west, closer to the center depending on which side players have agreed on moving to. Players should also face outwards for this to avoid the gaze marker. After this, players will be stunned and '''Return IV''' will resolve, moving players around the arena and resolving debuffs. Once this has finished, players will be able to move and target the boss again and the fight will resume. She will follow this up with a '''Shockwave Pulsar'''.
===Phase 4===
*'''Triple Apocalypse''': Three beams of light will appear this time, two on the edge of the arena and one in the middle. Players should follow the beam out from the middle and see where it intersects with another light beam. This marks the safe zone where players can stand when the light attack fires in the center of the arena. The boss follows up with '''Darkest Dance''', so bait the attack accordingly again, with the main tank at the edge and the rest of the party stacking inside the boss’s hitbox for the knockback. The platform will return to normal at this point. The boss will cast '''Shockwave Pulsar''' and '''Black Halo''', so the main tank will want to point the boss away and either tankswap and pop an invulnerability skill or heavily mitigate the attack.
*'''Terminal Relativity''': Massive raid-wide damage and three '''Quietus''' debuffs on all players that explode after their duration dealing heavy raid-wide damage. Mixed in with this, the boss will also cast '''Shockwave Pulsar''' three times in a row, also dealing heavy damage. Healers should be prepared for this as the damage comes out very fast in this phase.
Once the boss finishes casting all three '''Shockwave Pulsars''', she will enrage and begin casting '''Memory's End''' and must be defeated before the cast finishes, otherwise the party will wipe and return to the beginning of the phase.


==Loot==
==Loot==

Revision as of 09:24, 8 July 2021

See also: Eden's Promise (Savage) and Eden's Promise: Eternity

Raid.png

Eden's Promise: Eternity (Savage)

Eden's Promise Eternity (Savage).png
Level
80
Item Level
510
Difficulty
Savage
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Allowed
Time limit
120 minutes
Tomestones
Req. quest
Feature quest Where I Belong
Patch
5.4

Following your adventures in the Empty, a crystal has been found that bears distorted memories of your recent encounters. As if facing such nightmarish foes once was not enough, you now have the opportunity to experience these struggles anew, though far more perilous than you remember...

— In-game description

Eden's Promise: Eternity (Savage) is a level 80 raid introduced in patch 5.4 with Shadowbringers.

Aggressive difficulty r6.png Utopian Vision: Eden's Promise

Aggressive difficulty r6.png Oracle of Darkness

Note: The battle takes place upon a large platform. Any player who jumps or is pushed over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay.

Phase 1

  • Hell’s Judgment: HP of all players is reduced to a single digit. Heal up for the next attack.
  • Shockwave Pulsar: High raid-wide damage. Mitigate and heal through.
  • Spell-in-Waiting: The boss receives a buff that delays the next spell cast.

The boss will follow this with either Dark Water III or Dark Eruption. This spell will be delayed for a moment.

    • Dark Water III: Both healers are targeted with split damage markers. Parties should break into light parties to soak damage.
    • Dark Eruption: Each player is marked with a large AoE. Players should spread out to pre-assigned clock locations.

The boss will then cast another Spell-in-Waiting followed by the opposite spell that was cast previously. Once the spell finishes casting, the first spell will go off, so players should be ready to stack or split.

  • Darkest Dance: The boss will target the player furthest from her and leap to them, then follow up with knockback to the rest of the party. The main tank should bait this attack by standing away from the boss whole the rest of the party stacks underneath the boss in her hitbox to avoid getting knocked off the arena. The second Spell-in-Waiting will fire at this point, so players should be ready to move to either stack or split.

The boss will fire another Shockwave Pulsar, then should be moved into the middle of the arena.

  • Basic Relativity: The boss will deal raid-wide damage that should be mitigated and healed through. Players will also be debuffed with Spell-in-Waiting: Return. This debuff lasts for 22 seconds, after which each player’s position and facing direction will be recorded on the platform. Players will also be inflicted with a debuff, based on their role:
    • Tanks and healers can be inflicted with either Dark Water III, a damage marker that must be split with assigned light parties, or Shadoweye, a gaze attack that must be faced away from. any player that faces this debuff will die.
    • DPS players will be inflicted with either Dark Blizzard III, a massive donut AoE attack that players need to either stack in the center for or move far away from, or Dark Fire III, a large circle AoE that players need to move away from.

The DPS debuffs will last either 16 seconds or 29 seconds. If one group has the short debuff, the other group will have the longer debuff, which allows players to plan where to stand to resolve mechanics.

At the same time, the boss will summon seven hourglasses around the arena, six red and one yellow. The boss will then tether to four of the hourglasses with two purple tethers that will connect to either the northeast/west or southeast/west hourglasses, whole two yellow tethers will connect to the east and west hourglasses. The boss will then cast Speed, augmenting the speed at which the tethered hourglasses attacks come out. Yellow tethers will increase speed, while purple tethers will decrease speed. At the end of their cast, the hourglasses will target the closest player with a line attack that deals damage and adds the debuff Twice Come Ruin. If a player is hit by more than one laser, the player will be debuffed with a very quick Doom debuff that kills the player instantly. The attacks will fire in a specific order: yellow tethered hourglasses, non-tethered hourglasses, and purple tethered hourglasses.

There are a lot of mechanics happening at once here, and players need to be coordinated in order to not wipe. To handle these, all players should start by stacking in front of the yellow hourglass and putting it behind them to orient themselves. From here, players can move out in the order of their debuffs to bait the laser attacks. DPS players with the Dark Blizzard III debuff should take the first tethers. If they have the fast variant of the debuff will have their debuff resolve far enough away from the group that there will be no overlap. If it is the slow debuff, players will simply return and stack with the group. At this point, players with the Dark Fire III debuff should move away to avoid hitting other players with their debuff. Healers should move to bait the non-tethered hourglasses by moving to the left and right of the party. If they have the Shadoweye gaze debuff, players can simply turn away from the healers to avoid. If tanks have the debuff, players should face the boss. By this point, the Spell-in-Waiting: Return debuff will record players locations. Before it goes off, tanks should move between the yellow hourglass and the rest of the party. Tanks will finally bait the attacks from the purple-tethered hourglasses. After they fire, the yellow hourglass will cast a point-blank AoE. Non-tank players should move to the center of the arena to avoid this. The slow version of the fire and blizzard debuffs will resolve after this, so fire debuffed players should move away from the group. after this, players will be stunned and teleported back to their recorded position. The yellow hourglass will then cast Empty Hate, dealing a proximity-based attack with knockback. Finally, the Dark Water III debuff will resolve, so players will need to stack with their healer groups to mitigate damage. After this, the boss will cast Shockwave Pulsar, so healers should be ready.

  • Singular Apocalypse: The platform will change, and a small beam of light will move around the arena, showing the direction the attack will move in. Once the light stops moving, a large light pillar will hit the center of the arena and begin moving around the edge. players need to stay out of this attack to avoid heavy damage and debuffs.
  • Cataclysm: The boss will face a random cardinal direction and leap to it, causing a massive AoE where she lands. Players should move to the edge of the opposite side from what she is facing, while being careful to avoid the light attacks.
  • Black Halo: The boss will target the main aggro target with a large frontal cone tank buster. Tanks should point the boss away from the group. This attack only happens twice in the encounter, so it is recommended to simply use an invulnerability skill to deal with this.

After this, players should stack in the center of the arena for the next mechanic.

  • Shellcrusher: A random player is targeted, and all players must split the damage to survive.
  • Spirit Taker: Another random player is targeted but must take the attack alone. anyone else hit by this attack will die. Players should move to their assigned clock positions quickly to avoid overlap with other players.

The boss will then cast another Shockwave Pulsar, then should be moved to the center of the room. The arena will return to normal.

Phase 2

  • Intermediate Relativity: Massive raid-wide damage. This needs to be mitigated and healed through. Players will also be debuffed with four more debuffs:
    • Spell-in-Waiting: Return IV: This works similarly to the previous debuff, except it records players locations several times.
    • Dark Eruption: Players will be marked with a large AoE that players will need to spread out to deal with.

The next debuffs will be assigned once again based on role. The debuffs will also last either 31 seconds, 27 seconds, or 23 seconds. Players need to look at their debuff bar to identify the order these debuffs will resolve in.

  • Dark Blizzard III: Assigned to either all tanks and healers or all DPS, this debuff functions the same way as the previous blizzard debuff, requiring players to stack or stand a good distance away. This time, however, three players afflicted with this will also be marked with a standard Flare marker. One will be marked with a Dark Water III debuff, requiring players to stack to help mitigate the damage.
  • Dark Aero III: Assigned to all tanks and healers or all DPS, this debuff will spawn a large circle AoE marked under players will knock back anyone hit. Players afflicted with this will also receive the Shadoweye debuff.

Many of these mechanics will resolve one after the other in rapid succession, making it a lot to keep track of. However, many debuffs will resolve at the same time, making it possible to plan where players should stand to resolve their debuffs. All Dark Eruptions will resolve at the same time, and all Dark Aero/Blizzard resolve at the same time as well, and the Shadoweye gaze, Flare and Dark Water III debuffs happen simultaneously. This allows players to designate safe zones for each player to stand for Return IV resolutions:

  • Using assigned clock positions, separate to avoid overlap for Dark Eruption. Then, players marked with Dark Aero III will move to the intercardinals of the arena, Flare markers should be stacked with in the northwest/east and the south of the arena, Dark Blizzard III should be taken to the center of the arena, and the players with the gaze/water markers should stack inside the center of the arena, with the gaze players facing outwards. This way when the Dark Water III debuff resolves, players are stacked to mitigate damage.
  • To resolve these in the correct order for Return IV, players need to look at their debuff bar to determine the order the debuffs will resolve in, and work backwards from there, moving to the place the last debuff will resolve first, let Return IV record their location and facing direction, then move to the location for the second debuff, and finally to the location of the first. The gaze debuff will fire at this point, requiring players to turn to the outside to avoid instant death. Once Return IV resolves, players will be stunned and teleported around the arena to resolve debuffs. Assuming players have moved to the correct positions, the attacks should fire without incident. Once players can move again, the fight will resume, and the boss will follow up with a Shockwave Pulsar.
  • Dual Apocalypse: Similar to the previous Apocalypse attack, except two beams of light will appear and move in opposite directions. Move out of the center to avoid the first hit and watch the edge of the arena. The boss will then use Cataclysm, so move to the safe side of the arena while avoiding light attacks.
  • Somber Dance: The boss will jump to the player that is furthest away, then to the player that is closest. Tanks should bait these attacks, with the main tank standing away, then the off tank moving in with the boss, so she leaps to them next. Tanks should be sure to use cooldowns, as these attacks hit hard. The platform will return to normal after this and follow up with a Shellcrusher and a Spirit Taker, so be ready to stack and then split. this will be followed by another Shockwave Pulsar, so healers should be ready.

Phase 3

  • Advanced Relativity: Deals massive raid-wide damage and debuff, so be sure to mitigate and heal through, then the boss will summon hourglasses. This attack is a mix of the first two Relativity mechanics mixed together, but the debuffs will resolve the same way as before. Players can use the yellow tethered hourglasses to orient themselves again, this time standing behind it, then split into their light parties and move to the north and south behind the hourglasses. To make it easier to identify where to drop Return IV recordings, players can use the segments of the circles on the floor to mark where to drop debuffs. After Advanced Relativity goes off and the boss begins casting Speed, players will move according to their debuffs:
  • Dark Aero III debuffed players should move closer to the edges of the arena so they can act as a knockback for players, while other players stack near the point of the segmented circle pointing inwards to the center of the arena for the Dark Water III debuff.
  • Once Return IV records players locations, the gaze debuffed players will move to the left point of the segmented circle and face outwards from the arena, while the player marked with double Dark Aero III will move to the other point to record their locations. Finally, the last gaze player will move to the other side of the right segment and face outwards, while the double Dark Aero III player will mirror this movement on the left.
  • Players with the Dark Fire III debuffs will move out to drop their locations, one each to the east or west edge, and one each at the inner east or west, closer to the center depending on which side players have agreed on moving to. Players should also face outwards for this to avoid the gaze marker. After this, players will be stunned and Return IV will resolve, moving players around the arena and resolving debuffs. Once this has finished, players will be able to move and target the boss again and the fight will resume. She will follow this up with a Shockwave Pulsar.

Phase 4

  • Triple Apocalypse: Three beams of light will appear this time, two on the edge of the arena and one in the middle. Players should follow the beam out from the middle and see where it intersects with another light beam. This marks the safe zone where players can stand when the light attack fires in the center of the arena. The boss follows up with Darkest Dance, so bait the attack accordingly again, with the main tank at the edge and the rest of the party stacking inside the boss’s hitbox for the knockback. The platform will return to normal at this point. The boss will cast Shockwave Pulsar and Black Halo, so the main tank will want to point the boss away and either tankswap and pop an invulnerability skill or heavily mitigate the attack.
  • Terminal Relativity: Massive raid-wide damage and three Quietus debuffs on all players that explode after their duration dealing heavy raid-wide damage. Mixed in with this, the boss will also cast Shockwave Pulsar three times in a row, also dealing heavy damage. Healers should be prepared for this as the damage comes out very fast in this phase.

Once the boss finishes casting all three Shockwave Pulsars, she will enrage and begin casting Memory's End and must be defeated before the cast finishes, otherwise the party will wipe and return to the beginning of the phase.

Loot

Others

Name Type Item Level Rarity Quantity
Book of eternity icon1.png  Book of Eternity Other N/A ABasic 1
Edenmorn chest gear coffer (il 530) icon1.png  Edenmorn Chest Gear Coffer (IL 530) Other N/A ABasic 1
Edenmorn weapon coffer (il 535) icon1.png  Edenmorn Weapon Coffer (IL 535) Other N/A ABasic 1
Eden crystal icon1.png  Eden Crystal Other N/A ABasic 1
Wind-up gaia icon2.png  Wind-up Gaia Minion N/A ABasic 1
The extreme orchestrion roll icon1.png  The Extreme Orchestrion Roll Orchestrion Roll N/A ABasic 1

Weapons

Item Icon Level Item Level Requirement Damage (Type) Materia Slots Stats and Attributes
Edenmorn Bastard Sword Edenmorn bastard sword icon1.png 80 535 GLA PLD 106 Physical Damage.png 2 Strength +154 Vitality +162 Critical Hit +150 Determination +105 
Edenmorn Battleaxe Edenmorn battleaxe icon1.png 80 535 MRD WAR 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Determination +147 
Edenmorn Zweihander Edenmorn zweihander icon1.png 80 535 DRK 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Determination +147 
Edenmorn Gunblade Edenmorn gunblade icon1.png 80 535 GNB 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Determination +147 
Edenmorn Halberd Edenmorn halberd icon1.png 80 535 LNC DRG 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Sickle Edenmorn sickle icon1.png 80 535 RPR 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Sainti Edenmorn sainti icon1.png 80 535 PGL MNK 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Samurai Blade Edenmorn samurai blade icon1.png 80 535 SAM 106 Physical Damage.png 2 Strength +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Main Gauches Edenmorn main gauches icon1.png 80 535 ROG NIN 106 Physical Damage.png 2 Dexterity +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Twinfangs Edenmorn twinfangs icon1.png 80 535 VPR 106 Physical Damage.png 2 Dexterity +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Cavalry Bow Edenmorn cavalry bow icon1.png 80 535 ARC BRD 106 Physical Damage.png 2 Dexterity +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Pistol Edenmorn pistol icon1.png 80 535 MCH 106 Physical Damage.png 2 Dexterity +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Chakrams Edenmorn chakrams icon1.png 80 535 DNC 106 Physical Damage.png 2 Dexterity +216 Vitality +227 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Rod Edenmorn rod icon1.png 80 535 THM BLM 106 Magical Damage.png 2 Intelligence +216 Vitality +204 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Index Edenmorn index icon1.png 80 535 ACN SMN 106 Magical Damage.png 2 Intelligence +216 Vitality +204 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Rapier Edenmorn rapier icon1.png 80 535 RDM 106 Magical Damage.png 2 Intelligence +216 Vitality +204 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Round Brush Edenmorn round brush icon1.png 80 535 PCT 106 Magical Damage.png 2 Intelligence +216 Vitality +204 Critical Hit +210 Direct Hit Rate +147 
Edenmorn Cane Edenmorn cane icon1.png 80 535 CNJ WHM 106 Magical Damage.png 2 Mind +216 Vitality +204 Critical Hit +147 Determination +210 
Edenmorn Codex Edenmorn codex icon1.png 80 535 SCH 106 Magical Damage.png 2 Mind +216 Vitality +204 Critical Hit +147 Determination +210 
Edenmorn Torquetum Edenmorn torquetum icon1.png 80 535 AST 106 Magical Damage.png 2 Mind +216 Vitality +204 Critical Hit +147 Determination +210 
Edenmorn Pendulums Edenmorn pendulums icon1.png 80 535 SGE 106 Magical Damage.png 2 Mind +216 Vitality +204 Critical Hit +147 Determination +210 
Item Icon Level Item Level Requirement Block Strength Block Rate Materia Slots Stats and Attributes
Edenmorn Scutum Edenmorn scutum icon1.png 80 535 GLA PLD 967 967 0 Strength +62 Vitality +65 Critical Hit +60 Determination +42