Fortification

Family: Structures

Outpost fortifications
Zone Map Position Level Drops Steal Spawns

Notes

Batallia Downs (S)

I-8 50 4 ~20.000 HP

Beadeaux (S)

F-9 50 4 ~20.000 HP

Castle Oztroja (S)

H-8
Maps 6 & 7
50 4 ~20.000 HP

Crawlers' Nest (S)

I-8/I-9/J-9
Map 1
50 4 ~20.000 HP

East Ronfaure (S)

H-8 50 4 ~20.000 HP

Fort Karugo-Narugo (S)

H-8
Map 2 (Fivespires)
50 4 ~20.000 HP

Garlaige Citadel (S)

H-6/H-7/H-8/I-8
Map 2
50 4 ~20.000 HP

Grauberg (S)

I-8 50 4 ~20.000 HP

Jugner Forest (S)

I-8 50 4 ~20.000 HP

La Vaule (S)

K-9 50 4 ~20.000 HP

Meriphataud Mountains (S)

E-5 50 4 ~20.000 HP

North Gustaberg (S)

D-10 50 4 ~20.000 HP

Pashhow Marshlands (S)

K-6 50 4 ~20.000 HP

Rolanberry Fields (S)

J-7 50 4 ~20.000 HP

Sauromugue Champaign (S)

H-7 50 4 ~20.000 HP

The Eldieme Necropolis (S)

F-8/G-6/G-9/I-8
Map 1
50 4 ~20.000 HP

Vunkerl Inlet (S)

G-10 50 4 ~20.000 HP

West Sarutabaruta (S)

H-6 50 4 ~20.000 HP

Beaucedine Glacier (S)

I-8 (Upper Level, center of grid)

(from NPC Moana, C.A. (H-8) travel East)

?? 4 ~20.000 HP

Xarcabard (S)

H-8 (South East corner of grid)

(from NPC Sleiney, C.A. (H-9) travel North West)

?? 4 ~20.000 HP
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Notes:

  • Appears in Beastman controlled areas during Campaign Battles (invisible in areas under allied control). When its HP reaches 50%, the amount is reset to full, and the Fortifications count for the area decreases by one.
  • Cure spells have no effect on them (however healing Blood Pacts such as Healing Ruby II still affects them).
  • The fortifications will spawn once an attacking wave begins their approach, and will despawn when the battle ends. As such, players attacking a beastman fort must wait until allied troops begin marching before they can attack the fortifications (they may take on any defenders until then).
  • Takes about 90% reduced damage (32/256) from magical attacks and physical attacks.
    • Be aware that if you are attacking a Fortification with no Allied Tags trying to do the above, when the defending Beastmen spawn they can and will attack you. This can happen even if other people with Allied Tags are attacking the Fortification.
  • Can receive status effects such as (Stoneskin, Phalanx, Warcry, etc.) as well as be hit by area of effect attacks.
  • If a normal monster (non-Campaign) uses an AoE attack near a Fortification, it will hit it. Currently unknown if this is intended or not.
  • Immune to poison, but can be affected by Bio, Dia, Elemental Debuffs, Level 5 Petrify and Helix spells. Can also be affected by Defense Down, Magic Defense DownVerification Needed and Impairs Evasion effects.
  • Dark Knights can siphon its accumulated TP from hits with Absorb-TP.
  • Forts can be cured by Imp aoe cure and by Scholar Accession cures if a friendly campaign NPC is targeted first.
  • Attacking Fortifications and other enemies specific to Campaign no longer increases combat and magic skills, regardless of whether or not you have received the effect of an Allied Tag. April 9, 2009 Update. [1]
This article uses material from the "Fortification" article on FFXIclopedia and is licensed under the CC-BY-SA License.