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The main objective within Salvage areas is the exploration of the archaeological remains of Zhayolm Remnants, Arrapago Remnants, Bhaflau Remnants, and Silver Sea Remnants. This includes the eradication of the demonic beasts that rule within, which might not be as simple as it might first seem. A powerful force known only as the Pathos of Alzadaal limits the abilities of all who enter, making them easy prey for the hordes of fiends waiting in the shadows.

Salvage top.jpg

[edit] How to Enter Salvage

Those who wish to enter a Salvage area must have completed the Treasures of Aht Urhgan Mission 17, be at level 65 or higher, and obtain a Key Item Remnants Permit. This key item can be bought from Zasshal in Aht Urhgan Whitegate in exchange for 500 Assault Points (only points from one area can be used at once, meaning points from different Assault areas cannot be combined).

The entry points for each remnant can be found within the Alzadaal Undersea Ruins, nearby the Nyzul Isle Staging Point accessible via the Rune of Transfer or the multiple entrances in Caedarva Mire and the Bhaflau Thickets. The permit will also allow free access through the gatekeepers to Alzadaal Undersea Ruins from outside areas.

Salvage Area Nyzul Isle
Arrapago Remnants North-West (G-10) Caedarva Mire
(Dvucca Isle)
Bhaflau Remnants South-East (F-6) Bhaflau Thickets
Silver Sea Remnants North-East (I-10) Caedarva Mire
(Azouph Isle)
Zhayolm Remnants South-West (G-5) Bhaflau Thickets
(Tandjana Islet)

[edit] Salvage Rules

Party Size: 1 to 18 characters. If a solo player loses connection to the game server after entry, they will be removed from the area after three minutes.

Time Limit: 100 minutes.

Entry: Once any of the party members confirms entry via the dialogue at the entry point, all members in the party that are within the area (same map) will be transferred in, unless any of the party members lack the permit, or possess even one of the imbued items (cells) from previous visits.

Using Teleporters: Moving from an inside area/map to another is done via teleporters similar to those in the Alzadaal Undersea Ruins. They differ in that when any of the party members confirms teleporting to the next area, the whole party will be moved with them, including unconscious characters (reraise status will not be lost).

Additionally, the HP and MP of characters are fully restored at this time.

Re-Entry: Adventurers may obtain one Remnants Permit per day (Earth time), which resets at Japanese midnight. This means that if one is already in the possession of a permit from a previous day, they may obtain another one after it is used up, and provided they do so before the aforementioned midnight, they can acquire yet another permit afterwards, effectively enabling three successive visits.

Reservation: There is no one single area to reserve, but a single party/alliance will have their own area, an 'instance', which are not unlimited in numbers. As such, entry may be denied during high congestion.

Clearing: Upon defeating the boss of a particular area, a teleporter will become active which, if used before running out of time, will allow exit from the area. There is no benefit in doing so over having the time run out or escaping via other means.

Defeat: Experience Points will be lost upon knock out, and if all participants remain unconscious (or lose connection) for three (3) minutes, they will be removed from the area.

[edit] Armoury Crates

An armory crate containing ten (10) imbued items allowing the removal of specific restrictions will be on the very first room of any of the areas, nearby the starting point.

Armoury crates may also be found by defeating certain enemies, but they will only contain a variety of temporary items. When a crate is examined, the option to take an item or to leave them be is given. All items from these crates are exclusive and cannot be traded to others once taken, but all participants are allowed to open and acquire items from the crates themselves.

The crates do not disappear within a set number of time, but remain until the characters leave the area.

Assassin's Drink
(Increases Magic Accuracy)
Barbarian's Drink
(Increases Attack)
Body Boost
(HP Boost)
Braver's Drink
(+15 to all attributes)
Champion's Drink
(Increases crit. hit rate)
Cleric's Drink
(Divine Veil+Erase effect)
Dusty Elixir
(Restores a few HP and MP)
Dusty Ether
(150 MP Potion)
Dusty Potion
(300 HP Potion)
Dusty Reraise
(Reraise III)
Fanatic's Drink
(Provides invulnerability to physical attacks)
Fighter's Drink
(Increases Accuracy)
Fool's Drink
(Magic Defense)
Gnostic's Drink
(Effect of Pax - Enmity generation is reduced)
Healing Powder
(Curaga II)
Hermes Quencher
(Flee speed for 30 seconds)
Mana Boost
(MP Boost)
Mana Powder
(Restores MP of nearby party members)
Monarch's Drink
(Effect of Regain - TP gradually restored)
Oracle's Drink
(Increases Magic Attack)
(Resets the recast time for all Job Abilities)
Shepherd's Drink
(Restores pet HP)
Soldier's Drink
(Slightly Increases Attack)
Spy's Drink
(Gives Haste effect)
Strange Juice
(2 MP/tick Refresh)
Strange Milk
(5 HP/tick Regen)
Vicar's Drink
(Removes 2 random status ailments)
Wizard's Drink
(Increases Maximum MP)
(100 HP Potion)
(Restore all HP and MP)

[edit] The Pathos of Alzadaal

Upon entering Salvage, all stats of the characters are vastly reduced in their levels, all equipment slots will be cleared and disabled from use, and job abilities, support jobs, as well as magic can not be used. Defeating specific enemies will yield 'cells', which are placed into the treasure pool for which characters can then cast lots on to obtain them, and lift a specific restriction upon using them.

These imbued items, or cells, can be traded from a character to another. They have no other use outside of Salvage, and must be disposed of before one can re-enter a Salvage area.

Item Effect
Pathos: Encumberment
Incus Cell Unlocks weapons and shields
Castellanus Cell Unlocks head and neck equipment
Undulatus Cell Unlocks ranged and ammo equipment
Cumulus Cell Unlocks body equipment
Radiatus Cell Unlocks hand equipment
Virga Cell Unlocks earring and ring equipment
Cirrocumulus Cell Unlocks back and waist equipment
Stratus Cell Unlocks leg and feet equipment
Pathos: Obliviscence
Duplicatus Cell Unlocks support job
Pathos: Impairment
Opacus Cell Unlocks job abilities, weapon skills
Item Effect
Pathos: Omerta
Praecipitatio Cell Unlocks magic
Pathos: Debilitation
Humilus Cell Removes HP Down effect
Spissatus Cell Removes MP Down effect
Pannus Cell Removes STR Down effect
Fractus Cell Removes DEX Down effect
Congestus Cell Removes VIT Down effect
Nimbus Cell Removes AGI Down effect
Velum Cell Removes INT Down effect
Pileus Cell Removes MND Down effect
Mediocris Cell Removes CHR Down effect

The crate at the starting point contains:

2x Incus Cell (Weapon) Praecipitatio Cell (Magic)
Duplicatus Cell (Subjob) Opacus Cell (Ability)
2x Humilus (HP), Spissatus (MP), Undulatus (Ranged) or Cumulus (Body) Praecipitatio Cell or Opacus Cell
2x armor or stat cells other than the four above

[edit] Sockets and Slots

Specific areas have targets named "Socket" and "Slot". Trading 1-5 cells of the same kind to a socket spawns a Notorious Monster which upon defeat yields double the amount of the same cell traded. Trading a remnants-card obtained from another area to a slot spawns one of four different NMs that have the level 15 body armor. To complete one specific body armor, a character needs to visit all the four Salvage areas: one for a card, and three for the enemies that have the three pieces of armor.

[edit] Socket Notorious Monsters

[edit] Slot Notorious Monsters

[edit] Rewards

Alexandrite: Enemies within the Salvage areas are the main source for the Alexandrite, which is required in the creation of the Mythic Weapons.

Armor Sets: The armor sets are aimed at level 75 characters, but can be further upgraded to level 99 versions via Salvage II.

Obtaining one part of a set of armor is accomplished in a fashion similar to the Lumorian/Limbus items, requiring a stack of crafted items, ten Imperial Gold Pieces, and three armor pieces from Salvage itself.

First the three (3) specific pieces of armor are traded to Ghanraam at (K-10) of the Aht Urhgan Whitegate, then the currency and crafted items need to be traded as the payment afterwards. For any one set of three items, or in other words, one completed piece of a set will require a wait until the next day (Japanese midnight).

[edit] Armor Sets and Materials

Jobs Item Slot Salvage Armor Ingredients
Part1 Part2 Part3 Crafting Item Currency
Ares Plate Armor
Head  Ares's Mask  Enyo's Mask  Phobos's Mask  Deimos's Mask  Orichalcum Ingot x6  Imp. Gold Piece x10
Body  Ares's Cuirass  Enyo's Breastplate  Phobos's Cuirass  Deimos's Cuirass  Imp. Wootz Ingot x6  Imp. Gold Piece x10
Hands  Ares's Gauntlets  Enyo's Gauntlets  Phobos's Gauntlets  Deimos's Gauntlets  Bloodwood Lumber x6  Imp. Gold Piece x10
Legs  Ares's Flanchard  Enyo's Cuisses  Phobos's Cuisses  Deimos's Cuisses  Wamoura Cloth x6  Imp. Gold Piece x10
Feet  Ares's Sollerets  Enyo's Leggings  Phobos's Sabatons  Deimos's Leggings  Marid Leather x6  Imp. Gold Piece x10
Skadi Leather Armor
Head  Skadi's Visor  Njord's Mask  Freyr's Mask  Freya's Mask  Orichalcum Ingot x6  Imp. Gold Piece x10
Body  Skadi's Cuirie  Njord's Jerkin  Freyr's Jerkin  Freya's Jerkin  Imp. Wootz Ingot x6  Imp. Gold Piece x10
Hands  Skadi's Bazubands  Njord's Gloves  Freyr's Gloves  Freya's Gloves  Bloodwood Lumber x6  Imp. Gold Piece x10
Legs  Skadi's Chausses  Njord's Trousers  Freyr's Trousers  Freya's Trousers  Wamoura Cloth x6  Imp. Gold Piece x10
Feet  Skadi's Jambeaux  Njord's Ledelsens  Freyr's Ledelsens  Freya's Ledelsens  Marid Leather x6  Imp. Gold Piece x10
Usukane Armor
Head  Usukane Somen  Hoshikazu Hachimaki  Tsukikazu Jinpachi  Hikazu Kabuto  Orichalcum Ingot x6  Imp. Gold Piece x10
Body  Usukane Haramaki  Hoshikazu Gi  Tsukikazu Togi  Hikazu Hara-Ate  Imp. Wootz Ingot x6  Imp. Gold Piece x10
Hands  Usukane Gote  Hoshikazu Tekko  Tsukikazu Gote  Hikazu Gote  Bloodwood Lumber x6  Imp. Gold Piece x10
Legs  Usukane Hizayoroi  Hoshikazu Hakama  Tsukikazu Haidate  Hikazu Hakama  Wamoura Cloth x6  Imp. Gold Piece x10
Feet  Usukane Sune-Ate  Hoshikazu Kyahan  Tsukikazu Sune-Ate  Hikazu Sune-Ate  Marid Leather x6  Imp. Gold Piece x10
Marduk Jubbah
Head  Marduk's Tiara  Anu's Tiara  Ea's Tiara  Enlil's Tiara  Orichalcum Ingot x6  Imp. Gold Piece x10
Body  Marduk's Jubbah  Anu's Doublet  Ea's Doublet  Enlil's Gambison  Imp. Wootz Ingot x6  Imp. Gold Piece x10
Hands  Marduk's Dastanas  Anu's Gages  Ea's Dastanas  Enlil's Kolluks  Bloodwood Lumber x6  Imp. Gold Piece x10
Legs  Marduk's Shalwar  Anu's Brais  Ea's Brais  Enlil's Brayettes  Wamoura Cloth x6  Imp. Gold Piece x10
Feet  Marduk's Crackows  Anu's Gaiters  Ea's Crackows  Enlil's Crackows  Marid Leather x6  Imp. Gold Piece x10
Morrigan Robe
Head  Morrigan's Coronal  Nemain's Crown  Bodb's Crown  Macha's Crown  Orichalcum Ingot x6  Imp. Gold Piece x10
Body  Morrigan's Robe  Nemain's Robe  Bodb's Robe  Macha's Coat  Imp. Wootz Ingot x6  Imp. Gold Piece x10
Hands  Morrigan's Cuffs  Nemain's Cuffs  Bodb's Cuffs  Macha's Cuffs  Bloodwood Lumber x6  Imp. Gold Piece x10
Legs  Morrigan's Slops  Nemain's Slops  Bodb's Slops  Macha's Slops  Wamoura Cloth x6  Imp. Gold Piece x10
Feet  Morrigan's Pigaches  Nemain's Sabots  Bodb's Pigaches  Macha's Pigaches  Marid Leather x6  Imp. Gold Piece x10

[edit] Equipment / Route Summary

Just as Salvage can be separated into four distinct areas, it also can be separated into four distinct logical routes. The 'logical route' determines what treasure can be found, and due to the way in which the individual components for equipment are distributed across the areas, every piece of completed equipment will require three different components from thee different areas (although the body armor will also require a remnants-card from a fourth area).

The four logical routes, along with the equipment that can be obtained on each route, can be broken down as follows:

Route Equipment Upgradeable from this Route Upgrade Component Locations
Ares Skadi Usukane Marduk Morrigan Lv. 15 Lv. 25 Lv. 35
1  Head, Body  Feet  Legs  Hands  Head, Body  Silver Sea Remnants  Bhaflau Remnants  Arrapago Remnants
2  Legs  Hands  Head, Body  Feet  Legs  Arrapago Remnants  Zhayolm Remnants  Silver Sea Remnants
3  Hands  Head, Body  Feet  Legs  Hands  Zhayolm Remnants  Silver Sea Remnants  Bhaflau Remnants
4  Feet  Legs  Hands  Head, Body  Feet  Bhaflau Remnants  Arrapago Remnants  Zhayolm Remnants

There are many interesting patterns to note with regards to Salvage routes. For example, if one is currently working on obtaining the level 35 equipment from Route 1, they will likely be going for the Arrapago Remnants where they will be defeating lots of Archaic Gear as they are one of the only sources of Duplicatus Cells (see Arrapago Remnants page for more information). These enemies, however, also have the level 15 armor for the Route 2, essentially allowing one to kill two birds with one stone. A similar overlap exists in Silver Sea Remnants, as the enemies that have the level 15 equipment for Route 1 also have the level 35 equipment for the Route 2. In this sense Route 1 and 2 are connected.

Routes 3 and 4 are connected in a similar fashion, in that obtaining the level 15/35 equipment from Zhayolm Remnants will potentially yield the other type of equipment as well, while obtaining the level 35 equipment from Bhaflau Remnants will potentially yield the level 15 equipment from Bhaflau Remnants.

[edit] History

Introduced with Treasures of Aht Urhgan along with from the quick-like Assault missions and the citywide skirmishes experienced in Besieged, Salvage offers several exploratory missions originally designed with alliances in mind. While similar to Limbus battles in that up to 18 adventurers can participate, Salvage battles are more than a relentless assault on a seemingly never-ending wave of enemies—they will require precise teamwork and impeccable strategy to complete.

Later on, the minimum party member requirement was reduced from six to three, and while the adventurers evolved beyond level 75, the difficulty of this content was not increased, and as such, it was increasingly easy to clear for a party of as few as three members. Even then, some would participate solo with two others spending their remnants permits to enable entry. Even later, the requirement was lowered from three minimum to one, allowing solo entry with ease.

Salvage and Salvage II remain popular content due to the Alexandrite, and as such, congestion has been an issue to a point where entry to any one particular area has been planned to be restricted to once per twenty-four hours (Earth time) for individual characters. They would still be able to enter any other area during this wait.

[edit] Major Changes

  • June 6, 2007 (JST)
    • The price of the Remnants Permit key item was reduced from 2000 Assault Points to 1500.
    • Obtaining imbued items was made easier when defeating monsters within the remnants.
    • Armoury crates containing imbued items were made available throughout the remnants.
  • April 8, 2014 (JST)
    • Measures have been taken to address the issue with Salvage content wherein players would occasionally be unable to equip pieces of equipment even after removing Pathos of Alzadaal restrictions.

Pages in category "Salvage"

The following 183 pages are in this category, out of 183 total.







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This article uses material from the "Category:Salvage" article on FFXIclopedia and is licensed under the CC-BY-SA License.
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