FFXIclopedia
Register
Advertisement
Were you looking for Salvage II (Level 99)?


The Treasures of Aht Urhgan expansion pack introduced a myriad of new battles—from the quick missions in Assault, to the citywide skirmishes experienced in Besieged, to several new exploratory missions offered in Salvage.

The main objective of Salvage missions is the exploration of the archaeological remains of four newly opened areas (Zhayolm Remnants, Arrapago Remnants, Bhaflau Remnants, Silver Sea Remnants) and the eradication of the demonic beasts that rule their deepest depths. However, this will not be as easy as it sounds. A powerful force known 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.

How to Enter Salvage[]

Salvagemap


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

Salvage Rules[]

Minimum Number of Players: 1
Maximum Number of Players: 18 (one full Alliance)
Time: Unlike Dynamis and Limbus, you are limited to a set time of 100 minutes in Salvage. No time extensions are available.
Entering: Upon entering, the Key ItemRemnants Permit is lost. Entering Salvage works much like entering Assault: one person clicks the door and proceeds through the dialog to start the mission, then everyone in the alliance that is in the zone, in proximity to the door, and is holding a Key ItemRemnants Permit is warped in. All members of the alliance need their own Key ItemRemnants Permit to enter. If a member of the alliance is without a permit near the door, the entire alliance will be unable to enter until he/she leaves the alliance, zone, or obtains a permit. Additionally, the alliance will not be able to enter if any member of the alliance is holding cells from a previous Salvage run, or if any member of the alliance is in Alzadaal Undersea Ruins but not in proximity to the door.
Using teleporters: There is a white teleporter on every level that transports players to the next level. When one player activates it, all other players will be warped to another level (including dead players). Reraise status is not lost when teleporting. HP and MP are fully restored for the entire group after using the teleporter.
Reentering: You may obtain another Remnants Permit after midnight JST. This is based on the day that the Remnants Permit was purchased, not the day that the character entered Remnants, so it is possible to enter a Salvage area twice in one day if the character has a pass that was purchased on a previous date.
Reservation: An area does not become reserved as it does with Limbus. As such, multiple alliances may enter the same area, commonly known as an instanced battlefield. However, they will be considered separate, and therefore are not able to see each other, work together, or share drops between groups.
Clearing: Upon defeating the mega boss of a particular zone, a teleporter will become active which, if used before running out of time, will exit the area without displaying the "mission failed" message. At this time there is no difference between timing out and teleporting out.
Death: As with Dynamis, Experience Points continue to be lost if you are defeated within Salvage. Experience and Limit Points are not gained after defeating enemies in these areas.

Armoury Crates[]

An armory crate will be on the first floor of each Remnants, nearby the start point. This crate contains 10 imbued items (cells).

Armoury Crates may also be dropped by any enemy in Salvage. These can contain a variety of temporary items. When a chest is examined, the option to take an item out of the chest, or to leave the chest alone is given. All items from these crates are Rare/Ex and cannot be traded once taken.

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)
Giant's Drink
(Boosts maximun HP)
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)
Revitalizer
(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
(Boosts Maximum MP)
Hi-Potion
(100 HP Potion)
Megalixir
(Restore all HP and MP)


The Pathos of Alzadaal[]

Upon entering Salvage, all your primary statistics will be reduced and you will become unable to utilize your support job, wear any equipment, or use any job abilities or magic.

Enemies in Salvage areas have a possibility of dropping one or more imbued items (also known as cells). A player can use them to remove one of his/her debilitative effects (specific to each type of cell) for the remainder of the run. Cells are not Rare, Exclusive, or Temporary items, and therefore can be traded (or Bazaared) to other players.

Note: Players must dispose of any leftover cells after leaving a Salvage area before they will be allowed to re-enter Salvage. Cells have no purpose outside of Salvage areas.

Note: Occasionally, in spite of receiving the appropriate message, a restriction may still seem to be in place after using a cell. Logging out and back into the game resolves this. The player will return to find the appropriate restriction removed. However, this will also remove any active Reraise (Status Effect).

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 Armory Crate at the beginning of the level 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

Sockets and Slots[]

During Salvage you will find targets called a "Socket" and a "Slot". Trading 1-5 cells of the same kind to a "Socket" spawns a Notorious Monster that, upon defeat, drops double the amount of the same cell you traded to the "Socket". Trading a Remnants card obtained from another remnants area to a "Slot" spawns one of four different NMs that drop the lv.15 body pieces. To complete a body piece you will have to visit all four Remnants areas: one area for a card, one area where you use the card to pop a NM for a lv.15 body piece, one area where the boss will drop the lv.25 body piece and a one area where an NM will drop the lv.35 body piece.

Socket Notorious Monsters[]

Slot Notorious Monsters[]

Rewards[]

Salvage offers rare/ex armor as a reward. This armor is obtained in a fashion similar to Lumorian/Limbus items, requiring a half a stack of crafted items, ten Imperial Gold Pieces, and three Rare/Ex drops from Salvage itself. To obtain the armor, you must first trade the three (3) armor pieces to Ghanraam at (K-10) in Aht Urhgan Whitegate, THEN trade the currency and crafted items to him as payment. (This means the gold pieces and synthesis materials must be traded separately from the salvage gear drops) Wait until after JP Midnight, which is 10:00 A.M. EST (11:00 A.M. EDT when Daylights Saving is being observed) or 03:00 P.M. GMT (04:00 P.M. BST when Daylights Saving is being observed) to claim your reward; Congratulations!

Each piece requires:

  • A piece of level 15, 25, and 35 armor.
  • A half-stack of a slot-specific crafted material.
  • 10 Imperial Gold Pieces

Slot Materials[]


Equipment / Route Summary[]

Just as Salvage can be separated into 4 distinct physical zones, it also can be separated into 4 distinct logical routes. The 'logical route' you embark on determines what drops you have the potential to gain. Due to the way in which the individual components for equipment are distributed across the zones in Salvage, every piece of completed equipment will require 3 different components from 3 different zones, although body armor will also require getting 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 you are currently working on obtaining Lv. 35 equipment from Route 1, you will be farming in Arrapago Remnants. In general, you will be killing lots of Archaic Gear during this farming as they are one of the only sources of Duplicatus Cells (see Arrapago Remnants page for more complete drop information). These gears, however, also drop Lv. 15 armor for Route 2, essentially allowing you to "kill 2 birds with 1 stone". A similar overlap exists in Silver Sea Remnants, as the exact same enemies that drop Lv. 15 gear for Route 1, also drop the Lv. 35 gear for Route 2. So, you could say that routes 1 and 2 are connected.

Routes 3 and 4 are connected in a similar fashion, in that farming Lv. 15/35 equipment from Zhayolm Remnants will potentially net you the other type of equipment as well, and farming Lv. 35 equipment from Bhaflau Remnants will potentially net you Lv. 15 equipment from Bhaflau Remnants.

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 9, 2009 (JST)
    • Silver Sea Remnants: With certain conditions fulfilled, the rate at which NMs drop treasure items was increased slightly.
    • Bhaflau Remnants: The spawning requirements for the NM "Mad Bomber" was adjusted so that it will appear regardless of the route chosen by the player.
  • December 10, 2013
    • The minimum party size for participation was reduced from three to one.



Salvage top

All items (183)

J
Advertisement