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Category:Campaign Battles

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Campaign Battles

"Campaign Battles" is the collective term given to the series of battles and border skirmishes waged in the Quon and Mindartian theaters during the Crystal War.

The regions in question contain areas which are continually being plagued by sporadic outbursts of hostility along perpetually contested borders. Should the incessantly encroaching beasthordes be unequivocally repelled, the lands in dispute will be claimed as territories under Altana. There are several benefits to be reaped once claim is laid to an area, such as an increase in the number of Campaign Ops available, and the number of such benefits will grow in proportion to the amount of land secured.

Moreover, by having "Allied Tags" issued to you by an area's Campaign Arbiter (C.A.), you may choose to have your campaign battle performance assessed. By doing so you may receive rewards for your service, such as Campaign-specific points, known as "Allied Notes," and even experience points. It is worth noting that experience points will not be lost in the event that a player should die while participating in Campaign Battles.

Campaign Map

The Campaign Map shows the current Campaign Battles and how the nations are faring against the Beastmen. This can be accessed by typing /campaignmap (or /cmap for short).


Map Information:

The Controlled Areas information appears in the upper right hand corner of the map when the arrow is not hovering over an area icon. This shows how many areas each nation currently controls. When a nation controls an area, their field Campaign officer will be standing at the fortifications. When the beastmen are controlling an area, the C.A. (Campaign Arbiter) will be standing some distance away from the fortifications.


The Campaign Map shows the status of Campaign Battles and zone resources. A sword icon indicates that a Campaign Battle is in progress. Blue, red or yellow sword icons indicate Bastok, San d'Oria or Windurst as the defending nation, respectively. Grey sword icons indicates the area is being defended by the beastmen.

Under each icon is the Heroism Gauge which indicates the intensity of campaign battles in the area. As the gauge fills in the region, the number of attacking forces and defending forces will increase and the battle will last longer. This also means that generals and freelances participating in the area will more likely use their own unique abilities more frequently (i.e., Dalzakk will be more inclinded to summon Oggbi for help).

The Campaign Map also indicates the Fortifications and Resources levels (current vs. maximum) in each area.

The Fortifications rating indicates how well the defenders have control over the area. This rating will decrease as the stronghold is attacked in campaign battles, and can be lowered by saboteurs dropping bombs. The lower this value is, the more likely defenders will retreatVerification Needed and the easier for attackers to gain influenceVerification Needed.

Buying Temporary Items deducts the resource count by one. Resources are also spent to increase the current fortification amount every time a defending force is dispatched. If resources hits 0, no more temporary items can be purchased. But more importantly, the defending forces can no longer repair fortifications when they are initially dispatched, which means they may retreat more often until fortifications are repaired by a engineering unit or through Campaign Ops. Campaign Ops supply transport missions including Crimson Domino I / II can be completed to replenish an area's resources by 1 point each time for Crimson Domino I, 2 for Crimson Domino II, etc.; a concentrated effort by several players is needed to add a meaningful amount to the supply.

Enlisting in Campaign Battles

All those wishing to participate in Campaign Battles must enlist with one of the allied army's three main forces--the Kingdom of San d'Oria, the Republic of Bastok, or the Federation of Windurst--to combat the ever-advancing beastmen confederate comprising the Quon Host of the Orcish Empire, the Quadav Shieldwarriors, the Yagudo Theomilitary, and the Shadowlord's Dark Kindred.

How to Enlist
Complete Steamed Rams, The Fighting Fourth, or Snake on the Plains to join San d'Oria, Bastok, or Windurst's military forces respectively. Once you have enlisted in a military force you are able to partake in Campaign and Campaign Battles.

Traveling to a Campaign Battle

Speak to a Campaign Arbiter in your Allied nation ("Town Campaign Arbiters").

  • They will offer you teleportation to any of the Campaign Battle zones, but you must have previously been in the zone at some point.
  • The C.A will transport you to a Campaign Battle area for a number of Allied Notes. The cost will depend on where you are traveling and who is controlling it.
  • You will arrive at the Fortifications in the zone if it is controlled by an allied nation or by the Jeuno C.A. if it is controlled by beastmen. Some zone's arrival locations are much closer to the fortification than others. Be prepared to sneak if possible.
  • You can also teleport back from any zone to your allied nation by speaking to the field officer or C.A. in any zone.

There are some areas where you can't teleport into but you can teleport out of, which include Crawlers' Nest (S), The Eldieme Necropolis (S), Garlaige Citadel (S), and all enemy strongholds. Their locations haven't changed in the past, but it can be more difficult for players to travel to these areas due to stronger monsters patrolling the area. These areas are relatively close to places where Campaign Arbiters teleport you in adjacent areas, which should ease this added difficulty:

  • Directions to Crawler's Nest (S): Teleport to Pashhow Marshlands (S) (K-5). Head north to zone into Rolanberry Fields (S). From there, the entrance to Crawlers' Nest (S) is to the west of your position at (F/G-13) so just keep along the western wall until you can climb up the hill. Keep your distance from Quadav and Ochu or simply bring Sneak.
  • Directions to Garlaige Citadel (S): Teleport to Sauromugue Champaign (S) (H-8). Pass through the Rampart Gate and head directly south. Climb up the hill around the fortress structures until you see a door at (G-10/11) in the mountain side.
  • Directions to Eldieme Necropolis (S): Teleport to Batallia Downs (S) (I-7) on top of the fortified wall. Enter the side closest to Jeuno and head directly south to (I/J-10) towards the sea, keeping an eye on Goblin patrols. There will be a door guarded by a Bastokan soldier in a large mound which is the entrance.
Town Campaign Arbiters
Windurst (S) Windurst Waters (S) Wenonah, C.A. (G-10)
Bastok (S) Bastok Markets (S) Narkissa, C.A. (E-8)
San d'Oria (S) Southern San d'Oria (S) Scarlette, C.A. (H-9)

Participation in a Campaign Battle

  • When you have arrived in a Campaign Battle area, you must sign up with the Campaign Arbiter (chart below) in the zone to receive Allied Tags for participation in the battle. The battle may sprawl out across the zone, but it is generally focused upon the fortifications in the zone.
  • Once you receive tags a sword icon will appear in front of your name. Under these tags, you will be able to earn Experience Points or Limit Points for participating in the battle, and you will not lose experience if K.O.'d. However, you forfeit any experience points and item drops from all other monsters in the zone, and cannot gain any skill-ups. You will also not be able to get weapon skill trial points.
  • Campaign Battle opponents will only aggro players with Allied Tags. Players not participating will not be affected by their attacks or get aggro, unless they have accrued enmity with Campaign Battle enemies. However non-Campaign Battle mobs can and will aggro players involved in Campaign battles.
  • It is to be noted that participating in Campaign Battles without Allied Tags is a very nice alternative for characters that find it difficult to solo or find skillup parties to 100~230 skill. Just let a mob be claimed, wait for enough Enmity to be accrued then melee to your hearts content. Skill ups can start as low as little below under 100.
Zone Position (Fort/C.A.) Windurst (S) C.A. Bastok (S) C.A. San d'Oria (S) C.A. Beastman (Jeuno (S) C.A.)
Bastok Markets (S) (G-4) (H-8) N/A Waldemar, I.M. N/A Narkissa, C.A.
Batallia Downs (S) (J-7) (J-8) Rhu Arlohtt, M.C. Granite Fist, L.C. Myllue, R.K. Telford, C.A.
Beadeaux (S) N/A (E-7) N/A N/A N/A Thurlow, C.A.
Castle Oztroja (S) N/A (F-8)
Map 1
N/A N/A N/A Ulmer, C.A.
Crawlers' Nest (S) (K-8) (I-10) Puttsu-Montsu, C.C. Astrid, I.M. Chefroucauld, T.K. Landon, C.A.
East Ronfaure (S) (H-8) (H-8) Ihli Llamhya, M.C. Aged Stone, L.C. Arlayse, R.K. Waldo, C.A.
Eldieme Necropolis (S) (J-8) (I-8) Rululu, C.C. Johann, I.M. Renvriche, T.K. Amaliya, C.A.
Fort Karugo-Narugo (S) (H-8)
Fivespires
(I-9)
Exterior
Lamurara, C.C. Marianna, I.M. Caulaise, R.K. Wren, C.A.
Garlaige Citadel (S) (I-6) (I-8)
1st map
Tomoa-Nomoa, C.C. Ruediger, I.M. Lidaise, T.K. Darden, C.A.
Grauberg (S) (I-8) (I-9) Myuhn Rohli, M.C. Polished Fang, L.C. Ulaciont, R.K. Xenia, C.A.
Jugner Forest (S) (I-8) (I-8) Emmah Laali, M.C. Blazing Lizard, L.C. Roiloux, R.K. Larkin, C.A.
La Vaule (S) (J-7) (J-6) N/A N/A Framaraix, T.K. Radnor, C.A.
Meriphataud Mountains (S) (E-5) (D-4) Dhen Kwherri, M.C. Pondering Peak, L.C. Raurart, R.K. Kearney, C.A.
North Gustaberg (S) (D-10) (E-11) Dhi Emwaltih, M.C. Jagged Onyx, L.C. Estineau, R.K. Uriah, C.A.
Pashhow Marshlands (S) (K-6) (K-4) Yhu Lyehga, M.C. Stray Boar, L.C. Yuvalbaux, R.K. Barnett, C.A.
Rolanberry Fields (S) (J-7) (I-7) Nori Kharoiro, M.C. Wayward Echo, L.C. Hedioste, R.K. Gisbert, C.A.
Sauromugue Champaign (S) (H-7) (H-8) Hdya Mhirako, M.C. Dancing Thunder, L.C. Alreage, R.K. Marius, C.A.
Southern San d'Oria (S) (L-9) (H-9) N/A N/A Saphiriance, T.K. Scarlette, C.A.
Vunkerl Inlet (S) (G-10) (H-10) Kih Katteh, M.C. Feral Moon, L.C. Toulsard, R.K. Felicia, C.A.
Windurst Waters (S) (F-5)
North
(H-9)
North
Soimin-Oimin, C.C. N/A N/A Wenonah, C.A.
West Sarutabaruta (S) (H-6) (H-7) Mhik Liusihlo, M.C. Tenacious Fool, L.C. Madelleon, R.K. Addison, C.A.

Temporary Items

The Campaign Arbiters provide the players with temporary items in exchange for Allied Notes. These items vanish after you exit the battle. The availability of items depends on the area fortification's Resources: if they reach zero, players will be unable to obtain temporary items until resources are replenished.

Standard temporary items are only available to players participating in Campaign Battles within their home nation's region. For instance, only players allied with Bastok in the past may purchase items from the Campaign Arbiter in Rolanberry Fields (S).
Item Cost Effect
Hi-Potion +3 30 AN Restores 130 HP.
Hi-Ether +3 30 AN Restores 70 MP.
Instant Reraise 30 AN Adds Reraise effect.
Lethe Water 30 AN Removes up to 3 enhancements on target.
Black Mine 30 AN Plants a bomb which counts down from 3 and explodes hitting all targets within Area of Effect.
Binding Tube 30 AN Binds targets within Area of Effect.
Paralyzing Tube 30 AN Paralyzes targets within Area of Effect.
Silencing Tube 30 AN Silences targets within Area of Effect.
X-Potion +3 45 AN Restores 180 HP.
Super Ether +3 45 AN Restores 120 MP.
Catholicon 45 AN Cures most status ailments.
Elixir 60 AN Instantly Restores HP and MP 25%.
Daedalus Wing 60 AN Instantly increases TP by 100%.
Body Boost 60 AN Maximum HP +50%.
Mana Boost 60 AN Maximum MP +50%.
Additional temporary items are only available to nations who the freelance/alchemist Azima is currently allied with.
Item Cost Effect
Drachenessence 30 AN Restores Wyvern's HP.
Barbarian's Drink 30 AN Increases attack power.
Oracle's Drink 30 AN Increases magical attack powers.
Spy's Drink 30 AN Grants Haste effect.
Fighter's Drink 30 AN Increases accuracy.
Assassin's Drink 30 AN Increases magical accuracy.
Sprinter's Drink 30 AN Grants Flee effect.
Gnostic's Drink 30 AN Grants Pax effect.
Shepherd's Drink 30 AN Instantly restores a pet's HP.
Soldier's Drink 45 AN Increases damage output.
Monarch's Drink 45 AN Grants Regain effect.
Champion's Drink 45 AN Grants Potency effect.
Fanatic's Drink 60 AN Nullifies physical damage.
Cleric's Drink 60 AN Cures most status ailments on nearby party members.
Fool's Drink 60 AN Nullifies magical damage.
Vicar's Drink 60 AN Cures most status ailments.

Campaign Battle Rewards

During the battle, most actions you do will earn you Experience Points and Allied Notes.

  • The calculations and limits on EXP and AN gained during a battle can be estimated using this guide.
    • Any actions done before 1 full minute has elapsed after getting the Allied Tags will not count toward your experience and Allied Notes reward.
  • You can ask for an assessment at any point during the campaign battle and be granted new allied tags after you have reached the capped limit.
  • If you die while participating in a campaign battle and the enemy forces retreat you will still obtain the exp/limit points and allied notes you earned as soon as you are raised.
    • Zoning in any way during a campaign battle will forfeit all exp/limit points and allied notes you have earned during the battle. This includes returning to your Home Point, being tractored, and casting teleportation spells.
  • If you disconnect during a campaign battle with your Allied Tags on, you lose your tags and any rewards.
  • You can earn additional experience for completing battles by signing up for missions such as the Aegis Scream or Smokescreen Campaign Ops. Asking for an assessment during the battle will add to the required total to complete the Ops if you already have points stored then get an early assessment this may count towards completing the Ops.

Elements of Campaign Battles

Overview

Campaign Battles are centered on the Fortifications in the outdoor zones. In addition, battle can take place in Strongholds (i.e. cities) where nations and beastmen organize their troops.

In addition to players, there will be friendly NPCs and hostile mobs involved in Campaign Battles. Each nation has 10 military units (attackers and defenders), a maintenance unit, physicians, and siege equipment. Five military units are deployed to specific zones (they will still defend the stronghold however), while the other five military units can be deployed anywhere in their nation's cordon. The Dark Kindred are an exception, as they currently have only four active units at this time and only participate in attacks on Allied fortifications.

Finally, Freelances may assist any of these forces (multiple freelances can accompany a single unit to battle). All freelances are scouted and recruited by players, though the Dark Kindred recruit their own freelances as well. They will usually leave when their associated unit returns victorious, but sometimes they may remain behind if the campaign battle is still going.

Campaign Battle Locations

Fortifications

The battle will be centered on the Fortifications in the outdoor zones. These are generally located at the same spot as the Outpost from the future if there is an Outpost in that zone.

Gaining Control of a Fortification

  • Players can now attack the ???s once they change to targets named "Fortification", which usually happens once an army unit has been dispatched to the area. It seems that the forts' HP returns to full after it reaches 50%. However, each reduction to 50% reduces the Fortification number by 1 point.
    • Each member of the unit defending a fortification killed also reduces the Fortifications by 1 point.
    • Each spot labeled as Fortification can be treated as separate targets that each can take away points from the fortification points of the region. If you attack all of them at once, you can bring down the Fortifications much faster.
    • Currently, there is a condition where once the fortification becomes low enough in points, it will automatically recharge its points to full. How this is triggered is currently unknown.
  • Whenever the unit from the defending force of an area is dispatched, that force uses 1 point from Resources in the area to repair the fortification. Example: In North Gustaberg (S) when a message states "Dabough Vanguards have undertaken the stalwart defense of North Gustaberg," that means that unit is guarding the fortifications and has repaired the fortifications.
    • Each point used from the Resources repairs that area's fortification by 10 points.
      • Each unit dispatched to defend a fortification uses at least 1 point from the area's resources to repair fortifications. So if 3 units are dispatched to defend a fortification, the fortifications will be repaired by 30 points.
    • Each army has an maintenance unit that is capable of repairing the fortifications by a small number of points with each unit member that reaches the fortifications.
  • For each battle, there is a winner and a loser. The winning side will have all monsters or NPCs warp out, with the losing side fleeing out of sight. The winning army will gain influence in the region as well.
    • The winning side is determined by both the number of members of the defending force is killed and the amount the fortification points are reduced. In order to win the battle and gain influence, the fortifications need to be reduced below the number they were at before the battle began. Example: If the fortifications start at 115/150 before a battle starts and is increased to 135/150 when 2 units are dispatched to defend, the fortifications must be brought to a number below 115/150 in order to force the defending force to retreat.Verification Needed
    • You can force defending forces to retreat outside of campaign battles and without Allied Tags. The same rules apply that you must bring the fortifications lower than when the defending force was dispatched to force their retreat, meaning you can attack their forces directly or you can attack the fortifications.
  • These Fortifications are Lv.50 and can be skilled-up on when not participating in the Campaign battle with Allied Tags. They have incredibly low evasion, but high defense and very high hit points. Though no matter who has done the most damage to them, they do not "turn". However, when used in conjunction with Hide, Sneak Attack will activate **Addendum: one of the fortification points is considered the rear of the fort, and Sneak Attack will activate without Hide. For example, the west side of the Rolanberry Fields (S) fortification near the flag will always be hit by Sneak Attack.
  • Fortifications have no MP, due to the fact that they are structures and do not cast any spells or perform any actions.
  • They are immune to majority of enfeebling spells (all spells using enfeebling skill do not work with the exception of Dia and Dispel). They can, however, be assaulted with Acid Bolts for a Defense-down effect and Absorb spells. They take 50% normal damage from magic (tested with BLU breath spells). This damage reduction also blocks 50% of the damage otherwise inflicted with Spirits Within.
    • Black Magic DoT spells such as Rasp seem to affect the attributes of the fortification as well as reduce small amounts of HP.
    • All levels of the White Magic spell Dia is proven to reduce the HP of a fortification as well as lower its defense, making it take more damage.

Fortification Locations:

Fortification Flags

Control of the fortification is indicated by a nation or beastman flag. The fortifications controlled by a nation also have their field officer present. This flag also serves as a drop-off point for resupply missions carried out by maintenance units.

Fortification Flags
Windurst (S) Bastok (S)
San d'Oria (S) Beastmen (S)

Strongholds

Each of the seven major forces have a stronghold capital from where they organize their troops: Bastok Markets, Southern San d'Oria, Windurst Waters, Beadeaux, Castle Oztroja, La Vaule, and Castle Zvahl, for the Republican Army of Bastok, the Royal Army of San d'Oria, the Federal Forces of Windurst, the Quadav Shieldwarriors, the Yagudo Theomilitary, the Orcish Host, and the Dark Kindred respectively.

In order for campaign battles to take place in the stronghold areas mentioned above, the stronghold must be the only remaining zone under control; e.g. for a battle to take place in Southern San d'Oria (S), the Orcish Hosts must control every other area in the Ronfaure and Norvallen Fronts. When campaign battles occur in allied nation cities, Campaign Ops NPC, and certain other NPCs will vanish for the duration of the battle. Similarly, Allied Forces must have control of all other areas within range to attack a stronghold.

  • As of the September 2008 update, the teleportation Campaign Arbiters will no longer vanish during a city campaign battle.
  • In beastmen strongholds, any of the nearby beastmen mobs will link with campaign defenders, making assaults on these areas exceptionally difficult as the fortification areas are often crowded.
  • Currently, Castle Zvahl is not accessible in Shadowreign, so the Dark Kindred cannot be attacked directly, only the other six forces' capitals can be under assault.
  • It seems that having an army attack a stronghold of either the alliance or the beastmen drops the development level of the attacked group to 1 this includes "Supplies Skill and Production" levels. i haven't seen an increase in the Funding yet so i don't know as to how that will be affected. Also it seems that you can not increase these stats until you win one zone outside of the capital in question. It does not however affect the ability to gather intelligence or win freelances into your army nor does it affect the resources set at the start of the server week.

Campaign Battle Forces - Overview

Attackers

The attackers are the forces on the offensive, and it is their deployment that triggers campaign battles. They begin their assault by spawning in waves at set locations a distance away from the fortifications (depending on zone), and will charge to the fort. A chat message will inform when they begin the attack (and if reconnaissance permits, will also indicate the direction of the assault). Their objective is to deal damage to the fortifications. Upon dealing enough they will "return victorious" to their stronghold by warping out. If the entire attacking force has been slain, the attacking force retreats and the campaign battle ends.

The AI behavior of the advancing forces will usually pause every so often as they march to the fortress. This allows players a chance to ambush incoming beastmen raiders before they reach the defending forces' fortifications. Upon getting in range of the fort, the attackers will aggro the first defenders or fortification they see/hear. They will engage a defender until it is slain, and will attack any fortification continuously unless attacked by a defending troop. If an attacker's AI fails to detect either, they will wander around the premises until they detect an opponent.

The Allied Forces and Beastmen Confederate will only be attacking zones within their territory (e.g. the Federal Forces of Windurst will not assault the Quadav Shieldwarriors). The Dark Kindred are an exception; they'll attack any area under control of the Allied Forces. Players are also not restricted, as they can join the assault on any beastmen area regardless of their Campaign allegiance. But players themselves are not considered an attacking force; their participation is only valid while the Allied Forces have troops assaulting a beastmen fort, so it is important for players to help keep Allied attackers alive through magic support or creating a diversion by engaging the defenders and thus taking their attention away from the attacking force.

Defenders

The defenders are sent to undertake the stalwart defense of fortresses. Their objective is to simply destroy attacking waves, and if all (or most) offensive troops are defeated, they'll return victorious to their stronghold when the battle ends. They will also return victorious after a certain period of time even if no battle has occurred. Defenders almost always are deployed with physicians (see below).

The defenders always spawn at the fortifications and patrol the premises, and unlike attackers, they will respawn periodically. However, if enough of the defending forces are slain (usually between 10-15 or by reducing the fortifications below pre-battle conditions), they may call a retreat and abandon the defense leaving any players and physicians behind. This does not prevent new defenders from appearing later to resume defense in the same battle, however.

The Allied Forces and Beastmen Confederate will only be defending zones that they control, and each beastmen force only dispatches forces in their territory (e.g. the Yagudo Theomilitary will not send troops to defend La Vaule). The Dark Kindred do not directly try to defend beastmen zones (but they do send physicians in the form of Imps). Players, however, are free to participate in any Allied defense regardless of their Campaign allegiance, and have greater mobility than defending forces (who only patrol the vicinity of the fort), and as such can either try to pick off advancing beastmen troops one by one or they can divert their attention to allow the defending forces to pick them off.

Generals

All units have a commanding general. This general is named, and is a considerably powerful NPC/mob in campaign battles (far exceeding regular troops or any player). If the general is defeated, the unit will not automatically retreat, however a message relayed in the cities will inform players that he or she was "grievously wounded" in battle, and thus the unit will take a longer rest period before being deployed again.

Allied generals are well-known individuals in their nation's military, and players may chat with them outside campaign battles. During campaign battles, they all have a distinctive battle cry (usually when performing a weaponskill or special ability) that heralds their presence. Several generals possess a relic weapons or another rare artifact, and many have their own unique weaponskill.

Beastmen generals are a named Notorious Monster, and all have unique characteristics and deadly tricks up their sleeve (like many other NMs in Vana'diel). They do not have any spoken battle cry, but they usually have a very distinctive appearance (at least compared to their own troops). Great caution is needed when battling them, for unlike their regular troops, they have more than enough firepower to defeat several players from a single area attack or single-handedly defeat entire Allied units over the course of a battle. As a result, players tend to save them for last or allow for Allied units awaiting battle to deal with them while they fight the general's troops.

Physicians

The physicians join defenders, serving dutifully to heal and tend to their battle-wounded allies. They patrol the field of battle, seeing to the needs of combatants by bestowing upon them various spells of healing and enhancement. The physicians will not engage in open combat directly; they will resort to fighting only as a means of self-defense when attacked directly. If the defenders flee from battle, they will remain on the battlefield until either the campaign battle ends or they die. They are not very durable and will quickly perish if they are attacked directly. They also seem to lose hate over time, and often return to healing duty if they are not directly engaged in attack.

It can be noticed that physician units will cast tiers of spells in accordance to how many areas a nation controls. For instance, if Windurst controls Windurst Waters and West Sarutabaruta (S), the Combat Salvemixers would be able to cast up to Cure II, Protect II, Shell II and Raise. They can even cast normally self-target only spells such as Blink on defenders. The efficiency of physician units can be improved by undertaking Cut and Cauterize campaign ops.

Since physicians never accompany an attacking wave, it is up to players to keep offensive Allied forces healed during an assault on beastmen forts.

Maintenance units

Each of the armies (except for the Dark Kindred currently) have an auxiliary maintenance unit. This unit is non-combative, as they perform other tasks when deployed, and have no commander. They will bring supplies to the forts, perform bombing runs on enemy bases, and can assemble siege weapons (see below) if their nation's conditions support it.

These troops will only attack in self-defense, and until a recent update, beastmen utility forces completely ignored any attack as they carried out their missions. Upon reaching their objective, they will warp out when finished. If they are setting up siege machines, there will be an ominous summoning animation as they move into position. They are considered victorious if most of them manage to succeed in their mission.

If they are deployed on an offensive campaign operation, they are still considered an attacking wave and must be dealt with by defending forces.

Siege weapons

Upon reaching certain technological levels, both the Allied Forces and the Beastman will be able to deploy siege weapons in campaign battles:

Belfry

Available to both the Allied Forces of Altana as well as the Beastman Confederate, the belfry will become available to armies attacking regions not under their influence once their technological means have reached a predetermined level.

Since they house a "war bell" capable of calling forth reinforcements, it is imperative that players not only protect the belfries of the Allied Forces tooth and nail, but also demolish those of the Beastman Confederate as quickly as possible.

The reinforcements will attempt to assault the fortifications, but will defend the belfry if it is being attacked. The beastmen reinforcements have a unique appearance and have a special weaponskill. Unlike normal attacking waves, these reinforcements will continue to respawn until the belfry is destroyed.

Mantelet

The mantelet is also available to both sides, and will be placed at a location that an army is defending once their technological means have reached a predetermined level.

The mantelet's benefit derives from its ability to restore the HP of friendly players within its vicinity. As such, much like the belfry, they must be defended or destroyed accordingly.

To be specific, a mantelet will restore the HP, MP, and TP of any defenders within range. The mantelet has a limited use however; it will gradually weaken as it heals defenders and will despawn upon depletion. In strongholds, multiple mantelets may be installed in various locations.

Siege Turret

Available only to the Beastman Confederate are siege turrets, which will appear when an army's technological means reach an incredibly high level while attacking an area not under their influence.

Capable of repeated long-range attacks, in addition to spawning ferocious enemies, the siege turret is widely considered to be the Beastman Confederate's most powerful and deadly weapon.

Although they appear to have wheels, they usually never move as they are installed very close to the fort. Their main attack is a ranged attack and a large radius blast attack, aimed to hit the fortifications and any defenders nearby. They will also deploy some war beasts to attack the fortifications.

Campaign Battle Forces - Detailed

The Allied Forces of Altana

Allied NPCs of the each nation participate in combat. They come in large squads of roughly 10-15 NPCs to protect or attack fortifications. Also, Freelance NPCs will come to the aid of any nation who gains influence over them by doing certain tasks.

Unlike typical NPCs, the strength and defenses of these NPCs are constantly fluctuating based on their conditioning and participation in battle. If Allied forces are defeated several times, they will gradually become weaker in future battles and be less capable of fighting on their own. Likewise, if the NPCs are victorious, they will gradually become stronger and it will be harder for Beastmen forces to defeat them. Players can help improve the condition of their nation's forces through Military training Campaign Ops.

Federal Forces of Windurst
Federation Army - Windurst
Commander Regulars Notes
Kayeel-Payeel (BLM/SMN) Aquarian Casters Tarutaru Black Mages - Kayeel-Payeel uses Ancient Magic II, summons "Fiend" elementals to aid him and wields the Claustrum. Possesses a unique weaponskill called "Tartarus Torpor."
Lutete Ariesian Casters Tarutaru White Mages - Lutete summons light elementals called "Luminous Coalescence" that rapidly bombards enemies with Holy.
Zonpa-Zippa (PUP/WHM) Capricornian Casters Tarutaru Puppetmasters - Zonpa-Zippa calls upon Ace Cardians into battle and can Overdrive.
Zolku-Azolku (SCH/BLM) Libran Casters Tarutaru Scholars - Zolku unleashes helix spells on opponents, he can also casts Tier 4 elemental nukes, Ancient Magic II, and can use the devastating weaponskill Death Knell when his life is in danger.
Gariri (BLM/SMN) Scorpion Casters Tarutaru Black Mages - Gariri summons a Flame Giant avatar, and casts any Fire-elemental spell up to Flare II.
Nyumomo (BST/BLM) Patriarch Protectors Tarutaru Beastmasters - Nyumomo calls Patrol Worms into battle and specializes in Earth Elemental magic.
Mikhe Aryohcha Cougar Volunteers Mithra Monks - Mikhe is a tough brawler, uses a special weaponskill "Leonine Legflail."
Haja Zhwan Wildcat Volunteers Mithra Rangers - Haja Zhwan repeatedly uses Detonator.
Vhino Delkahngo Crocodile Mercenaries Mithra Rangers - Vhino uses a special ranged weaponskill called "Soulfetter Arrow".
Lhu Mhakaracca Python Mercenaries Mithra Beastmasters - Lhu Mhakaracca calls upon two Rocs named "Kyo" and "Pya," and wields the Guttler.
N/A Piscean Casters Tarutaru White Mages - Auxiliary unit that performs supply runs and sabotage.
N/A Combat Salvemixer Tarutaru White Mage support unit - Will buff and heal all allied characters that are joining in Campaign, and does not engage in actual combat unless attacked. Only dispatched with another other unit (except the Piscean Casters).
Allied Belfry Wildcat Vanguard Mithra Ninja - Emerges from an Allied Belfry in Yagudo controlled areas.
Allied Armored Belfry Cardian Prototype Cardians - Emerges from an advanced Allied Armored Belfry in Yagudo controlled areas.
Allied Mantelet N/A Appears in Campaign battles taking place in Allied cities. Every person standing by a Mantelet will gain Regen, Refresh and Regain (3/tick for each) until stepping away from it.
Republican Army of Bastok
Republican Army - Bastok
Commander Regulars Notes
Maximilian (THF/WAR) 1st Legionnaire Galka Rangers - Maximilian has devastating attack power and dual wields two swords.
Ludwig (DRK) 2nd Legionnaire Hume Dark Knights - Ludwig casts normal Dark Knight spells plus Bio III.
Invincible Shield (WAR) 3rd Legionnaire Hume Rangers - Invincible Shield uses a unique, slightly-ranged, slightly-AoE weaponskill called "Napalm Tomahawk," while his unit stands back and fires crossbows.
Bartholomaus (WAR) 1st Iron Musketeer Hume Red Mages - Bartholomaus uses his own unique AoE weaponskill, "Glory Slash."
Kurt(NIN) 8th Iron Musketeer Hume Ninjas - Kurt and his musketeers use ranged attacks and ninjutsu. Kurt has a unique weaponskill called "Iainuki" and runs with Flee-like speed.
Elivira(RNG/RDM) 1st Gold Musketeer Hume Rangers - Elivira is armed with an Annihilator and self-skillchains with Coronach.
Else (RDM/DRG) 1st Legion Reiter Galka Red Mages - Despite wielding a polearm, Else casts high tier Red Mage spells including Bindga.
Striking Bull(WAR) 2nd Legion Grenadier Galka Warriors - Striking Bull repeatedly uses Mistral Axe and throws "Bloody Tomahawks" at long range as his preferred style.
Adelheid (SCH/RDM) 2nd Legion Scout Hume Scholars - Adelheid summons "status tubes" to assist in battle as well as casting tier IV elemental magic and enfeebling magic.
Sonia (DNC/MNK) Field Musician Guard Hume Dancers - Sonia's attacks have Additional Effect: Stun.
N/A 4th Legionnaire Hume - Auxiliary unit that performs supply runs and sabotage missions. Builds the Allied Belfry and Allied Mantelet.
N/A Field Woundpatcher Hume White Mage support unit - Will buff and heal all allied characters that are joining in Campaign, and does not engage in actual combat unless attacked. Only dispatched with another other unit (except the 4th Legionnaires).
Allied Belfry 1st Legion Aidman Hume Red Mages - Emerges from an Allied Belfry in Quadav-controlled areas
Allied Armored Belfry 1st Legion Mercenary Goblin Rangers - Emerges from an advanced Allied Armored Belfry in Quadav-controlled areas.
Allied Mantelet N/A Appears in Campaign battles taking place in Allied cities. Every person standing by a Mantelet will gain Regen, Refresh and Regain (3/tick for each) until stepping away from it.
Royal Army of San d'Oria
Kingdom Army - San d'Oria
Commander Regulars Notes
Yrvaulair S Cousseraux (DRG) Royal Knight Elvaan Paladins - Yrvaulair throws special "Volant Angons" that inflict direct damage. Yrvaulair strikes down hard upon his enemies with powerful polearm skills as well.
Febrenard C Brunnaut (WHM) Temple Knight Elvaan White Mages - Febrenard and his unit support and heal each other, making them very difficult to defeat. They often rely on outlasting their enemies while plastering them enemies with cripling blows and powerful divine magic.
Valaineral R Davilles (PLD) Royal Guard Elvaan Paladins - Valaineral's Hauteclaire always procs its Additional Effect: Light Damage, and uses "Uriel Blade," a powerful AoE Light based weapon skill.
Cerane I Virgaut (PLD) Aragoneu Knight Elvaan Paladins - Cerane wields a Club and Aegis. Her Aegis gives her tremendous Defensive strength. She favors using Hexa Strike and Shield Bash to dispatch her enemies.
Feldrautte I Rouhent (MNK) Norvallen Knight Elvaan Paladins - Feldrautte fights with a Staff while countering enemies with his own devestating blows. He often uses Counterstance to increase his counter rate. He favors using the weaponskill Full Swing for extreme damage.
Laisavie X Berlends (RNG/PLD) Silver Fox Archer Elvaan Rangers - Laisavie uses a Bow and Archery weaponskills, including a unique cone-shaped AoE, "Arrow of Apathy. She also cures herself and uses Invincible.
Noillurie (SAM/PLD) Red Rose Condottiere Elvaan Warriors - Noillurie uses Meditate and will regularly self-skillchain with her Amanomurakumo. Noillurie can unleash a fury of weaponskills upon using Meikyo Shisui. She can also heal herself with Cure IV.
Leonoyne (DRK/PLD) Savage Hound Condottiere Elvaan Warriors - Leonoyne uses Ice-based elemental spells, as well as curative magic; he can also use Invincible. He has a unique ice-based, cone-AoE weaponskill: Spine Chiller, which inflicts Terror.
Ashmea B Greinner (RDM/PLD) Scarlet Boar Esquire Elvaan Dragoons - Ashmea dual wields swords and casts Fire-based Elemental and Enhancing spells. She also has a unique, fire based cone-shaped AoE weaponskill "Prominence."
Mieuseloir B Enchelles (DRK/PLD) Crimson Wolf Esquire Elvaan Dragoons - Mieuseloir has a large Additional Effect: Drain effect, and casts verious Dark Magic spells. He also uses protective spells and divine magic. His unique weaponskill, "Cruel Riposte," drains an enormous amount of HP from his enemy.
N/A Gold Badger Esquire Elvaan - Auxiliary unit that performs supply runs and sabotage.
N/A Royal Palliator Elvaan White Mage support unit - Will buff and heal all allied characters that are joining in Campaign, and does not engage in actual combat unless attacked. Only dispatched with another other unit (except the Gold Badger Esquire).
Allied Belfry Royal Banneret Elvaan Paladins - Emerges from an Allied Belfry in Orcish-controlled areas.
Allied Armored Belfry Royal Esquire Elvaan Information Needed - Emerges from an advanced Allied Armored Belfry in Orcish-controlled areas.
Allied Mantelet N/A Appears in Campaign battles taking place in Allied cities. Every person standing by a Mantelet will gain Regen, Refresh and Regain (3/tick for each) until stepping away from it.
Allied Forces Freelances
Freelances
Commander Regulars Notes
Achtelle Bravo Elvaan Dragoon - Summons a Greater Wyvern named Bravo to assist her.
Areuhat N/A Elvaan - Morphs into the wyrm Odzmanouk during battle.
Auroral Alicorn N/A Monoceros - Opposite of Dark Ixion. Uses Monoceros physical attacks, a light-based attack called Scintillant Lance, and Grace of Hera which gives everyone in range Regen.
Azima N/A Hume Black Mage/Blue Mage - Casts powerful Lightning elemental spells.
Babban Ny Mheillea Abenzio, Bryher, Camlin, or Darach Plantoid - Babban brings either Abenzio, Bryher, Camlin, or Darach to assist in campaign.
Choh Moui Azo & Vahi Mithra Beastmaster - Brings in a spider & scorpion pets as helpers.
Dalzakk N/A Galka Monk - Frequently uses One Inch Punch in battle. May be assisted by Oggbi if he becomes injured.
Duskraven (DRK/BLM) Dusk Raiders Hume Dark Knights - Duskraven casts tier 4 nukes and uses his unique weaponskill "Warden of Terror."
Ferreous Coffin N/A Galka White Mage - Has a significant Fast Cast rate and casts Raise III to fallen players. Also uses the unique abilitiy Reviviscence to remove Weakness status from players.
Kagetora Utsusemi clones Hume Ninja - Summons clones of himself using the Utsusemi Ninjutsu.
Lewenhart (S) N/A Hume Bard - Sings songs that target PCs and NPCs (as if under Pianissimo)
Maat N/A Hume Monk - Uses Asuran Fists, Spinning Attack, and a special weaponskill "Bear Killer." Degenhard sometimes comes to assist him.
Maruna-Kurina N/A Tarutaru Scholar - Does not fight, but does provide detailed information for players regarding all things Campaign-related. He also keeps track of all other Freelance NPCs.
Poroggo Prince (BLM) Poroggo Servants Poroggo - Fights alongside his servants. Casts assorted black magic including Breakga. Occasionally casts Death.
Rainemard N/A Elvaan Red Mage - Casts RDM merit spells and Flash, among other things.
Rongo-Nango Jajaro, Popochu, Papako, Momowa, and Lerren Tarutaru Beastmaster - Calls a dhalmel, manticore, tiger, bird, and buffalo to assist him in battle.
Titania Faeries Pixie White Mages - Titania brings 9 pixie allies that attack together as a group and heal players that are injured.
Ulla Kilhwch Hume Paladins - They battle in campaign as a duo. Kilhwch wields Excalibur and uses Knights of Round. Ulla uses a special weaponskill "Call to Arms".

The Beastman Confederate

The monsters appear in squadrons of 10-12 with a named leader. They all check as Impossible to Gauge. These will not aggro players without the sword icon for Campaign; only players with Allied Tags will be attacked.

There is one exception: you can be attacked by beastmen defending a zone without Allied Tags if you are attacking the fortifications (either by magic ranged or melee attacks) and are seen, they will aggro to you. The beastmen forces have a small sight aggro range to any other beastmen or the fortifications, but you can walk past a mob or wait for it to move away before continuing your attack. If you do draw aggro, it would be best to get some NPC's or other's players to help you; only the slighest provocation will make you lose hate.

  • Unconfirmed, but in order to cause their retreat in regional campaign battles, at least 10 of the dispatched force must be killed.
    • This seems to be different in Strongholds and may require more to be killed depending on the numbers of the attacking force. It may have something to do with whether they are attacking or defending that determines their limit in battle.
    • This does NOT include the generals and it has been proven that their forces do not retreat if the general is killed first.
  • Being defeated by these mobs without Allied Tags will cause you to lose experience points as normal.
  • It is possible to gain hate without Allied Tags if you assist other player characters with Allied Tags on.
  • Since the 3/10/08 update, the attack power of these mobs against NPCs and (possibly) Fortifications has been dramatically increased (possibly NPC defense has been lowered instead). As well, NPCs will now earn and keep enmity rather than being ignored at the slightest provocation. Combined, this means that while it is easier for lower-level players to operate in Campaign without being slaughtered, many more players will likely be needed to maintain control over hotly contested regions as the NPCs can no longer be expected to do all the work.
Dark Kindred

These uncommon forces sometimes show up during campaign battles, and are often more difficult than the other three forces. They only operate offensively and will sometimes bring freelances with them into campaign battles.

Dark Kindred
Commander Regulars Notes
Shadoweye (Ahriman) Shadoweye Gnat (Gnat) The gnats ferociously attack in a swarm and are very difficult to hit physically compared to other attackers.
Shadowfang (Kindred SMN/DRK) Shadowfang Void (Dark Elemental) Shadowfang uses Condemnation and Quadrastrike and most DRK spells.
Shadowhand (Fomor WAR/RDM/BLM) Shadowhand Cuirassier (Fomor BLM) Shadowhand uses Mighty Strikes, Chainspell, Manafont, and has a strong Regain effect to use multiple AoE/single-hit weaponskills.
Shadowhorn (Taurus MNK/BLM) Shadowhorn Stormer (Gigas MNK) Shadowhorn uses Hundred Fists, and casts Thundaga III, Shock Spikes, and Stun.
N/A Fiendish Leechkeeper (Imp SCH/RDM) Heals the Beastmen Confederate forces. When drawn into battle they spam Abrasive Tantara and Deafening Tantara. Like regular imps, when their horn is broken they will use Frenetic Rip. This support unit is also sent out to aid other armies of the beastmen confederate to protect areas under their control.
Orcish Hosts

The Orcish Host employs "Orcish Counterstance," granting them a counterstance effect. To avoid being countered, stand behind the enemy. Some NM's use "Berserker Dance" to grant a self-Haste effect. Neither effect can be Dispeled. Any Orc force can defend La Vaule (S).

Orcish Hosts
Commander Regulars Notes
Alpha Gnole Anders (MNK) Moonfang Warrior (MNK) Anders can summon bodyguards, uses Hundred Fists.
Conqueror Bakgodek (PLD) Steelhide Protector (PLD) Past version of Overlord Bakgodek, spams Invincible and has Additional Effect: TP Drain.
Deathlord Rojgnoj (DRK) Spinebeak Neckchopper (DRK) Past version of Warlord Rojgnoj, spams Dread Spikes, Battle Dance can hit for 500-1000+ damage.
Jagidbod's Warmachine (WAR) Clan Reaper Grunt (RNG) The warmachine can use very powerful water-based cone attack Fountain for 1500+, Blastbomb for 700+. Jagidbod of Clan Reaper spawns upon the death of the warmachine. He will spawn at the spot where the warmachine died.
One-eyed Gwajboj (PLD) Gutrender Trooper (PLD) Gwajboj spams Battle Dance
Poisonhand Gnadgad (MNK) Dismemberment Grappler (MNK) Special force responsible for East Ronfaure (S). Gnadgad moves very fast and has low delay.
Steelbiter Gudrud (DRG/WAR) Bloodwing Impaler (DRG) Special force responsible for Jugner Forest (S). Gudrud uses Jump very frequently, and Mighty Strikes.
Three-eyed Prozpuz (RNG) Throatripper Predator (RNG) Special force responsible for Vunkerl Inlet (S). Prozpuz can cast Bindga, may use Eagle Eye Shot more than once.
Dirtyhanded Gochakzuk (BLM) Gravemaker Mesmerizer (BLM) Special force responsible for Batallia Downs (S). Gochakzuk casts mainly earth based Elemental Magic.
Battlemaster Vatgit (WAR) Clan Longtooth Pillager (WAR) Past version of Warchief Vatgit. Special force responsible for The Eldieme Necropolis (S). Teleports behind current targets
N/A Clan Bear Fighter (RNG) Do fortification repairs in beastmen held zones and warp out. Run sabotage in allied-controlled zones. They can be intercepted.
Confederate Belfry Orcish Strongarm (MNK) Emerges from a Confederate Belfry in San d'Oria-controlled areas.
Confederate Mantelet N/A Information Needed
Orcish Turret War Smilodon Siege Turret that appears in the battlefield once a sufficient technology level is attained. It heavily attacks fortifications and surrounding players and NPCs and spawns reinforcements such as War Smilodons.
Quadav Shieldwarriors

Quadav Shieldwarriors have a TP move called "Diamond Shell" that makes any attacks from behind hit for 0 damage while the effect is active, including Ninjutsu and other spells. Take note of when it's used and move to the front to cause damage. Diamond Shell sometimes has no effect. Ore Lob is also usable by all Quadav forces, and Wrath of Gu'Dha (absorbed by 3 shadows, potent AOE knockback and Weight) is usable only by Quadav generals.

Quadav Shieldwarriors
Commander Regulars Notes
Bi'Gho Headtaker (DRK) Qulun Heavyshell (DRK) Bi'Gho uses Blood Weapon.
Bo'Dho Hundredfist (WAR/MNK) Waughroon Heavyshell (WAR) Bo'Dho frequently uses Wrath of Gu'Dha and uses both Hundred Fists and Mighty Strikes.
De'Vyu Headhunter (RDM/PLD) Beadeaux Vanguard (PLD) De'Vyu casts Phalanx as well as standard Paladin spells, giving it a high defense. Past version of De'Vyu Headhunter.
Di'Dha Adamantfist (WHM) Di'Dha's Elite Guard (WHM) Di'Dha casts Hastega, Cure V, Curaga IV, Holy, and Banishga III. Can use the Ore Lob attack (but rarely), and use Benediction multiple times.
Go'Bhu Herohunter (RDM/WAR) Go'Bhu's Elite Raider (RDM) Go'Bhu spams many AoE Enfeebling spells and uses Chainspell multiple times. Past version of Go'Bhu Gascon.
Do'Bho Venomtail (BLM/RDM) Dadough Vanguard (BLM) Responsible for North Gustaberg (S). Do'Bho has very strong poison added effect (80/tick) on his weapon. Also can use Manafont and spams -aga spells, Bio III, Poisonga II often.
Ga'Dho Softstep (THF) Vhuud Vanguard (THF) Responsible for Rolanberry Fields (S). Ga'Dho summons Gu'Dho Staggershell which uses damaging Ore Lob attack that wipes shadows and does high damage to a short cone effect area.
Gi'Ghi Rockchopper (BST/WAR) Gi'Ghi's Elite Guard (BST) Responsible for Pashhow Marshlands (S). Gi'Ghi calls upon two pet peistes that auto-follow the NM regardless of enmity, cast Bindga and Breakga, and uses Mighty Strikes.
Go'Dha Jademaiden (BLM/RDM) Go'Dha's Elite Raider (RDM) Responsible for Crawlers' Nest (S). Go'Dha uses Chainspell and casts Flood II and other water-based attack magic, as well as level 2 enfeebles such as Paralyze II.
No'Mho Crimsonarmor (WHM/BLM) No'Mho's Elite Guard (WHM) Responsible for Grauberg (S). No'Mho uses Benediction near death, and tends to nuke using Banishga II and Banishga III.
N/A Bo'Dho's Shieldwarrior (WAR) Repairs fortifications in beastmen-held zones during battle and warp out. Runs sabotage in allied-controlled zones and builds the Siege Turret and Confederate Belfry. They can be intercepted.
Confederate Belfry Khroma Quadav (WAR) Emerges from a Confederate Belfry in Bastok-controlled areas.
Confederate Mantelet N/A Information Needed
Quadav Turret War Ajattara Siege Turret that appears in the battlefield once a sufficient technology level is attained. It heavily attacks fortifications and surrounding players and NPCs and spawns reinfo