Ru’Aun Gardens is famous for it’s gods – Genbu,
Suzaku,
Seiryu, Byakko, and Kirin. Requiring
large-scale teamwork and offering great rewards there are entire
linkshells
dedicated to farming the items needed to spawn these enemies and have
defeating
them down to a science. But really, it’s not to terribly difficult to
complete
the necessary missions and fighting the sky gods is less about tactics
and more
about endrance.
SE decided to make CoP a more hardcore expansion.
Simply
doing the missions to get to Al’Taieu can take weeks of dedicated
fighting.
Farming and spawning this set of gods is also more complicated almost
to the point
of bizarre, and the strategies these enemies use in combat would
cripple an
unprepared party.
But hey, that’s part of the fun, isn’t it?
All the Jailer strategies are firsthand
experiences. The only thing I
looked up online was to get the exact spellings and drops of what drops
what since that's pretty confusing and I was not present when every
single item dropped. After reading a 50+ page on KI I found that there
are a lot of jerks out there that knew information on how to pop
jailers early but were withholding it just to be spiteful and greedy,
or posting confusing riddles or other crap in order to try to feel
superior.
Shame on them. May this guide once and for all smite your feeble
efforts to hide information!
The Basics
Sea gods are broken up into tiers. To make a comparison to
their sky equivalents, the first four gods (Genbu,
Suzaku, Seiryu, Byakko) could be called tier I and Kirin tier II
because you need to beat the
first
four in order to pop
Kirin. In
Lumoria it’s a
bit more complicated. Of course. Tier I has three Jailers (Temperance,
Fortitude, and Faith) and three Ix'aerns (Ix'MNK, Ix'DRK, Ix'DRG).
Combining an item from each of those two lets you spawn the Tier II
Jailers (Hope, Justice, Prudence.) Combining the virtues of THOSE
jailers lets you go for Tier III: Jailer of Love. Defeating Jailer of
Love spawns Absolute Virtue immediately. Defeating Absolute Virtue
gains you the respect of most everyone, since it's a heck of a fight.
Combine hard mobs with shallow loot pools and you get sea gods. Sigh.
Well
anyway...
Every sea god (Jailer of something) has a 100% chance of dropping
their weapon. Due to the gnashing of teeth from the players, they now
have a 100% chance of dropping
the
virtue needed to spawn further gods. They have an outright
atrociously
low chance of dropping their torque. Though the weapons are sorta cool,
the itmes they drop is somewhat limited. What was
SE
thinking by making the sea gods so unrewarding? I don’t know. The
upside is
that if you ever manage to aquire something cool you will be at a level
above
everyone else, even today. That's pretty
glorious.
Tier I Jailers
These are the first jailers you need to beat in order to get
onto some of the more nasty ones.
Jailer of Temperance

Mob type: Samurai Zdei
Spawned by: killing a placeholder pot in a certain tower of
the
Grand
Palace. If the
correct pot is defeated
Jailer of Temperance will spawn immediately. The correct tower that can
spawn Temperance moves every fifteen(?) minutes so spawning him is very
much based on luck.
Jailer of Temperance spawn
map
The Jailer of Temperance is SE’s answer to melees that are
bitter they have nothing to do at
Kirin
fights. It’s a total TP burn while the usually-popular BLMs have to
sit back
and cure pathetically.

Temperance has three forms and it can change form totally at
will. It can have either vertical bars or rings around its body or
neither of
the two. When it has bars it can only be damaged by piercing attacks
(daggers,
polearms, arrows). When it has rings it can only be damaged by slashing
attacks
(sword, greatsword, katans, axes). When it has neither of the two it
can only
be damaged by blunt weapons (most monk claws, clubs, staves, and the
Shield
Bash) ability.
Any attack by the wrong weapon type will be totally
ineffective. In fact, in order to gain hate on the Jailer of Temperance
at all,
you need to attack it with the proper weapon type first. Provoke will
not build hate unless Temperance has been hit with the right weapon
type. When
it switches to slashing, hit it with a sword or katana. When in blunt
mode,
Shield Bash.
If in piercing, you’re pretty out of luck for a little bit. The fact
that PLDs have two ways to gain hate on this enemy (sword and shield
bash) making them the prefered kiteres.
Temperance is totally immune to direct damage magic spells
such as Thunder IV and the lot. This makes it one of the few battles in
the
game that you can’t win by throwing more BLMs at. BLMs are reduced to
gimped
healers for this fight. WHM sub recommended. Despite it’s direct damage
immunity spells like Bio will land. RDMs that fought it found that
debuffs such
as Gravity stuck better when it was in piercing/bars mode, although
that may
just be dumb luck.

Temperance’s special pot ability changes with mode as well.
In nothing/blunt mode it uses the nasty Optic Induration, an AoE heavy
damage
that petrifies. In bars/piercing mode it uses Decayed Filament , a
poison AoE. In
rings/slashing
mode it uses Reactor Overload , a silence AoE. His 2-hour ability is
Meikyo Shisui and it
can use it multiple times. This
lets it use
it’s special pot move every 5 seconds or so. Pain.
The ideal alliance to defeat Temperance would have multiple
MNKs, RNGs, and sword-using types such as DRKs and WARs and SAMs. A
good
healthy mix of melees makes the fight faster since someone can be
hitting hard
no matter what mode it is in. If you don’t have a mix of melees it will
take a
pretty stinking long time to take this thing down.
A BLU is also
insanely useful here since they can set spells of all three damage
types and be able to fight continuously.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Hope
|

|
Rare drop
|
Strategy tips:
- Kite temperance to outrange it's nasty pot AoE moves.
- Bring as many melees as you can with a variety of weapon types.
Blunt (MNKs), Piercing (THFs, DRGs, and RNGs), and slashing (DRKs,
SAMs, WARs, etc) all make this fight much faster.
- Magical-based attacks will do no damage whatsoever. BLMs should
sub WHM. A BLM/RDM won't be
able to do much in this fight at all.
- To build new hate on Temperance you have to hit it
with the right weapon type first. Remember that Shield Bash is a blunt
attack.
Jailer of Fortitude

Mob type: Paladin Ghrah
Spawned by: trading a stack of Ghrah M Chips to a ??? that
spawns in a random tower on the first floor of The Garden of Ru’Hmet
.
This ??? will not move until Fortitude is spawned.
Jailer of Fortitude spawn
map
The Jailer of Fortitude is, in my opinion, the most amusing
of the Jailers to fight. He's also the easiest. Fortitude comes with
two Kf’ghrah mobs that
are normal
shapeshifting ghrahs. As long as either of the two Kf’ghrahs are alive,
Fortitude has the bizarre ability of Return Magic or Reflect. ToAU
Colibri have this move now but Fortitude was the first badboy with it.
How it works is spells will still land, bu once a spell is cast on him,
Fortitude will
cast it
back on its owner. You nuke him, he nukes you back.
The
upside to this is that if you cure him, he’ll cure you back, which
interrupts
his running and can get you some HP at 0 hate. Works with –aga spells
as well;
the original caster is the center of the -aga.
The Kf’ghrahs share hate with the Jailer while in ball or
bird form. In spider form, however, their hate is independent. They can
be
peeled away from the kited Fortitude and killed mercilessly by an angry
mob of
melees.

With both Kf’ghrahs dead Fortitude loses his Return Magic
ability and can be damaged by spells as normal without returning them
on their
caster. He loses his one big trick at this point but can still dish out
pain
with his Vorpral Blade weapon skill. His defense is also very high.
Either continue to kite him or
kite until
your healers have a good amount of MP and tank him outright. With the
Kf’ghrahs
dead the rest of the fight is pretty straightforward. His 2-hour
special is
Invincible.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Justice
|
Fortitude Torque
VIT+5, Sword+7, Great Axe+7
|
Rare drop
|
Strategy tips:
- As long as one Kf'ghrah is alive Fortitude will attempt to return
magic on the caster. He won't interupt his casting to start a new spell
though so while he's casting any spells will land normally.
- Kf'ghrahs will share Fortitude's hate when in ball of bird form.
In spider form they can be aggroed independently and pulled away from
the kited Fortitude to be killed.
- When both Kf'ghrahs are dead Fortitude can no longer return magic.
- Fortitude himself has hard hitting attacks and a powerful Vorpral
Blade weapon skill. He can be tanked outright but doing so will require
a lot of white magic.
Jailer of Faith

Mob: Black Mage Euvhi
Spawns by: trading 1 HQ Euvhi organ to a ??? on the second
floor of a random tower in the
Garden of RuHmet.
This ??? spot moves every 15 minutes so have your alliance hustle to
the correct tower once it is located.
Jailer of Faith spawn map
From its peaceful flowerily appearance you wouldn’t expect the
Jailer of Faith to be the big nasty spellcaster of the Tier I’s. It has
massively
powerful earth magic at its disposal including Stone IV, Stonega III,
Slowga,
and Breakga. Breakga is a large AoE petrify move that will likely hit
most of
the alliance. During it’s 2-hour, Manafont, Faith also gains Quake II,
Tier II
ancient magic that it can cast quite quickly during the Manafont
duration. Obviously you'll want to have Barstonra up the entire battle.
Most parties assign a WHM and a RDM in a separate, out of
alliance party while fighting Faith to deal with Breakga. Since the
move only
hits members of the alliance the independent WHM can Stona key members
(such as
the currently kiting tank and in-alliance WHMs) to keep things going.
It is imperative to Stona these people quickly so you’ll
likely want your best white mage on this roll.

The best way to avoid a nasty death by overwhelming magic is
to try to interrupt Faith’s magic. Stun will not land on this
earth-based mob
but weapon skills that aren’t of thunder or stone that can stun (are
there any?)
and just raw weapon damage have a pretty good chance of interrupting
Faith. If
that isn’t working so hot at least try to get out the AoE range when
you see it
charging up a spell.
The Jailer of Faith is clearly the most deadly of the early jailers.
Even if you outlast it you will likely take a pretty high death toll,
especially your first few tries.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Pruence
|

|
Rare drop
|
Strategy tips:
- Faith's magic is powerful but you can interupt his casting with a
powerful damage weapon skill. A fast tank can outrun many of his moves
if he keeps his distance.
- Keep barstonra up.
- Breakga, the petrify move, will hit a huge area. Keep a WHM
outside alliance to quickly stona the tank and other key members.
Ix'Aerns
There are three Ix’aern mobs that drop deeds needed to spawn
tier II jailers in addition to the coresponding virtue dropped by a
tier I jailer above. Confused? That's too bad. Ix'aerns also have the
pretty pathetically low chance of
dropping
a vice, which can be redeemed for a awesomesastic mage cape. All the
mobs are
named Ix’aern, but since that’s rampantly confusing, the witty among
sea
leadership call them by their job name.
Ix’MNK

Spawns by: trading 1, 2, or 3 HQ Aern Organs to a ??? that
spawns in one of two places in the
Grand Palace.
Ix'MNK spawn map
Ix’MNK is an odd one because you can choose how hard you
want the battle to be. Trading one organ spawns only the Ix’aern.
Trading two
gets you a slightly tougher Ix’aern and one of his Qn’aerns WHM or RDM
buddies.
Trading three gets you a pretty darn nasty Ix’aern and two Qn’aerns
with him.
Why would you want to trade more than one? Because it increases the
drop rate
of the Deed you need to move on. One organ gets you a 25% chance of
drop, 2
about 50%, and 3 is 100% certain.
About 6 people can kill the solo Ix’MNK. For two, you want close to an
alliance. A really
well
built alliance can probably take on three but it would be quite
difficult with all three aerns beating on you at once.
Ix’MNK is obviously a monk. He has all the normal Aern moves
like the AoE stun Biotic Boomernage. When he puts on his bracelets his
attack
speed goes way up. It’s not quite Hundred Fists but it’s close. And yes
his
2-hour is Hundred Fists.
The Qn’aerns go down pretty fast with everyone ganging up on
them. They use either Benediction or Chainspell (depending of if you
get a WHM or a RDM Qn'aern, it seems random) to prolong their sad lives.

One of the biggest problems with fighting this guy is that
normal Aw’aerns in the room will link with the NMs. Clear the room
before
popping the Ix. You’ll have to either deal with links as they spawn or
pull the
Ix and Qn all the way to the Ebon Panel room nearby (or smite the mob
really
fast, but that’s likely to happen if you’re fighting the 2 or 3
version.)
Rumor has it that if you keep one of the Qn’aerns alive it
will raise the Ix’aern. Thus you can keep doing that until it drops the
Deed of Placidity.
The rumor also states that no matter how many times you let it raise it
will
only drop one Deed or one Vice, but never both and only one.
Drops:
Either the Deed or the Vice will drop. Always one, never both.
However if you trade less than 3 organs there is a % chance that
nothing at all will drop. Feeling lucky?

|
Pops Jailer of Hope
|

traded for...

|
|
Strategy tips:
- Using normal tactics, one aern can be killed by a decent party.
Two arens will take two very good partes. Three can be quite dangerious
straight up
and requires a well prepared alliance or more.
- It's generally advisable to use there organs to pop it if you can
get the numbers, since the drop rates on one or two are poor.
- Clear the room before popping since normal aerns link with the
NMs. Consider dragging the NMs to a far away room to fight without fear
of links if trading three organs and less than an alliance.
- The Ix'aern's attack speed increases dramatically when he has
braclets on.
- Mainly just a fast attacking normal aern. No real tricks here.
Ix’DRK

Spawns by: checking a ??? in the main square aern rooms at
the base of each tower in the
Garden of Ru’Hmet.
Complicated,
see below
Ix'DRK spawn map
The weirdest and hardest part about the Ix’DRK is trying to get the
crazy thing to spawn. The ??? spawn point is in the center of a room of
4
aerns. When you check the ??? you get the message “You sense a
mysterious
presence…” but nothing will appear and trading does nothing either. In
order to
pop the guy you need to kill an aern in the room. Each time you kill an
aern
the message has the possibility of changing. ONE SINGLE PERSON in the
alliance will recieve a message along the lines of "You are overwhelmed
by sheer animosity!" and
have the ability to check the ??? and spawn the Aerns; everyone else
just gets
a slightly different message “You sense an unknown prescence, but it
does not seem hostile” or some such thing from the ??? spot. When
people get that message
everyone in
the
alliance has to check the ??? IMMEDIATELY because the ability to spawn
the Ix’aern
only lasts about a minute. If the person who can spawn it is AFK or
something
you’re out of luck.
Complicated and confusing, I know. You really have to trust your party
members to watch out for that sheer animosity message after each aern
death.
When the correct person with the animosity has checked
the ??? “menacing
creatures appear out nowhere!” The Ix’aern and his two Qn’aern buddies
show
up and
link with any normal Aw’aerns nearby.

Like I said, worst part about him is spawning him. Once he’s
in existence and you’ve dealt with any links and the Qn'aerns the
Ix’aern mob is pretty
weak. It
has the somewhat sad DRK 2-hour Blood Weapon and the normal aern Biotic
Boomerange AoE pain + stun. But even so you don’t need to kite it.
Straight up
tanking works just fine when he's alone. While he has his friends,
however, you probably want to kite him around while you kill the Qns.
This Aern can rereaise multiple times; 3 seems to be the
minimum and some sources report 10 or more times. I've personally seen
twelve reraises. It doesn’t respawn
the Qn’aern
when it reraises. Kill it over and over until it stops returning to
life. You know its dead for good when you get an item drop.
Drops:
Either the Deed or the Vice will drop. Always one, never both.

|
Pops Jailer of Jusice
|

traded for...

|
I got the first of
these on Sylph!
|
Strategy tips:
- Popping Ix'DRK can be frusterating. Be sure all party members
watch out for the sheer animosity messsage
every time you kill an aern. Only ONE totally random person will be
able to pop the I'x'DRK but everyone else will get a slighly
modified message if they check the ??? that will indicate that someone
has been chosen.
- The ??? will move apparently randomly between the four large
rooms on floor one.
- You can pull aerns from the main hallway into the room with the
??? and
fight them. These pulled aerns have a
chance of triggering the sheer animosity like all aerns on floor 1.
- If you have to go AFK it's recomended you drop party so you
cannot gain the animosity while not present.
- If the person with the animosity fails to pop the Ix'DRK in about
a minute the status will be lost.
- Once the Ix'DRK and the acompanying Qn'aern are spawned any
normal aerns will link. It is recomended you fight the NMs in the
nearby square room at the base of a Garden tower or near the zone line
if you can get there alive.
- Because of his reraise ability this fight can drag on a very long
time. Always assume he will reraise after he dies and don't burn mana
wastefully.
- Kite Ix'DRK and a Qn'aern while you finish off the second Qn.
Then kill the other Qn, and finally tank Ix straight up.
- Ix'DRK alone isn't a major threat and will not be able to
severely
damage your party even with his Blood Weapon 2-hour.
- Ix'DRK will reraise himself a minimum of 3 times and possibly
over 10. If he doesn't drop anything he'll reraise. When he does drop
something he is dead for good.
Ix’DRG

Spawns by: killing placeholder aerns on the second floor of
the Garden. The room where Ix’DRG can spawn moves every fifteen(?)
minutes or
so.
Ix'DRG spawn map
Ix’DRG is the final Ix’aern NM and is probably the
one that
takes the most people and effort to kill. Its placeholder can be any
aern on
the second floor of the Garden
of Ru’Hmet –
killing the
placeholder makes the Ix’DRG spawn and attack immediately. Since this
placeholder
can move between four rooms every fifteen or so minutes, fighting in
one room
may take a very long time to spawn it. Clearing all four rooms
more-or-less
simultaneously is the most effective way to make the Ix’DRG spawn.

For as much abuse as players give dragoons in game, dragoon NMs
are pretty nasty. This guy summons not only one but THREE Aern’s Wynavs
to assist him in the fight. These cool white dragons can’t be slept but
are susceptible
to about every other status ailment, including bind and gravity. If
killed they
will be resummoned after a short time. A NIN or RDM can keep these guys
busy
while the rest of the alliance focuses on Ix’DRG.
If you can keep the wynavs busy and pull Ix’DRG
away from
any aerns that may link, it’s not a difficult fight. Just watch out of
his
petrifying Medusa Javelin.
Drops:
Either the Deed or the Vice will drop. Always one, never both.

|
Pops Jailer of Prudence
|
Vice of Aspiration
traded for

|
A ridiculous item if
there ever was one....
|
Strategy tips:
- The room where he can spawn is random
and moves often. If you have enough people, clear all the rooms at once
to make him spawn almost immediately.
- Pull Ix’DRG out of the place where
aerns spawn to avoid links.
- His wyverns cannot be slept but can be
bound and gravitied, among other status effects. They will be
resummoned if killed. Just keep them busy.
- Ix’DRG can petrify with his Medusa
Javelin TP move. Watch out.
Tier II Jailers
These jailers are popped using the items from Tier I jailers and the
Ix'aern mobs above, and are generally considered more difficult.
Jailer of Justice

Mob: Beastmaster Xzomit
Spawns by: trading the Second Virtue, a Deed of Moderation, and a HQ
Xzomit Organ to a ??? at (F-11) in Al’Taieu
Jailer of Justice is an oddball little battle that always is
on the edge of a knife. If everyone is doing their job the fight is
almost
laughably easy, but only a few mistakes and the joke is on you. Justice
himself
hits like a little girl and is squishy enough to be meleed without
kiting. However
there are two very bothersome parts of this battle that make it rather
complicated.
First, he spawns an angry swarm of Qn’xzomits
that will try
to decimate your alliance. These little critters only have about 1500
HP but
they will try to Mijin Gakure if given half a chance. The explosion
will do a few hundred points of AoE
damage to everyone in a rather large area and is based on the
Qn’xzomits’s HP
at the time of detonation. A few of these things blowing up at full HP
will
bring an alliance to its knees. Justice will only spawn one Qn’xzomit
at a
time, but if they aren’t killed quickly he can spawn another and
another. If
left alone they will aggro people and attack physically. They won't
explode if unclaimed, but having six fast-attacking Qns on your
alliance isn't a very safe strategey.
In case you're wondering about this, yes,
I'm on the sea bed floor dead. I lagged right through a wall and fell
down there during this fight in one of our early, poorer runs.
The best way to deal with the continuous supply of babies is
to pull them away from the main group of the alliance and have a BLM
party nuke
them to death. A party of BLMs using Tier IV nukes is overkill; they
should
stick to Tier III (aka Thunder III) to conserve MP unless things get
dire.
Since so much of this fight relies on the alliances ability to remove
Qn’xzomits
the BLM party will need to work together as a unit to eliminate targets
while
not running out of MP and overnuking.

Justice will step up
the pace and begin to spawn Qn’xzomits a bit more quickly as the fight
wears on, so even if
it seems
like things are under control at the beginning, it can turn bad pretty
fast.
If it goes on TOO long, well, I think the screenshot above
can explain how many Qn's you'll have to deal with.
Justice’s second trick is single target charm. Yeah, your
tanks are going to get charmed. It lasts a pretty long time too and he
can have
more than one person charmed at a time. Sleep any charmed tank and make
sure
another is ready, then cure the tank to wake him up after the charm
wears.
Three non-weakened tanks on rotation should be able to keep Justice
occupied.

If your BLMs are nuking the Qn’xzomits and chamed tanks
being slept both in timely fashions, Justice won’t be able to do much
to you.
He’ll go down under a continuous assault by the melee members of your
alliance.
Wiping on Justice is especially bothersome since he will spawn his max
Qn's (6) before depopping. If you can piece together your alliance and
attack before he disapears, your best bet is a BLM time -aga strike on
the Qns to kill all of them at once followed by a Paladin Invincible to
regain hate. That should prevent your BLMs from being slaughtered by
Justice himself.
Strategy tips:
- Justice can be tanked straight up.
- It is important to eliminate the
Qn’xzomits quickly. Black magic is the best way of directly killing
them. They only have about 1500 HP so don’t overnuke and stagger rests
so
that there are a few BLMs with MP at all times.
- Inevitably some Qn’xzomits will Mijin
Gakure your alliance. Make sure there is a Curaga in every party. The
blue mage ability Diamondhide is also very valuable here. Summoners
would likely be better off doing damage than casting Earthen Ward.
- Justice requires more tanks than usual
because of charm. Three is a safe number unless a melee in the alliance
feels like tanking while the normal tanks are charmed and slept.
- Normal Om’xzomits wander the area
where Justice is spawned. They won’t link with Justice or his pets, but
be sure not to aga them or something. There is no aggressive wildlife
in the area to worry about.
- He doesn’t have low defense but
melees are the best way to deal with Justice himself.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Love
|
Justice Torque
STR+5, Great Katana+7, Scythe+7
|
Rare drop
|
Jailer of Hope

Mob: Warrior Phoabo
Spawns by: trading the First Virtue, a Deed of Placidity, and a HQ
Phoabo Organ to a ??? at (D-9) in Al’Taieu
Hope, like most jailers, is kited because his normal attacks
just hit too darn hard. He spams Aerial Collision, an AoE physical
damage move. His 2-hour, Mighty Stikes, is another good
reason. The
fact that his attacks can en-stun adds to thel ist. This fight takes
place
out in the
open seas of Al’Taieu so you have lots of room to run around, but you
also have
to watch out for the roaming Yovra or Phoabo in the area as well. Most
of them
don’t come to close to the spawn point but take a minute to watch the
local
mobs and set up a good kiting path before the fight.

In addition to normal Phuabo moves like Aerial Collision and Voiceless
Storm (gee, all the
sea gods
can do the moves of the normal Lumoria mobs, I sure wish there was a
page
that listed the normal moves too) Hope can cast Shock Spikes on
himself via
Plasma Charge. The effect here is twofold. First, those spikes HURT,
doing
between 30 and 80 damage (sources were unreliable about how much damage
they
do) Second, the shock spikes is a sign that Hope is about to unleash
some nasty
magic for a minute. Hope will use Burst II and Thundaga III. The Shock
Spikes
can be dispelled but even if it is Hope will continue to cast his magic
for
roughly 1 minute after the spikes went up, after which he’ll settle
down for a
while.
He casts very quickly and cannot be interrupted or
stunned. It isn’t
a totally continuous barrage of magic, but it can be quite powerful,
especially
when Thundaga III catches a group of soft targets.
Hope is also faster than most mobs (and
definitely faster
than PC characters) and is immune to gravity. While he can be hit with
melee
attacks, it’s a real pain to chase after him the whole fight. Most of
the
damage against him will come from ranged attacks which means, as usual,
the
BLMs will be putting forth most of the firepower.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Love
|

|
Rare drop
|
Strategy tips:
- Set
up a nice kiting path that avoids local
monsters before spawning. Watch out for links during the fight.
- Keep
Barthundra up.
- Hope's attacks occasionally en-stun when they
hit, stunning the target for a few seconds. Try to keep in front of him
if you
have hate, which is difficult because he is fast.
- The Shock Spikes are nasty deadly stuff.
Dispel them quickly. Hope's magic is cast extremely quickly and
seems to be unstunnable. When you see the Shock Spikes go up, spread
out to
avoid damage from his Thundaga III.
- As long as your black mages stay safe, Hope is a rather
straightforward
kite battle.
Jailer of Prudence

Mob: two Thief Hpemdes
Spawns by: trading a Third Virtue, a Deed of Sensability,
and a HQ Hpemde Organ to a ??? at (L-8) in Al’Taieu
Jailers have a grand tradition of being weird, and Prudence
is no exception. The first and most obvious part about this battle is
that when
the items are traded, two Jailer of Prudences will spawn. Both are
identical in
all ways including name and move lists, and both have a lot of HP. Both
must
also be killed to obtain items; the first one killed will never drop
anything.
Prudence is a THF mob, which means high evasion and occasional
use of Perfect Dodge. Even so, he attacks so quickly that kiting him
wouldn’t
go very well, so straight up tank him. Melees can swing as long as they
make
sure perfect dodge isn’t active when they try to use their weaponskills.

Everyone should focus on killing one Prudence as quickly as
possible. While both are alive and the two Prudences are together, they
will
use TP moves in unison. If they choose Temporal Shift (AoE stun) it
barely
matters if you’re stunned twice, but Sinulate Rush twice can do
tremendous
damage to softer players, often wiping them in a quick one-two punch.
If at all possible try to kite one Prudence while
focusing
on the other. This is complicated for two reasons. One, both can
teleport instantly
next to someone if they take hate. Two, the two mobs sort of share hate
in an
oddball way. Large spikes of hate one one (such as PLD Invincible of a
particularly cutting BLM nuke) will almost always cause the other to
teleport
in. This means that this battle is unfortunately rather luck based on
which TP
moves the Prudences decide to use on your parties. Of course, bad luck
can be
countered by throwing more fresh bodies at it.

When the first Prudence is killed, the second one will go
into the famous fishy “open mouth mode”. It will attack faster and hit
quite a
bit harder, but its defense will go down somewhat and it will use
perfect dodge
less. Cure bomb the tank and throw whatever you have left to finish the
second
off.
Drops:

|
100% drop
|

|
100% drop
Pops Jailer of Love
|
Prudence Torque
INT+5, Great Sword+7, Club+7
|
Rare drop
|
Strategy tips:
- There are two Prudences, so you will
need to divide up a bit to keep one busy while killing the other.
- When the Prudences are in close
proximity they will use TP moves simultaneously. Two Sinulate Rushes
are particularly deadly.
- Try to kite one Prudence away, but be
prepared for this to be a frustrating task.
- Prudence is a THF mob. He has high
evasion and will use Perfect Dodge several times. Don’t weaponskil when
it’s up.
- After the first Prudence is defeated
the surviving one will open it’s face, attacking faster and having much
greater attack power, but lower defenses. Cure bomb the tank at this
point.
Tier III Jailers
Jailer of Love
Mob: Summoner Yovra
Spawns by: trading a fourth, fifth, and sixth virtue to a ??? at (K-12)
in Al’Taieu
I hope you’ve got a few hours set aside…
Jailer of Love is the last of the jailers, but if you were expecting a
climactic showdown, you should have known better. Love has an absolute
ton of hit points and can cast powerful magic, but the battle, despite
lasting a very long time, is just wearing him down gradually over a
long period of time.
Love will use all of the normal yovra moves (which are very nasty) if
you let him. So, don’t let him. There is a distance that you can stand
from JoL that is far enough to avoid his melee attacks and all of his
TP moves but not so far away to get drawn in. It’s a tricky distance
but neutralizes the majority of Love’s nastiness if you can find it.
Love will spawn of affinity of one of the eight elements and will
periodically change elements about every 3 minutes. When you see a big
dust cloud you know he has changed element. Love can cast the most
powerful magic a black mage can cast of each element. For the
traditional elements (ice, water, etc) he can cast -aga III and
single-target IV spells. For light he’s limited to banish and banishga
III. Dark has no damage moves. Love will also use aoe versions of
enfeebling magic tied to each element. So when casting wind magic, Love
will use Graviga and Silencega in addition to damage spells. Love’s
damage magic has a smaller AoE range than his enfeebles, which have a
HUGE FREAKING RANGE - the largest AoE range I’ve seen from a monster.
Thunder and Fire modes have no enfeebling magic so be prepared for a
lot of damage spells. Cast the appropriate bar spells and carols on the
tanks so help them weather the onslaught.
Because your tanks aren’t in melee range you have some variety in what
tanks to use. I’ve seen it done very successfully with RDM/NINs in high
enmity+ gear setups spamming RDM enfeebles and using shadows to absorb
single-target spells.

Love will periodically spawn three sea monsters in a group through the
entire fight - either xzomits, hpemdes, or phoabos. He will only spawn
xzomit and hpemde groups three times each. These are best dealt with
via a barrage of -aga magic from black mages specifically there to kill
spawns. Until he’s done spawning those two sets his
auto-regeneration rate will be so massive that damaging him is a futile
exercise. Wait until he only summons hpemdes (sharks) before starting
damage. He will spawn the sharks until dying.
Love’s 2-hour, which he can use more than once, is Astral Flow. He’ll
use it immediately after spawning some phoabos and they’ll all
immediately use Aerial Collision on their current targets. So you might
lose a few BLMs every now and then, but he doesn’t use the 2-hour very
often.
Because you want to keep Love at a specific distance in order to keep
him out of melee range of the tanks, BLMs that pull hate is
impractical. SMNs using gardua is a great source of hateless damage on
this fight. Once the tanks are secure with their hate you can send
melees in - if they take hate Love will use a TP move on them but won’t
actually move anywhere.
It takes a very long time to wear Love down but if you’re doing
everything right the battle is mostly uneventful. Just watch out for
that -aga magic. Ouch.
Drops:

|
100% drop
|

|
Decently common drop
|

traded for...
Novio earring
|
Rare drop
|

traded for...
Nova earring
|
Rare drop
|
Strategy tips:
- Have the tanks stand outside Love's melee range but close enough
so they won't be drawn in to avoid all of Love's TP moves and melee
attacks.
- Wait until Love only spawns phoabos before damaging him - that's
a sign that his massive auto-regen has been neutralized.
- Watch Love's elemental casting and cast barspells and carols to
ward against his magic.
Absolute Virtue
Mob: Dragoon Aern
Spawns: Chance to spawn immediately upon defeating Jailer of Love and
will aggro the alliance that killed Love.
Good luck! I have no theories on how to beat this guy, so I’ll just put
some pictures of me doing crazy stupid stuff here.
Strategy tips:
- Ebon panels
- Virtue weapons
- Wall of Justice
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