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Taking a different tack from other Assault missions, Nyzul Isle Investigation is a perpetually different task every single time.
Characters enter Nyzul Isle at randomly determined point, and the floors are climbed in sequence.
Entering at a higher floor can be achieved only after clearing at least 5 floors in sequence, and choosing to save your progress instead of continuing to climb.
Each floor has a random objective to be achieved before passage to the next floor can occur.
Once an investigation run has started, characters will be placed in the lobby.
Whilst in this lobby, the time limit is counting down, and thus characters are recommended to not linger here for too long.
A Vending Box is present within the lobby, along with a Rune of Transfer.
Using the Vending Box allows characters to purchase temporary items for use within the investigation. (see below)
Using the Rune of Transfer allows a character to select the entry floor for the run, and will warp characters to that floor once a floor has been selected.
Upon entering the lobby for the very first time, every character must touch the Rune of Transfer to recieve a Runic Disc, without this Disc, progress for that character will NOT be saved upon leaving the investigation.
Nyzul floor entered | Tokens required for entry |
---|---|
1 | 0 |
6 | 500 |
11 | 550 |
16 | 600 |
21 | 650 |
26 | 700 |
31 | 750 |
36 | 800 |
41 | 850 |
46 | 900 |
51 | 1000 |
56 | 1100 |
61 | 1200 |
66 | 1300 |
71 | 1400 |
76 | 1500 |
81 | 1600 |
86 | 1700 |
91 | 1800 |
96 | 1900 |
Total | 20,800 |
As mentioned earlier, a Runic Disc is issued to each and every adventurer undertaking an investigation, providing that they click the Rune of Transfer in the Lobby.
These devices permit a party's movement around Nyzul Isle.
The first one encountered is within the Lobby, and provides Runic Discs, as well as access to floors previously cleared and saved.
Every subsequent Rune of Transfer encountered provides dual functionality.
After leaving the Lobby and entering the first floor of any given run, regardless of floor entered, characters encounter random groups of monsters from 16 pre-set lists.
Notorious Monsters can spawn on any floor that is not divisible by 5, and are not restricted to the species of monsters on the floor they spawn on.
On 'kill all enemies' floors, one or more Dahaks may spawn, regardless of mob grouping.
Grouping | Mob Family | Mob types present |
---|---|---|
1 | Amorphs | Black Pudding, Bouncing Ball, Mousse, Thousand Eyes |
2 | Amorphs | Black Pudding, Ebony Pudding, Mousse |
3 | Amorphs | Bouncing Ball, Mousse, Thousand Eyes |
4 | Aquans | Greatclaw, Kulshedra, Stygian Pugil |
5 | Arcana | Friar's Lantern, Killing Weapon, Magic Flagon, Ominous Weapon, Sweeping Cluster |
6 | Arcana | Killing Weapon, Magic Flagon, Ominous Weapon |
7 | Beasts | Manticore, Marid, Wajaom Tiger, Wild Karakul |
8 | Birds | Lesser Colibri, Marsh Murre, Peryton, Ziz |
9 | Demons | Imp, Psycheflayer |
10 | Dragons | Puk, Wyvern |
11 | Lizards | Bull Bugard, Deinonychus, Sand Lizard, Wivre x2 |
12 | Mixed | Mousse, Peryton |
13 | Mixed | Draugar, Mousse |
14 | Plantoids | Ameretat, Death Cap, Leshy, Puktrap |
15 | Undead | Bhoot, Draugar, Garm, Tainted Flesh |
16 | Vermin | Carmine Eruca, Spinner, Wamoura, Wamouracampa |
Floors 1 - 19:
Floors 21 - 39:
Floor 41 - 59:
Floor 61 - 79:
Floor 81 - Floor 99:
There are a variety of NM's that spawn only when the exit condition for a floor is "Defeat the Enemy Leader".
These NM's are unique to Nyzul Isle, and are not encountered anywhere else in Vana'diel.
There are also clones of various HNMs every 20 floors, they are as follows:
To activate a Rune of Transfer on any floor other than the Lobby, objectives have to be met.
They can be any of the following, on any floor, other than floors divisible by 20, which are always 'Eliminate enemy leader'.
There are secondary objectives that can also be set, "Avoid discovery by Armed Gears" and "Do not destroy Armed Gears".
Armed Gears are aggressive to magic, and are True Sound.
Pulling them doesn't violate the discovery objective.
Secondary objectives can be 'failed', and the party can still move up floors, however they will be either be affected by a Pathos of Alzadaal whilst on the current floor, or a minute will be deducted from the overall time remaining in the mission.
Lamp floors deserve special attention, as they usually provide the biggest challenge to a party of adventurers.
They can take one of three formats:
For the multiple lamp floors, the lamps will NOT light until ALL lamps are activated, regardless of if it's an order floor, or a same-time floor.
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