General Trial Walkthrough
- You can have up to 10 trials active, be they for weapon, armor, emote, or quest item.
- To do more, you need to either complete a trial, or cancel it.
- Trials are not canceled by discarding the item it's inscribed on, you need to talk to the relevant Magian Moogle and cancel it.
- Any progress on trials is lost this way, including items traded.
- Equipment can not be stored by porter moogles while undergoing a trial, to prevent accidental loss of progress.
- Trials requiring X number of items will progress by trading the items to the Delivery Crate next to the moogle, unless stated otherwise in the details for the trial.
- Items can be collected in advance, to minimize active trial quests.
- Teaming up with other players whenever possible is highly recommended, as it is nothing but profitable to all parties.
Weapon Walkthrough
- You can have multiple copies of the same weapon inscribed at once.
- You cannot have the same trial inscribed on multiple weapons simultaneously (you must complete or abandon the trial on one weapon before you may inscribe another with the same trial inscription).
- You can only have one trial inscribed on each weapon.
- Each weapon's trials are unique; you must repeat the same trials if creating multiple copies of the same weapon, even if you have already completed the trials on another weapon.
- Trade the weapon to the Magian Moogle and select the desired trial to undertake.
- Complete the trial and trade the weapon to the Magian Moogle to receive the augment(s) or the upgraded weapon.
Obtaining Necessary Kills
- The trials generally consist of, but are not limited to, the following types:
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- Defeating a given number of a specific type of experience-yielding monster..
- You MUST be within Experience point gaining range and not KO'ed to receive credit.
- Defeating a given number of a specific type of experience-yielding monster during either Light-affiliated (wind, thunder, fire, light) OR Darkness-affiliated (water, ice, earth, dark) weather effects.
- Defeating a given number of a specific type of experience-yielding monster during one particular type of weather effect OR its corresponding day. (e.g. kills either during wind weather or on Windsday). As of the September 2010 update, successful kills with weather present (single or double) will count as 5, while the appropriate day counts as one. For example, killing one monster on ice day during ice weather will give a total of 6 points.
- Killing enemies while the appropriate weather is active gives credit for 5 kills.
- Killing enemies during the appropriate day gives credit for 1 kill.
- If weather and day are present, you get credit for 6 kills per enemy.
- Scholar's -storm spells (Rainstorm, Thunderstorm, etc...) will not give credit toward weather-specific trials; the weather must be naturally occurring.
- Having a pet deal a given number of killing blows on a specific type of experience-yielding monster.
- An Adventuring Fellow's killing blow will count towards this trial.
- Skillchains closed by pets will not count toward this trial.
- Killing blows by other players' pets count towards this trial as of the September 2010 update.
- Kills from a pet's counterattack, DoT or skill chain (not Weapon Skill) do NOT count.
- Enemies killed by automaton nukes will grant experience AND kill credit
- Having the weapon's Additional Effect trigger a given number of times on a specific type of experience-yielding monster.
- Using a specific Weapon Skill a given number of times on a specific type of experience-yielding monster. Weapon Skill that have a Area of effect won't count as multiple kill when used on two or more monster.
- Dealing a given number of killing blows with a specific Weapon Skill on a specific type of experience-yielding monster. As of the September 2010 update, kills from other players using the appropriate Weapon Skill will count towards the Magian player's trial.
- Using an elementally specific status ailment on a specific type of experience-yielding monster. The ailment must be present upon death, but does not have to be inflicted by the person on the trial.
- Using an elementally specific Magic Damage on a specific type of experience-yielding monster. The Damage amount will vary with each trial. It does not have to be inflicted by the person on the trial. Elemental WS's will count towards this credit.
- Your weapon must possess the appropriate trial inscription to receive credit toward a trial.
- Unlike Latent Effect weapons that are "broken" with Weapon Skill Points, trial weapons record and actively report their progress to the player by displaying a confirmation message in the chat log each time the trial's specified objective is fulfilled (e.g. "Trial 100: 99 objectives remain."). Additionally, the Magian Moogle will show your currently active trials and their progress at your request. Upon completion of a trial, another confirmation message will be displayed, instructing you to visit the Magian Moogle.
- Dual Wielded weapons (weapons in offhand) receive credit.
- You may Dual Wield two trial weapons and receive credit for each as long as each weapon's specific trial criteria are met.
- Trials can be completed in a party or alliance without penalty. It is not required to take action on the monster unless specified in the trial criterion (e.g. "killing blows"). The enemy must be claimed to your party or alliance, you must be within experience points range (even for Notorious Monsters that do not give experience points), and your weapon must be equipped at the time that the monster is defeated.
- Note that credit will not be received if the enemy is defeated while unclaimed (Damage Over Time or Self-Destruct-type moves while the target's name is yellow).
- You will still receive credit for kills while K.O.ed, assuming the target was still claimed to your party or alliance at the time that it was defeated.
- Trials can be completed while under the effect of Level Sync as long as the target is experience-yielding and fulfills the trial criteria.
- Trials can be completed by Maze Lurker enemies in Moblin Maze Mongers mazes as long as the target is experience-yielding and fulfills the trial criteria.
- Using Maze Voucher 01, an appropriate race rune, Maze Rune 102 and bringing a low-level character (Level 56-58) creates approximately 25 instanced Easy Prey targets per maze for a level 75 player. Furthermore, these mazes can be copied by Duplidoc for 20 Moblin Marbles and distributed for 500 gil each.
- Notorious monsters in Abyssea do not give normal experience, but bonus experience. They do NOT count towards trial progression.
- Each weapon type trial series culminates into 3 different weapons:
- Type 1A : An Empyrean weapon.
- Type 1A1: A full Empyrean weapon (high base damage, low delay, significant stat bonus) with corresponding weapon skill and Aftermath effect (occasionally deals double damage).
- Type 1A2: A partial Empyrean weapon (lower base damage, higher delay, no stat bonus) with corresponding weapon skill but no Aftermath effect.
- Type 1B : A multi-attack weapon.
- Type 2* : The elemental branch. Each element gives augments related to that element.
- Type 2*A : Moderate DMG+ and delay- bonuses, as well as a bonus to one primary and one secondary stat (e.g. Fire = STR+4 Attack+15)
- Type 2*B : Same as 2*A, but grants pet: secondary stat bonus. (e.g. STR+4 Pet:Attack +15 Ranged Attack+15). Only available for pet jobs.
- Type 2*C : These branch off into what appears to be 4 different elemental staves. Staff only.
- Type 2*C1 : Magic Affinity : Magic Accuracy+1 Magic Attack+X
- Type 2*C2 : Magic Affinity : Magic Accuracy+X Magic Attack+1
- Type 2*C3 : Perpetuation -X
- Where X is an integer from 3 to 5 (3 to 6 for Type 2*C3), depending on trial progress.
- Type 2*C4 : Cure Potency light element only
- Type 2*D : Slightly higher DMG+ than the attribute bonus branch, as well as an Additional Effect (e.g. Additional Effect: Defense Down). Not available for ranged weapons. When these weapons reach the stage where they are given the option of an added effect of a Status down you cannot trigger the effect until it has worn off of your target.
- Type 3 : The Weapon Skill branch. Unlike Type 1 and 2, you receive credit towards completing the weapon each Weapon Skill you perform.
- Type 3A: Moderate Damage, Low Delay, and a Percentage Boost to Weapon Skill damage while wielding the weapon.
- Type 3B: Moderate Damage, Low Delay, and a significant TP Bonus.
- Type 3C: Moderate Damage, Low Delay, and a significant boost to Store TP while wielding the weapon.
Weapon Trial Categories
By completing certain trials you may obtain new and improved weapons. You can find lists for those weapons below. Click on the link beneath the trials for the weapon for the full list.
Hand-to-Hand
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Dagger
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Sword
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Great Sword
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Axe
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Great Axe
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Scythe
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Polearm
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Katana
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Great Katana
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Club
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Staff
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Archery
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Marksmanship
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Instruments
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Shields
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Missing Trials
- Normal weapons: 1, 67, 149, 215, 281, 363, 429, 511, 577, 643, 709, 775, 890, 940
- Advanced weapons: 990, 993, 996, 999, 1002, 1005, 1008, 1011, 1014, 1017, 1020, 1023, 1026, 1029, 1032, 1034, 1038, 1041, 1044, 1047, 1050, 1053, 1056, 1059, 1062, 1065, 1068, 1071, 1074, 1077, 1080, 1083, 1086
These are the "trials" linked to the base weapons, which will most likely remain unused.
Armor Walkthrough
- Obtain the armor of your choice from the Abyssea areas.
- Obtain the Magian Trial Log by talking to Magian Moogle at Ru'Lude Gardens (H-5).
- Trade the armor to the Magian Moogle and select the desired trial to undertake.
- You can have trials on up to 3 pieces of armor active at one time, after which he will tell you "Uh, there's no space to write in your Magian trial log."
- The item doesn't need to be equipped at any time during the trial. Example: Charis Tights +1 without having DNC past Lv.10.
- Obtain the required items and trade the seals to the Delivery Crate.
- You are able to trade seals for an active trial at any time, effectively storing them in the Delivery Crate and not taking up your inventory space.
The Moogle will accept up to 8 Seals for each piece (10 for body).
- You do not need to have the trial active to obtain the seals.
- Counts objectives as a normal trial would when trading Seals to the Delivery Crate
Shows the message: "trial xxxx: objectives remaining :x"
- The seals are questable in Abyssea areas.
- After trading in the Seals, trade the armor to the Magian Moogle (blue bobble) to complete the trial.
Obtaining Necessary Items
- In order to upgrade an armor piece from the original to the +1 version you are required to obtain 8 matching seals to the item (10 for the body.) These seals specify which armor piece they go to. For example, Ravager's Seal: Head corresponds to Ravager's Mask.
- These seals are questable in Abyssea. Refer to the individual zone pages for information about which quests yield particular seals.
- Each job in the following tables link to its corresponding Seal page.
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- To upgrade from the +1 version to the +2 version, you must obtain 6 other items (9 for the body) depending on the armor type and job.
- Each job in the following tables link to the corresponding Trial of the Magians trial.
- To obtain the +2 version of relic armor, you need to possess either the NQ or +1 version. The +1 version lowers the requirement for the +2 version, but both NQ and +1 will result in the same +2 armor.
- The +2 armor itself can be augmented by a further trial, adding a bonus to a job's Group 2 merits and Two-Hour ability. This process involves obtaining 20k experience in certain dynamis areas while the gear is equipped.
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Armor Trials By Job
By completing certain trials you may obtain new and improved armor.
Emote Walkthrough
- Obtain the Magian Learner's Log by talking to Magian Moogle (green bobble) at Ru'Lude Gardens (H-5).
- Select the desired trial to undertake. Only jobs you have leveled to 30 or higher will appear on the list.
- The item doesn't need to be equipped at any time during the trial.
- Obtain the required items and trade them to the Delivery Crate.
- Counts objectives as a normal trial would when trading Seals to the Delivery Crate
Shows the message: "trial xxxx: objectives remaining :x"
- After trading in the items, trade the armor to the Magian Moogle (green bobble) to complete the trial.
- You can then perform the emote at any time by typing /jobemote XXX regardless of current job or level.
Emote Trial Categories
By completing these trials you will have access to a new emote and upgraded armor. All trials require level 30 in their respective job.
Quest Item Walkthrough
- After completing the trial, you will receive an item used in a quest to further advance your Adventuring Fellow's limits.
Quest Item Trial Categories
These trials are part of the set of limit break quests for Adventuring Fellows. All require the player to be level 75 or higher.
Pages in category "Trial of the Magians"
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