The Shrouded Land of Dynamis is a parallel dimension separate from Vana'diel, and cannot be entered by normal means. It is a dreamworld created by the terrestrial avatarDiabolos, ruler of dreams, to escape from Vana'diel's fate. The Shadow Lord (known as the Dynamis Lord here), the Dark Kindred, the Forlorn Vanguards, Hydra Corps, and several others were all transported to or entered the realm at some point.
After meeting the above requirements, you must obtain two permanent key items, the Vial of Shrouded Sand and the Prismatic Hourglass, by following these steps in order:
Zone into Xarcabard for a cutscene. (Any means of zoning in works, including Teleport-Vahzl)
The permanent key item Prismatic Hourglass is required to enter any Dynamis area. It replaces the "Timeless Hourglass" and "Perpetual Hourglass" items formerly needed for entry, which can no longer be used. Should a player still possess an unused Timeless Hourglass, the Goblin NPCs will buy them back from you for a full refund of the purchase price (500,000 gil).
A player who has obtained the Vial of Shrouded Sand and subsequently changed their nation of allegiance is still able to enter Dynamis areas, regardless of their Rank in the new nation.
Reservations are no longer required to enter Dynamis.
You may enter once per Earth day. (New day occurs at Japanese Midnight time.)
This restriction is applied at time of entry to Dynamis, not time of exit. If JP Midnight occurs after entering Dynamis but while still inside, you may enter Dynamis again immediately after exiting.
Duration of stay is initially set at 60 minutes, extendable to a maximum of 120 minutes.
Leaving the area renders you ineligible for reentry until after Japanese Midnight, regardless of time remaining.
Time extensions are granted via key items obtainable by defeating certain monsters. There are 5 time extensions available in each Dynamis area, providing a total of an additional 60 minutes.
Only one of each time extension key item may be possessed at a given time. In this way, you are prevented from obtaining the same time extension twice in the same visit.
Monster distribution have been drastically revised.
Standard monsters respawn at set time intervals after being defeated.
Monster groups have a specific home territory. Enemies lured outside these designated regions and disengaged will disappear, then respawn back in their home territory after a short time.
Trigger items exist as a new spawn condition for certain notorious monsters.
Battling attestation- and fragment-yielding NMs:
The format changed to standard battles in which a maximum of 18 players face a single foe.
These NMs no longer use Warp.
Battling boss NMs:
Battles are conducted in Confrontation format, with a maximum of 18 players able to participate.
Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
Key items obtained from boss monsters are awarded to all alliance members.
Players not in alliance WILL NOT receive these key items.
Monster claim and item drops work the same way as in regular fields and dungeons.
Monsters yield experience points (excluding certain NMs).
Treasure:
Relic equipment drop rates are unchanged.
Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session has been lowered.
Maps can now be purchased from the goblin NPC that sells the Dynamis key item (for example Lootblox in Davoi). You will have to purchase each area's map separately. Map costs vary - city maps seem to be 10,000 gil. Other dynamis maps are up to 25,000 gil.
Rules for Dynamis
Time
You begin dynamis with a time of 60 minutes. Time extensions via Key Items gained from defeating certain monsters can increase the maximum time to 120 minutes.
Weaknesses are activated starting at the third Key Item, and get more potent if you get more.
Time limit warnings are displayed periodically. When your time limit expires, you will be removed from the zone.
Leaving
If you leave Dynamis, you cannot enter or return to any Dynamis area until after Japanese Midnight, even if your time limit had not fully expired.
Clearing
Defeating the boss for a Dynamis area grants a Key Item (specific to each Dynamis area) to the entire alliance and a title change. After the win, you can check the "Trail Markings" again for another cutscene to progress the story. Viewing the cutscene is not required.
All monsters (with a few exceptions) are susceptible to "proccing" within dynamis. The trigger is dependent on the target's Job in Original areas, and the Time of Day within Dreamlands zones.
Staggering a monster will increase the chance of or guarantee a coin to drop, depending on how many Time Extensions you've gained.
100 Pieces In the Original Dynamis areas: 100 pieces can drop from any Timed Spawn/Lottery NM and Forced Pop NMs. Dynamis Lord is very likely to drop one random 100.
100 Pieces In CoP Dynamis areas: 100 pieces are again able to drop from any NM, and the mega bosses of the given area may also rarely drop up to 4 currency of any type at one time once defeated. In addition to this, achieving a white Proc on ANY enemy will guarantee a hundred piece to drop.
Shadow Accessories: These items may be obtained if your are able to defeat Dynamis Lord.
Relic Armor In the Original Dynamis areas: Relic armor drops from all enemies except Simulacra, Vanguard Eyes, and bosses. Enemies can drop more than one piece of armor of different types at a time. No matter what the job, any enemy may drop any class' armor. (The only exception is the Kindred NMs in Xarcabard, which only drop pieces for their job.)
Relic Armor In CoP Dynamis areas: all normal-quality relic armor is obtainable throughout CoP Dynamis. Valkurm has the lvl 71 armor pieces, Buburimu has the lvl 72 pieces, Qufim has the lvl 73, and Tavnazia has both the lvl 74 (2nd floor) and lvl 75 (3rd floor). Normal-quality relic armor only drops from Beastmen. -1 relic items can also be obtained from any monster in the areas and can then be used to upgrade the NQs into HQs when traded to Sagheera with the corresponding items and Ancient Currency. Relic accessories drop only from Nightmare creatures and drop according to a specific drop table in each zone.
It is possible to obtain two AF2 pieces off the same monster. However there are some restrictions as to how this works:
COR, BLU, PUP, DNC, SCH drop differently than the other relic armor. They have a separate drop slot compared to regular relic armor and so it is only ever possible to get an old relic (example: WAR SAM DRK) and a new relic (example: COR BLU) but NEVER possible to get two old relic armors from a single monster (example: can't get WAR + WHM). Because the newer relic armor only comes from the second drop slot, it is also therefore impossible to get two new relics from the same monster.
In laymen's terms, a monster has two drop slots. It can drop any combination of the original 15 jobs' relic armor in slot 1, and any combination of the new jobs' relic armor in slot 2, but cannot drop two of the original 15 at once, and cannot drop 2 of the new 5 armors at once.
Area Access: Four Key Items, one from each of the initially-available Dynamis areas, are required to enter Dynamis - Beaucedine; a fifth Key Item, obtainable in Dynamis - Beaucedine, is required for entry into Dynamis - Xarcabard.
Area Access: Once prerequisites are met, three additional Dynamis areas become available. Dynamis - Tavnazia is unlocked by completing these three.
When entering these areas, players can choose to receive an SJ Restriction. All buffs are lost if this option is chosen, but monsters will drop additional items.
This Status Effect may be removed by checking the Somnial Threshold at the entrance of the Dynamis area. However, after removal, it can not be reobtained.
Upon subjob restoration, you lose all buffs, including Reraise (Status Effect) if it was applied by the Reraise spell or you have taken a Reraiser or Hi-Reraiser (reraise effects from a hairpin or earring are not lost).
Successfully defeating enemies in Dynamis now grants experience/limit points.
Enemies in Dynamis are now susceptible to Weakness Targeting, in a similar manner as NMs in Abyssea, which is required for enemies to drop maximal amounts of ancient currency. However, the triggers for these weaknesses function differently than in Abyssea. (See the Weakness Targeting page for more information)
There are tiers of difficulty in these zones, with lowest tier being Easy Prey to level 90, to the strongest being Incredibly Tough. Naturally, the easier monsters appear near the entrance of the zone, while the more powerful ones can be found deeper in.
Most notorious monsters that resided in Dynamis previously are now either Timed Spawns or Lottery Spawns, depending on the area. Newer NMs designed for higher level players are typically Forced Spawns popped using items dropped off the higher level enemies in the area.
All beastmen use their job's Two Hour Ability, with the exception of Dragoon-type beastmen; they instead use Call Wyvern.
Historical Background
"Dynamis" is the Greek word which means the "will to fight". It was used to refer to the willpower that kept Greek soldiers in the military formation known as a "phalanx". If the soldiers broke this defensive formation, they would be much more vulnerable to defeat. "Dynamis" is also the "secret" name of the angel Metatron.
SPOILER WARNING: Click here for additional details about this story line.