Legion run guide
guide ยท Server guide
Where: Rolanberry Fields (Mayuyu, Saarlan and the Legion Tome stand together). The fights are in Maquette Abdhaljs-Legion.
How: buy a tome page, pick a hall, and kill notorious monsters for 30 minutes. Clear the four halls' bosses for their titles, collect the four trophies, then take on the Hall of Mul.
This page is the run plan: which hall, how to set up, how to farm the Mul entry, and how to win. The menus, the antechamber, Legion points and Saarlan's full shop are on Legion.
Getting in
- Level: main job 75 or higher, for everyone who goes in.
- Tome page from Saarlan: minimus for up to 18 players (180,000 gil), maximus for up to 36 (360,000 gil). With the key item Rhapsody in Mauve they cost 1,000 and 2,000 gil.
- Mayuyu takes the page and gives the Legion Pass. Trade it to the Legion Tome within 5 minutes. Your alliance members who are in Rolanberry Fields, alive, level 75+ and within 50 yalms come with you.
- No lockout. You can go again as soon as you have another page.
- Time: up to 5 minutes to prepare in the antechamber, then 30 minutes in the hall. No extensions.
- Wipe: 3 minutes after the last player in the hall falls, everyone is raised and sent back to the antechamber. You can walk back in through the Legion Portal while the 30 minutes last.
Trusts
Trusts don't come in with you, but Legion is one of the places you can call them. A party leader can call Trusts in the antechamber or the hall as usual (out of combat, into free party slots). See Trusts and Alliances with Trusts.
Small group setup: an 18-player run halves every NM's HP, whoever comes. Three or four players with a minimus page and full parties of Trusts face half-HP monsters. That is the cheapest way to clear the four halls.
How a hall runs
- Wave 1: three NMs (four in the Hall of Mul).
- Wave 2: three more.
- Wave 3 onwards: the hall's boss with two of the six at random, again and again, until the 30 minutes are up. Each new wave appears the moment the last NM of the previous one falls.
- From wave 2, each wave has a 1-in-3 chance of an elemental that doesn't fight back. Whoever kills it gets temporary items (Mana Mist, Mana Powder, Fool's Powder, Cleric's Drink, Fanatic's Powder or Lucid Wings I, depending on the hall). Give it to the player who needs those most.
- Legion points: 10 for the first kill, then 10 more for each kill after it (10, 20, 30...). In the Hall of Mul it starts at 100. Kill speed is everything: the last kills of a fast run are worth far more than the first.
- Defeating the boss gives everyone in the Legion the hall's title, which opens that hall's armor and pearls in Saarlan's shop.
The route
- Clear each of the four halls for its title. Any order works. Hall of An and Hall of Ki suit melee-heavy groups; Hall of Im and Hall of Muru need more magic and ranged damage (below).
- Farm the trophies while you are there. Each hall's wave 1 and wave 2 NMs drop its trophy:
Hall | Trophy |
Hall of An | Lofty Trophy |
Hall of Ki | Mired Trophy |
Hall of Im | Soaring Trophy |
Hall of Muru | Veiled Trophy |
- Trade all four trophies to Mayuyu at once for the four Legion Medals.
- With the medals and a tome page, the Hall of Mul appears in Mayuyu's menu. Choosing it uses up the medals.
Each Mul run needs a fresh set of four trophies. In the Hall of Mul, wave 1 is the four halls' bosses, and each has a 10% chance to drop its own hall's trophy. A good Mul run can pay for part of the next one.
Hall strategy
Hall of An
- Lofty Wyrm flies at 70% HP and lands at 35%. Melee can't reach it in the air, so bring ranged attackers and nukers, or kill the rest of the wave while it flies.
- Lofty Behemoth can't be stunned, has Meteor, and casts nonstop while its Flame Armor is up. Have Shell and a healer ready.
- Lofty Adamantoise and Lofty Ferromantoise take a quarter less physical damage. Use magic.
- Lofty Zilant calls up to three Varanus, about one a minute. Anyone near a Varanus is poisoned, given amnesia and silenced. Kill the Zilant first or pull it away from the group.
- Boss: Lofty Harpeia.
Hall of Ki
- Mired Hydra and Mired Alfard have poison auras. The Alfard's Nerve Gas spreads a wide poison field (100 HP a tick for a minute) and it strongly resists Stun. Fight them away from the healers and bring Poisona and Erase.
- Mired Khrysokhimaira can't be stunned, so you can't stop its Fulmination. Keep a healer ready for it.
- Boss: Mired Mantis opens with Death Prophet. Keep its target topped up.
Hall of Im
- Soaring Corse puts up Dread Spikes about once a minute, twice as strong after Memento Mori. Its Danse Macabre charms one extra player for each of its wave mates already dead, so kill it first.
- Soaring Dvergr and Soaring Dweorg cast harder as their wave mates fall, and Soaring Vampyr gains evasion and defense. Kill them early too.
- Soaring Strigoi takes less physical damage the longer the fight runs and the fewer wave mates are left. It gains Shock Spikes after its TP moves. Leave it last and nuke it.
- Boss: Soaring Naraka.
Hall of Muru
- Veiled Amphiptere never leaves the middle of the hall. Fight the others away from it.
- Veiled Ixion charges a random player now and then, whoever has enmity.
- Veiled Sandworm absorbs magic after it casts, and physical damage after a TP move. Watch what it last did and switch damage type. It also draws everyone nearby in.
- Veiled Gigaworm absorbs all damage for 15 seconds after a Gorge. Stop attacking until it ends.
- Boss: Veiled Ironclad takes 15% less physical damage.
Hall of Mul
Wave 1 is the four halls' bosses together, wave 2 the four Paramount NMs, and from wave 3 the pair Paramount Gallu and Paramount Botulus come back again and again. Paramount monsters rarely take critical hits.
- Paramount Naraka casts instantly. At the brink of death it becomes untouchable for a few seconds, then casts an area Kaustra and dies. Have a Stun ready for that moment and it simply dies.
- Paramount Mantis resists Stun. After Meikyo Shisui it uses three TP moves in a row, most often starting with Death Prophet, and Preying Posture is always followed by Death Prophet.
- Paramount Harpeia uses Mighty Strikes, Chainspell or an evasion and defense boost each time a wave mate falls. Kill it before its wave mates, or at least not last.
- Paramount Ironclad uses Mighty Strikes every couple of minutes and keeps turning on whoever has the least enmity. Keep the back line together so a healer can cover whoever it picks.
- The Gallu and the Botulus. About a minute into the fight, then every 3 minutes, the Gallu uses Mighty Strikes (no TP moves while it lasts) and the Botulus uses Astral Flow: six avatars appear right beside the players and unleash their Astral Flows a moment later. Now and then both happen together. At low HP the Gallu casts Death and the Botulus casts an area Kaustra.
- Kill them together. When one falls, the other gains levels and uses its Mighty Strikes or Astral Flow every 90 seconds instead of every 3 minutes. Split damage so both reach low HP at the same time, then finish both.
- Astral Flow: the avatars appear about two yalms from each player. Spread out so each one hits as few people as possible, and pre-cast Stoneskin and Shell before the timer comes up.
- Mighty Strikes: the tank uses defensive abilities or rotates, and the healer pre-cures.
Rewards
Titles and Saarlan's shop: each hall's title opens its armor and pearls; Legendary Legionnaire (from the Gallu or the Botulus) opens the body pieces and the Mul rings. Prices are on Legion.
What matters from the drops. Every hall NM can drop crafting materials, abjurations, scrolls and more; the full lists are on each NM's page. The gear worth chasing, all uncommon drops:
Hall | From every NM in the hall | Notable extras |
An | Vassal's Mantle, Asklepian Ring | Lofty Harpeia: Muddle Pumps, Janamaraka. Lofty Zilant: Fulad-Zereh, Drachenblut Cape |
Ki | Paewr Belt, Inquisitor's Chain | Mired Mantis: Void Scythe, Pugiunculus. Mired Orthrus: Induro Cui [cut off]