Magian trials
guide ยท Server guide
Trials of the Magians turn a plain weapon into a stronger one, one trial at a time. Every weapon type has its own lines of trials, and each line ends in a finished weapon.
Where: the Magian Moogle (orange, weapons) in Ru'Lude Gardens starts each trial and hands out the reward. The Delivery Crate next to it takes items for delivery trials. The light elemental staff trials that ask for Bottled Pixies are delivered to the Fay Spring in Grauberg [S] instead.
How:
- Bring the weapon a trial asks for (with exactly the augments listed) to the Magian Moogle and take the trial. The weapon is inscribed with it.
- Do what the trial asks with that weapon equipped: defeat monsters, use weapon skills, land its additional effect, or deliver items.
- When the count is full, show the weapon to the Magian Moogle and receive the next weapon. It can then take the next trial in the line.
Counts on this server are half the standard number, rounded up. The guide pages already show the half count.
The trial guides
Weapon | Guide |
Hand-to-Hand | Magian trials: Hand-to-Hand |
Dagger | Magian trials: Dagger |
Sword | Magian trials: Sword |
Great Sword | Magian trials: Great Sword |
Axe | Magian trials: Axe |
Great Axe | Magian trials: Great Axe |
Scythe | Magian trials: Scythe |
Polearm | Magian trials: Polearm |
Katana | Magian trials: Katana |
Great Katana | Magian trials: Great Katana |
Club | Magian trials: Club |
Staff | Magian trials: Staff |
Archery | Magian trials: Archery |
Marksmanship | Magian trials: Marksmanship |
Empyrean weapons, 80 to Afterglow | Empyrean weapons: Magian trials |
Each guide lists every trial of a line in order. Bring is the weapon you take the trial on, Do this is the objective, You get is the reward with its augments, and Next is the trial (or trials) that reward can take. Where a line branches, the first branch is listed in full, then the next.
Kill trials
- Have the inscribed weapon equipped when the monster dies, and be alive.
- The monster must be strong enough to give you experience (not "too weak"), you must be close to it when it dies, and it must not have been called for help on.
- Named notorious monsters: every member of the party or alliance in the zone who has a weapon inscribed with that trial equipped gets the kill, under the same rules.
- Monster type trials count any monster of that type or family, the same rules applying.
- Your pet lands the killing blow: it has to be your own pet.
- An avatar lands the killing blow: you must have that avatar summoned, and the killing blow must come from an avatar of that kind (yours or another player's).
- The killing blow is your own spell of an element: a spell of that element you cast must finish the monster, dealing at least the damage listed.
- The monster dies while under an element's ailment: Fire is Burn or Addle; Ice is Frost, Paralysis or Bind; Wind is Choke, Silence or Weight; Earth is Rasp, Slow or Petrification; Thunder is Shock or Stun; Water is Drown or Poison; Light is Dia or Flash; Dark is Bio, Blindness, Sleep or Curse.
Day and weather trials
Some kill trials count only on the element's day or in its weather. A kill on a matching day counts 1. A kill in matching weather counts 5. Both together count 6. Kills on other days in other weather do not count. A trial for "any element" counts every kill for 1, and 6 in any elemental weather.
Weapon skill and additional effect trials
- Weapon skill trials count each use of one of the listed weapon skills on a monster that would count for a kill trial. Where a minimum damage is listed, the weapon skill must deal at least that much.
- Additional effect trials count only when the inscribed weapon's own additional effect lands. A swing where it is resisted does not count.
Delivery trials
Trade the inscribed weapon together with the items to the Delivery Crate in Ru'Lude Gardens (the Fay Spring in Grauberg [S] for the Bottled Pixie trials). The crate tells you if something is wrong: no inscribed weapon, the wrong item, a trial already complete, or a full trial log. The Fay Spring takes the items without a cutscene and shows your progress. When the count is full, show the weapon to the Magian Moogle.
What the augments do
Augment | Effect |
Occasionally attacks twice | Some swings hit twice, like a multi-hit weapon. |
Occasionally attacks 2-3 times | Some swings hit two or three times. |
Occasionally attacks 2-4 times | Some swings hit two to four times. |
Occasionally deals double damage | 10% of your main-hand melee hits deal double damage. |
Additional effect: (element) damage | 10% of hits deal extra damage of that element. |
Additional effect: (stat) Down | 10% of hits lower that stat on the target by the number shown, for 60 seconds. |
The finished weapon's extra augments
The weapon at the end of a line (a trial with nothing after it) comes out of the Magian Moogle with every free augment slot filled. A weapon holds four augments: it keeps the line's own, and the rest are filled from its set, in this order, skipping any augment it already has.
Set | Augments, in order |
Melee weapons | Weapon skill damage +11%, Double Attack +6%, Store TP +9, Critical hit rate +6% |
Bows and guns | Snapshot +11, Rapid Shot +8, Critical hit rate +6%, Weapon skill damage +11% |
Staves, and any line whose own augments are magic accuracy, magic attack, magic burst damage or Fast Cast | Magic Attack Bonus +31, Magic Accuracy +31, Magic burst damage +11%, Fast Cast +11% |
Any line whose own augments are cure potency or cure spellcasting time | Cure potency +11%, Cure spellcasting time -11%, Fast Cast +11%, Conserve MP +9 |
Relic, mythic, empyrean and ergon weapons do not get them at any level. The guide pages show the finished weapons with these augments already included.