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Dynamis - Divergence: the run

guide ยท Server guide

How a full Divergence run goes in [Dynamis - San d'Oria [D]](#zone-294), [Dynamis - Bastok [D]](#zone-295), [Dynamis - Windurst [D]](#zone-296) and [Dynamis - Jeuno [D]](#zone-297): what to kill in each wave, where the bosses stand, how they fight, and what the drops upgrade into.

Getting in

Full entry details: Dynamis - Divergence. In short:

- Main job level 99 and the key item Scintillating Rhapsody (Rhapsodies of Vana'diel complete).
- The party leader needs the key item Empty Hourglass. Aurix, the ??? in Ru'Lude Gardens, makes one for a single Montiont Silverpiece, One Hundred Byne Bill or Lungo-Nango Jadeshell. He talks only to players who also hold the Dynamis - Tavnazia sliver. The hourglass is never used up.
- The leader examines Enigmatic Footprints in Southern San d'Oria, Bastok Mines, Windurst Walls or Ru'Lude Gardens. Every alliance member who qualifies and stands within 50 yalms goes in too, up to 18 players.
- No wait between runs. You can go straight back in.
- Trusts are allowed. Call them once you are inside.
- 60 minutes on the clock. Each statue you destroy adds 1 minute. Each wave 1 and wave 2 boss adds 30 minutes, minus the minutes that wave's statues already added.
- Every player gets a Black Hourglass. Use it to leave and return to the city.

Shared runs (Enigmatic Footprints #2)

The second set of footprints in each city leads into that city's shared run. Each player goes in alone with their own Empty Hourglass. No party needed.

- Each city opens one every two hours: San d'Oria at even hours Japan time (odd hours UTC) on the hour, Bastok at even hours Japan time plus 30 minutes, Windurst at odd hours Japan time on the hour, Jeuno at odd hours Japan time plus 30 minutes.
- A shared run lasts 60 minutes from its opening, with no extensions. Nobody gets in after 55 minutes.
- It has waves 1 and 2 only. It ends 3 minutes after the wave 2 boss falls.
- There is no daily limit.

The run

Positions in brackets are what the !where command shows.

Every city runs the same way:

- Wave 1: statues, Squadrons and Leaders. About 60 to 70 statues stand around the city. Each calls its Squadron when it engages. Six red-eyed statues call the Leader NMs. The wave 1 boss is a giant statue. Kill it and wave 1 ends.
- Wave 2: statues, Regiments and Commanders. A fresh set of statues appears. They call Regiments, and eleven red-eyed statues call one Commander NM each. The wave 2 boss walks. Kill it and wave 2 ends.
- Wave 3: the circles, the Volte and the Disjoined boss. Eight elemental circles appear, each guarded by a Volte party. Named Volte leaders stand in small groups around the city. The Disjoined boss stands where the wave 1 boss stood. Kill it and the run is won. You are sent back to the city 3 minutes later.

When a wave ends, everything left from that wave vanishes. Only the wave boss is needed to move on. The statues, Leaders and Commanders are there for time and drops.

Time

What | Minutes |
Entry | 60 |
Each statue destroyed (wave 1 or 2, red-eyed ones too) | +1 |
Wave 1 boss | +30, minus that wave's statue minutes (nothing if 30 or more statues fell) |
Wave 2 boss | +30, minus that wave's statue minutes (nothing if 30 or more statues fell) |
Wave 3 boss | run won, 3 minutes to leave |

So each wave is worth at least 30 minutes, and more if you destroy more than 30 statues in it. Warnings come at 10, 5, 3 and 1 minutes left. At zero everyone is sent out.

The route

- Clear statues near the entrance first while the clock is fresh. Each one is a minute.
- Take the red-eyed statues for the Leader drops (shards) and, in wave 2, the Commander drops (void gear and Volte gear).
- Kill the wave boss once your time is safe. The boss calls more Squadrons or Regiments as it loses HP, so go in with full HP and MP.
- In wave 3, kill all eight circles before you commit to the Disjoined boss. Each circle you leave standing lets the boss absorb that element and keeps part of its damage cut.

The four cities

The six wave 1 red statues stand on the same spots as six of the wave 2 red statues. The eight wave 3 circles stand on the wave 2 boss's spot and on seven of the wave 2 red-statue spots.

San d'Oria [D]

Start: the northeast corner (162, -2, 162). Statues: Corporal Tombstone.

Wave | Boss | Where |
1 | Overseer's Tombstone | southwest of the start, mid-city (-3, -2, 37) |
2 | Halphas | far west (-274, -7, 98) |
3 | Disjoined Elvaan | the wave 1 boss's spot (-3, -2, 37) |

Spot | Wave 1 Leaders | Wave 2 Commander | Wave 3 circle |
west (-149, -2, 21) | Stalwart Leader (and wyvern), Warlock Leader | Ravager Commander | Ice |
south (140, 0, 23) | Canoneer Leader | Mendicant Commander | Wind |
far south (18, 2, -94) | Cutpurse Leader, Kagemusha Leader | Priest Commander (and avatar) | Earth |
southwest (-83, 2, -44) | Ravager Leader, Minstrel Leader | Invoker Commander | Thunder |
just southwest (106, 0, 100) | Mendicant Leader, Priest Leader (and avatar) | Warlock Commander | Water |
south (83, 2, -46) | Invoker Leader, Hunter Leader (and manticore) | Cutpurse Commander | Light |
far west (-195, -2, 84) | - | Stalwart Commander (and wyvern) | Dark |
west (-91, -6, 72) | - | Hunter Commander (and manticore) | - |
southwest (-17, 1, -29) | - | Minstrel Commander | - |
south-southwest (95, 4, 45) | - | Kagemusha Commander | - |
southwest (31, 2, -24) | - | Canoneer Commander | - |
far west (-274, -7, 98) | - | (wave 2 boss) | Fire |

Jobs (main/support): Ravager WAR/DRK, Mendicant MNK/PUP, Priest WHM/SMN, Warlock RDM/RUN, Invoker BLM/GEO, Cutpurse THF/DNC, Stalwart PLD/DRG, Hunter BST/RNG, Minstrel BRD/SAM, Kagemusha NIN/BLU, Canoneer COR/SCH. The Squadrons and Regiments use the same pairs: Skullcrusher WAR, Pugilist MNK, Medic WHM, Enchanter RDM, Evoker BLM, Fleetfoot THF, Knight PLD, Tamer BST, Troubador BRD, Shinobi NIN, Pirate COR.

Wave 3 Volte leader groups: (-92, -6, 73) Cleaver, Conductor, Sailor; (-16, 1, -28) Fistfighter, Sniper, Manipulator; (95, 4, 44) Incanter, Mononofu, Twirler; (30, 2, -24) Vagabond, Shinobi, Communer; (85, 2, 0) Reaper, Controller, Duelist; (-105, -2, 21) Trainer, Joiner.

Armour slot: feet. Volte set:
5 items: - Beret
- Doublet
- Gloves
- Brais
- Gaiters

Bastok [D]

Start: the east side (116, 1, -72). Statues: Lithicthrower Image.

Wave | Boss | Where |
1 | Mu'Sha Effigy | west-southwest of the start (-13, -2, -124) |
2 | Ka'Rho Fearsinger | northwest, up high (-105, 12, 73) |
3 | Disjoined Galka | the wave 1 boss's spot (-13, -2, -124) |

Spot | Wave 1 Leaders | Wave 2 Commander | Wave 3 circle |
far west (-131, 0, -68) | Fighter Leader | Fighter Commander | Ice |
northwest (8, 0, 8) | Healer Leader (and avatar), Chevalier Leader (and wyvern) | Brother Commander | Wind |
north (91, 0, 7) | Brother Leader, Domesticator Leader (and gnat) | Healer Commander (and avatar) | Earth |
west (-39, 0, -51) | Magus Leader, Assassin Leader | Magus Commander | Thunder |
just west (44, 0, -58) | Pickpocket Leader, Joculator Leader | Shaman Commander | Water |
far west (-188, -9, -22) | Shaman Leader, Freebooter Leader | Pickpocket Commander | Light |
west-northwest (-96, 0, 2) | - | Chevalier Commander (and wyvern) | Dark |
northwest (-51, 0, 30) | - | Domesticator Commander (and gnat) | - |
far west (-142, 0, -13) | - | Joculator Commander | - |
west (-4, 0, -79) | - | Assassin Commander | - |
northwest (50, 6, -3) | - | Freebooter Commander | - |
northwest, up high (-105, 12, 73) | - | (wave 2 boss) | Fire |

Jobs: Fighter WAR/DRK, Brother MNK/PUP, Healer WHM/SMN, Magus RDM/RUN, Shaman BLM/GEO, Pickpocket THF/DNC, Chevalier PLD/DRG, Domesticator BST/RNG, Joculator BRD/SAM, Assassin NIN/BLU, Freebooter COR/SCH. Squadrons and Regiments: Weaponmaster WAR, Combatant MNK, Mender WHM, Magister RDM, Magician BLM, Trickster THF, Cavalier PLD, Harnesser BST, Balladeer BRD, Shadowstalker NIN, Scallywag COR.

Wave 3 Volte leader groups: (-51, 0, 30) Priest, Sniper, Twirler; (-142, 0, -13) Incanter, Highwind, Erudite; (-4, 0, -79) Il [cut off]