Jailers of Virtue
Sea Gods




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!


Quick-Jump List
The Basics
Tier I
Jailer of Temperance
Jailer of Fortitude
Jailer of Faith
Ix'Aerns
Ix'MNK
Ix'DRK
Ix'DRG
Tier II
Jailer of Justice
Jailer of Hope
Jailer of Prudence
Tier III
Jailer of Love
Absolute Virtue


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:


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:


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:

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:

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:

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:



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:
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:

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:



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:


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:


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