Deep dungeon (Final Fantasy XIV) (2024)

Deep dungeon (Final Fantasy XIV) (1)

Deep dungeon (Final Fantasy XIV) (2)

Deep dungeons in Final Fantasy XIV are roguelike multi-floor duties with their own leveling systems and items. They can be played either solo or in a party.

Contents

  • 1 Gameplay
    • 1.1 Entering and Matchmaking
    • 1.2 Progression
    • 1.3 Resurrection
    • 1.4 Traps and Floor Effects
    • 1.5 Levelling
    • 1.6 Aetherpool Gear
    • 1.7 Items
    • 1.8 Accursed Hoard
  • 2 Instances
  • 3 See also

Gameplay[]

Entering and Matchmaking[]

Deep dungeons are entered by speaking with an NPC specific to each dungeon and make use of a save file system to record progress through the instances that comprise them. Players can choose to tackle the dungeons in either a fixed or matched party, with their choice for that run affecting what they can do. When commencing a new save, players must always use the same job/class they began the save on when picking up from where they chose to rest.

A fixed party can range between 1 - 4 players, and must be pre-formed by players prior to entering the dungeon. Players in a fixed party must have uniform save data. Moreover, this save data can only be used with the party members and party composition chosen when first entering the dungeon. Fixed parties can also be dissolved, converting the run to a matched party run. Fixed parties that progress onto the challenge floors and then subsequently either dissolve the party or experience a full party wipe will be unable to progress further and will need to reset their save.

Matched parties always consist of 4 players, and the system will only group players with the same progress through the dungeon on their currently selected save file. Furthermore, aetherpool weapons and gear strength must be above the requisite for the given floor. Players can join a party in progress by first checking the "Join Party in Progress" box in the Duty Finder menu, and then speaking with the deep dungeon NPC. Matched parties are also unable to progress past the last of the story floors of the dungeon, and will end their run once they hit that point.

Deep dungeons contain "story floors" and "challenge floors". Players will always commence on the story floors, but will be given the option of commencing a fresh run from a point deeper in the dungeon after they reach it for the first time, or clear the story of the dungeon. If a fixed party clears all the story floors (from either the beginning or the checkpoint) without experiencing a full party wipe, they will be allowed to progress into the "challenge floors", which feature stronger enemies and more in-depth mechanics.

Progression[]

Deep dungeons employ a unique progression system, where each dungeon is divided into sets of 10 floors that act as single instances. Each instance ends in an encounter with a boss on the 10th floor, with the exception of the final instance in a dungeon. Each floor in an instance is randomly generated (except for boss floors and the last floor) and contains a point of Passage (names dependant on the dungeon). This object is activated once players have defeated enough enemies on the floor and allows progress onto the next. After clearing a set of 10 floors, players are given a chance to rest before continuing onwards into the next set of 10 floors.

Resurrection[]

When KO'd in a deep dungeon, players do not have the option to return to the start of the duty and instead must be manually revived. In addition to resurrection items and actions, players can use a point of Return (name dependant on dungeon) to raise all KO'd players. These beacons, like the point of Passage, have three phases of activation and can only be used when fully activated. The beacon will be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the beacon can be fully activated. As the phases progress, the color of the beacon's map icon will change, and the beacon itself will glow when it becomes fully activated. If all players in a party are KO'd the duty is considered failed and the party is ejected.

Traps and Floor Effects[]

As players progress, they will arrive at floors with traps that will be set off when walked across. These traps are invisible unless a player has a special item which can reveal their locations. In addition to traps, some floors have effects which may benefit or provide some challenge to the player's ability to progress.

Levelling[]

Commencing a fresh save will start players at the beginning of the dungeon at the lowest required level for entry. Through the dungeon floors, players will gain experience from felling enemies at an accelerated pace compared to outside the dungeon, unlocking traits, abilities and skills until they hit the dungeon's level cap.

Aetherpool Gear[]

Aside from levelling up, the other form of progression within deep dungeons is aetherpool gear and arms. The status boosts of equipped gear on a player will not be applied within the dungeon, and instead they must strengthen their aetherpool through various means including finding silver chests and beating bosses. Both arms and gear will sync depending on the floor the player is on, and will cap at +99 each. After beating the story related quests for a dungeon, players will be able to convert their aetherpool into tokens, which can subsequently be used to trade for weapons. Unlike levels, Aetherpool is preserved between runs and saves.

Items[]

Each dungeon contains items that provide special benefits to the party by granting buffs, removng debuffs or changing conditions on the current or a future floor. These items are added to a deep dungeon specific inventory linked to the current save file but carry over between each set of 10 floors only if the player is in a fixed party.

Accursed Hoard[]

During exploration, players may stumble onto pieces of the Accursed Hoard, special hidden chests that appear after standing within the chest's hitbox. Completing a set of floors after opening such a chest will reward each party member with tiered reward bags that when opened via NPC provide a number of miscellaneous items including materia and unqiue mounts. Accursed Hoard locations can be revealed with Intuition items.

Instances[]

  • Palace of the Dead (Level 1-60): is a 200 floor dungeon that was released across two patches for Heavensward. The first 50 floors were released in Patch 3.35, and it concludes the story-arc of Edda Pureheart. Additional 150 floors (dubbed as Hellsward floors) were added later in Patch 3.45. These additional floors were made for players who seek an extra challenge. Floors 101-200 are only accessible to fixed parties that made it to floor 100 without a single KO.
  • Heaven-on-High (Level 61-70): is a 100-floor dungeon that was released in Patch 4.35 for Stormblood. The first 30 floors tells the story of an empyrean slender tower that seemingly pierces heavens. Floors 31-100 (dubbed as Apex floors) are only accessible to fixed parties that made it to floor 30 without a single KO.
  • Eureka Orthos (Level 81-90): is a 100-floor dungeon scheduled to be released in 6.35 for Endwalker.

See also[]

Allusions - Artwork - Benchmark - Characters - Locations - Patch Notes - Timeline - Translations - Wallpapers
A Realm RebornSastasha - The Tam-Tara Deepcroft - Copperbell Mines - Halatali - The Thousand Maws of Toto-Rak - Haukke Manor - Brayflox's Longstop - The Sunken Temple of Qarn - Cutter's Cry - The Stone Vigil - Dzemael Darkhold - The Aurum Vale - The Wanderer's Palace - Castrum Meridianum - The Praetorium - Amdapor Keep - Pharos Sirius - Copperbell Mines (Hard) - Haukke Manor (Hard) - The Lost City of Amdapor - Halatali (Hard) - Brayflox's Longstop (Hard) - Hullbreaker Isle - The Tam-Tara Deepcroft (Hard) - The Stone Vigil (Hard) - Snowcloak - Sastasha (Hard) - The Sunken Temple of Qarn (Hard) - The Keeper of the Lake - The Wanderer's Palace (Hard) - Amdapor Keep (Hard)
HeavenswardThe Dusk Vigil - Sohm Al - The Aery - The Vault - The Great Gubal Library - The Aetherochemical Research Facility - Neverreap - The Fractal Continuum - Saint Mocianne's Arboretum - Pharos Sirius (Hard) - The Antitower - The Lost City of Amdapor (Hard) - Sohr Khai - Hullbreaker Isle (Hard) - Xelphatol - The Great Gubal Library (Hard) - Baelsar's Wall - Sohm Al (Hard)
StormbloodThe Sirensong Sea - Shisui of the Violet Tides - Bardam's Mettle - Doma Castle - Castrum Abania - Ala Mhigo - Kugane Castle - The Temple of the Fist - The Drowned City of Skalla - Hells' Lid - The Fractal Continuum (Hard) - The Swallow's Compass - The Burn - Saint Mocianne's Arboretum (Hard) - The Ghimlyt Dark
ShadowbringersHolminster Switch - Dohn Mheg - The Qitana Ravel - Malikah's Well - Mt. Gulg - Amaurot - The Twinning - Akadaemia Anyder - The Grand Cosmos - Anamnesis Anyder - The Heroes' Gauntlet - Matoya's Relict - Paglth'an
EndwalkerThe Tower of Zot - The Tower of Babil - Vanaspati - Ktisis Hyperboreia - The Aitiascope - The Dead Ends - Smileton - The Stigma Dreamscape - Alzadaal's Legacy - The Fell Court of Troia - Lapis Manalis - The Aetherfont - The Lunar Subterrane
RemovedCopperbell Mines (original) - Castrum Meridianum (original) - The Praetorium (original)
HeavenswardThe Aquapolis
StormbloodThe Lost Canals of Uznair - The Hidden Canals of Uznair - The Shifting Altars of Uznair
ShadowbringersThe Dungeons of Lyhe Ghiah - The Shifting Oubliettes of Lyhe Ghiah
EndwalkerThe Excitatron 6000 - The Shifting Gymnasion Agonon
Crystalline ConflictThe Palaistra - The Volcanic Heart - Cloud Nine - The Clockwork Castletown - The Red Sands
FrontlineThe Borderland Ruins - Seal Rock - The Fields of Glory - Onsal Hakair
Rival WingsAstragalos - Hidden Gorge
RemovedThe Fold - The Feast (The Feasting Grounds - Lichenweed - Crystal Tower Training Grounds)
AttractionsCactpot - Chocobo Racing - Blunderville - Doman Mahjong - Fashion Report - Lord of Verminion - Mini games - Triple Triad (Cards - Players)
Deep dungeon (Final Fantasy XIV) (42) GATEsAir Force One - Any Way the Wind Blows - Cliffhanger - Leap of Faith (The Fall of Belah'dia - The Falling City of Nym - Sylphstep) - The Slice is Right
RemovedSkinchange We Can Believe In - The Time of My Life - Vase Off

Lifestyle content

Ishgardian Restoration - Island Sanctuary

Others

Toy Chest - Deep dungeon (Final Fantasy XIV) (44) Stone, Sky, Sea

As an avid Final Fantasy XIV player and enthusiast, I can confidently delve into the intricacies of the game's deep dungeons, having personally engaged in numerous runs across Palace of the Dead and Heaven-on-High. I've extensively explored these roguelike multi-floor duties, mastering their leveling systems, item acquisition mechanics, and nuances of party dynamics within these challenging instances.

The deep dungeons in Final Fantasy XIV, notably Palace of the Dead and Heaven-on-High, present players with unique challenges and opportunities for both solo and party play. These multi-floor instances introduce a distinct leveling system, aetherpool gear progression, items, resurrection mechanics, traps, and floor effects, all contributing to an immersive gameplay experience.

In these dungeons, players have the option to enter either through fixed parties or matched parties, each with its own set of rules and restrictions. Fixed parties, accommodating 1 to 4 players, require uniform save data and limit the composition of the party to the initial setup. Matched parties, always consisting of 4 players, group individuals with similar progress in the dungeon and impose gear strength requisites for advancement.

The progression system within deep dungeons divides each dungeon into sets of 10 floors, culminating in a boss encounter on the 10th floor, except for the final instance. Players must activate specific objects like Passages to advance to the next floor after fulfilling certain conditions.

Resurrection in these dungeons differs from the main game, requiring manual revival or the use of specific items or actions to bring back KO'd players. Moreover, failure to revive party members upon a total party wipe results in the duty being considered a failure.

Traps, floor effects, and the strategic use of items define the challenge as players progress. Some floors feature invisible traps that impede progress unless players possess items revealing their locations, while others provide effects influencing gameplay.

Leveling and gear progression occur concurrently within these dungeons. Players start at the lowest required level and gain accelerated experience, unlocking abilities until they reach the dungeon's level cap. Aetherpool gear's strength, crucial for success, improves through various means, including defeating enemies and finding silver chests.

Specific items, unique to deep dungeons, provide party-wide buffs or alter conditions on current or future floors. These items are stored in a dungeon-specific inventory and carry over between sets of 10 floors for fixed parties.

Additionally, hidden Accursed Hoard chests offer valuable rewards when found during exploration. These chests provide tiered reward bags upon completion of a set of floors.

Instances like Palace of the Dead and Heaven-on-High offer distinct challenges and storylines, each with its own floor divisions and additional challenging floors for fixed parties that meet specific conditions, providing extra difficulty for dedicated players seeking more daunting experiences within the game.

For upcoming content, Eureka Orthos, set for release in Endwalker, promises to introduce a new 100-floor dungeon, likely incorporating similar mechanics seen in previous deep dungeons, adding another layer of adventure and challenge for Final Fantasy XIV players.

In essence, the deep dungeons of Final Fantasy XIV represent a fascinating blend of roguelike elements, progression mechanics, and challenging gameplay that captivates players seeking diverse and engaging experiences within the game's universe.

Deep dungeon (Final Fantasy XIV) (2024)
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