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Legion

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Where: Rolanberry Fields. Mayuyu, Saarlan and the Legion Tome stand together. The battles take place in Maquette Abdhaljs-Legion.

How: buy a Legion tome page from Saarlan, choose a hall with Mayuyu to get your Legion Pass, then trade the pass to the Legion Tome. Your alliance goes in with you.

Legion is a wave battle for up to 18 or 36 players of level 75 and above. Each hall throws notorious monsters at you in waves for 30 minutes. Every kill earns Legion points for everyone inside, which Saarlan exchanges for rings, pearls and armor.

Getting in

- Talk to Saarlan. The first time, he explains Legion. After that he opens his shop.
- Buy a Legion tome page. The page decides how many can come.
- Talk to Mayuyu. Pick a hall and a capacity. She takes your tome page and gives you your Legion Pass: one pass for 18 players, two passes for 36.
- Trade the pass to the Legion Tome within 5 minutes. Your alliance members in Rolanberry Fields within 50 yalms, alive and level 75 or higher, go in with you.
- For a 36-player run, hand your second pass to the second alliance's leader. They trade it to the Legion Tome while your Legion is still preparing in the antechamber (before anyone has gone into the hall), and their alliance joins you.

Only the player who received the passes can open the run. A pass not used within 5 minutes of being issued lapses, and the tome page is gone with it.

Tome page | Players | Passes | Price | With Rhapsody in Mauve |
Legion tome page: minimus | 1 to 18 | 1 | 180,000 gil | 1,000 gil |
Legion tome page: maximus | 1 to 36 | 2 | 360,000 gil | 2,000 gil |

In an 18-player run every notorious monster has half its HP.

The antechamber

You arrive in an antechamber first. You have until 5 minutes after the pass was issued to get ready; a countdown shows the time left.

- Legion Portal: go into the hall now. The first player through starts the battle and its 30 minutes for everyone. The others can follow through the Portal; when the preparation time runs out, everyone still in the antechamber is sent in.
- Legion Tome: leave the maquette for Rolanberry Fields. You cannot come back in.
- Legion Libretto: the player who registered the Legion picks the battle music for the hall.

Libretto choices |
Belief |
Fighters of the Crystal |
Conflict: March of the Hero |
The Colosseum |
Run Maggot, Run! |
Iron Colossus |
Ragnarok |
Feast of the Ladies |
A random one of the above |
Tough Battle (the default) |

The Hall of Mul has its own antechamber with its own Portal, Tome and Libretto.

In the hall

- 30 minutes, no extensions. A countdown shows the time left.
- Waves: wave 1 and wave 2 are set groups of notorious monsters. From wave 3 on, the hall's boss comes back with two others at random, wave after wave, until time runs out. A new wave appears as soon as the last one is down.
- Legion Portal (in the hall): leave the maquette for Rolanberry Fields. You cannot come back in.
- Elementals: from wave 2, each wave has a 1-in-3 chance of bringing an elemental. It does not attack or fight back. Whoever defeats it (or whose pet does) gets temporary items.
- When time is up the hall is cleared and everyone is sent back to the antechamber. Five minutes later you are returned to Rolanberry Fields.

If everyone in the hall falls

Three minutes after the last player in the hall falls, everyone in the hall is raised and sent back to the antechamber. You can go back in through the Legion Portal while the 30 minutes are still running.

The five halls

Hall | Wave 1 | Wave 2 | Boss (wave 3 on) | Title for defeating the boss | Elemental items |
Hall of An | Lofty Behemoth, Lofty Wyrm, Lofty Adamantoise | Lofty Elasmoth, Lofty Zilant, Lofty Ferromantoise | Lofty Harpeia | Subjugator of the Lofty | Flask of Mana Mist |
Hall of Ki | Mired Cerberus, Mired Khimaira, Mired Hydra | Mired Orthrus, Mired Khrysokhimaira, Mired Alfard | Mired Mantis | Subjugator of the Mired | Pinch of Mana Powder |
Hall of Im | Soaring Corse, Soaring Dvergr, Soaring Vampyr | Soaring Kumakatok, Soaring Dweorg, Soaring Strigoi | Soaring Naraka | Subjugator of the Soaring | Fool's Powder and Cleric's Drink |
Hall of Muru | Veiled Amphiptere, Veiled Ixion, Veiled Sandworm | Veiled Sanguiptere, Veiled Alicorn, Veiled Gigaworm | Veiled Ironclad | Subjugator of the Veiled | Fool's Powder, or Lucid Wings I |
Hall of Mul | Lofty Harpeia, Mired Mantis, Soaring Naraka, Veiled Ironclad | Paramount Naraka, Paramount Harpeia, Paramount Mantis, Paramount Ironclad | Paramount Gallu and Paramount Botulus | Legendary Legionnaire (either one) | Fanatic's Powder and Lucid Wings I |

Everyone in the Legion gets the title when the boss falls.

What to watch for

Hall of An

- Lofty Behemoth can't be stunned, has Meteor, and casts without pause while its Flame Armor is up.
- Lofty Elasmoth can't be stunned.
- Lofty Adamantoise and Lofty Ferromantoise hit hard, have high defense and take a quarter less physical damage.
- Lofty Zilant calls a Varanus about once a minute, up to three. Anyone near a Varanus is poisoned, given amnesia and silenced.
- Lofty Wyrm takes to the air at 70% HP, out of reach of melee, and lands at 35%. Bring ranged and magic attackers.

Hall of Ki

- Mired Hydra has a poison aura.
- Mired Alfard has a poison aura too. After Nerve Gas it spreads into a wide poison field of 100 HP a tick for a minute. It strongly resists Stun.
- Mired Khrysokhimaira can't be stunned, so its Fulmination can't be stopped.
- Mired Mantis opens with Death Prophet.

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 that has fallen.
- Soaring Dvergr and Soaring Dweorg cast stronger spells as their wave mates fall.
- Soaring Vampyr gains evasion and defense as its wave mates fall.
- Soaring Kumakatok has Dread Spikes while it casts. After Memento Mori its next spell comes faster.
- Soaring Strigoi takes less physical damage the longer the fight goes on and as its wave mates fall. It gains Shock Spikes after its TP moves.

Hall of Muru

- Veiled Amphiptere never moves from the middle of the hall.
- Veiled Ixion charges a random player now and then, whatever the enmity.
- Veiled Sandworm absorbs magic after it casts a spell, until its next TP move, and absorbs physical damage after a TP move, until its next spell. It draws everyone nearby in now and then.
- Veiled Gigaworm absorbs all damage for 15 seconds after a Gorge.
- Veiled Ironclad takes 15% less physical damage.

Hall of Mul

- The Paramount monsters rarely take critical hits.
- Paramount Harpeia uses Mighty Strikes, Chainspell or raises its evasion and defense each time one of its wave mates falls.
- Paramount Mantis resists Stun. It uses Meikyo Shisui now and then and follows it with three TP moves, the first most likely Death Prophet. Preying Posture is followed by Death Prophet.
- Paramount Naraka casts instantly. At the brink of death it can't be harmed for a few seconds, then casts an area Kaustra and dies. Stun it at that moment and it simply dies.
- Paramount Ironclad uses Mighty Strikes every couple of minutes and keeps turning on whoever has the least enmity.
- Paramount Gallu uses Mighty Strikes again and again and uses no TP moves while it is up. At low HP it casts Death.
- Paramount Botulus uses Astral Flow again and again: six avatars (Ifrit, Titan, Leviathan, Garuda, Shiva and Ramuh) appear beside the players and unleash their Astral Flow attacks a moment later. Now and then it flows together with the Gallu's Mighty Strikes. At low HP it casts an area Kaustra.
- When either the Gallu or the Botulus falls, the other gains levels and uses its Mighty Strikes or Astral Flow twice as often.

Opening the Hall of Mul

The Hall of Mul needs the four Legion Medals.

- Collect the four hall trophies: Lofty, Mired, Soaring and Veiled. Each drops from its own hall's wave 1 and wave 2 monsters.
- Trade all four trophies to Mayuyu [cut off]