Imperial Relief Effort: Difference between revisions

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===Overview===
===Overview===
The [[Treasures of Aht Urhgan]] Beastmen tribes can be found across Vana'diel as part of the [[Imperial Relief Effort]]. Each spawn consists of a Scout (the primary target) accompanied by a group of tribe members, which can be defeated for [[Imperial Standing]].
The [[Treasures of Aht Urhgan]] Beastmen tribes can be found across Vana'diel as part of the Imperial Relief Effort. Each spawn consists of a Scout (the primary target) accompanied by a group of tribe members, which can be defeated for [[Imperial Standing]].


===How it Works===
===How it Works===
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====Notes====
====Notes====
The 'Box of Supplies' and 'Scouting Reports' are neither a physical item nor [[Key Item]]; it's a hidden flag assigned to the character.  
The 'Box of Supplies' and 'Scouting Reports' are neither a physical item nor [[Key Item]]; it's a hidden flag assigned to the character.  


===Spawning and Behavior===
===Spawning and Behavior===
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===Known Spawn Locations===
===Known Spawn Locations===
Spawn locations have been added and changed as this has been developed.  Do not assume this is all of them, and or some may no longer spawn there.   
Spawn locations have been added and changed as this has been developed.  Do not assume this is all of them, and or some may no longer spawn there.   



Revision as of 11:13, 23 May 2026

A server-wide event leading up to Treasures of Aht Urhgan, the 'Imperial Relief Effort' was added in December 2025. By participanting in the event's activities, players can obtain Imperial Standing, which has been hinted as the key to accessing Whitegate on the ToAU's release. Verification Needed


Imperial Relief Supplies

Emissaries from The Near East have been spotted at the crafting guilds throughout the Middle Lands. Requesting supplies to stabilize strained supply lines, aiding them grant small amounts of Imperial Standing for each turn-in.

How to Start

  1. Speak with any emissary stationed near the crafting guilds in Bastok, San d'Oria, or Windurst.
  2. Accept their request for aid to join the Imperial Relief Effort.
  3. Talk to the emissary wearing a crafting apron for a list of currently accepted materials for the guild.
  4. Trade the requested items to receive Imperial Standing.

(All guild requests are unique for each crafting guild, and items can only be turned in at their respective guild. Example: Cooking items are only accepted by Numaaf at the Cooking guild in Windurst.)

Rewards

  • Imperial Standing (amount varies per request)
  • Unknown reward on release of ToAU or event completion: Verification Needed

Notes

Each requested item has a limited number of turn-in limits. See the Guild Turn-ins section to determine if a requested item has reached it's request limit.

Goblin Traders will aid in the completion of a request, at a price. In exchange for a listed amount of gil, the Goblins will complete a request and split the Imperial Standing rewarded (turn-in ISP/2), rounded up. For example; requests completed through a Goblin Trader that grant 1 IS will provide 1 IS, while 2 IS provides 1 IS, and 3 IS provides 2 IS, etc.

As of April 17, 2026, HQ versions of requested items can be turned in for the same amount of Imperial Standing as their NQ counterparts; however, this only applies to HQ +1 items. Items, such as the Traversiere+2 are not accepted.

Guild Requests

Guild Item IS Goblin Cost Goblin IS Limit Reached
Alchemy Poison Potion x12 3 3,750 2
Alchemy Animal Glue x12 1 3,000 1
Alchemy Wax Sword x1 1 1,500 1
Alchemy Sairui-Ran x99 2
Alchemy Eye Drops x12 4
Alchemy Little Comet x99 5
Blacksmithing Copper Ingot x12 3 3,375 2
Blacksmithing Tin Ingot x12 2 2,250 1
Blacksmithing Aspis x1 1 Yes
Blacksmithing Iron Ore x12 3 5,625 2
Blacksmithing Makibishi x99 4
Blacksmithing Dagger x1 3 Yes
Bonecraft Shell Powder x12 3 3,750 1
Bonecraft Fish Scales x12 1 Yes
Bonecraft Fang Necklace x1 1 1,500 1
Bonecraft Gelatin x12 2 1,875 1
Bonecraft Bone Cudgel x1 2
Bonecraft Beetle Earring x1 1
Clothcraft Grass Cloth x12 2 3,000 1
Clothcraft Cotton Cloth x12 5 7,500 3
Clothcraft Cotton Doublet x1 5 7,500 3
Clothcraft Black Chocobo Feather x12 7
Clothcraft Flax Flower x12 2
Clothcraft Cotton Cape x1 2
Cooking Hard-Boiled Egg x12 1 Yes
Cooking Pea Soup x1 2 Yes
Cooking Bug Broth x12 3 3,000 2
Cooking Jack-o'-Lantern x1 2 1,725 1
Cooking Pomodoro Sauce x12 4 5,250 2
Cooking Meat Mithkabob x12 2
Fishing Copper Frog x12 2 600 1 Yes
Fishing Moat Carp x12 2 2,400 1
Fishing Yellow Globe x12 1 2,250 1
Fishing Nebimonite x12 2 2,025 1
Fishing Elshimo Frog x12 3
Fishing Dark Bass x12 3
Goldsmithing Copper Ingot x12 3 3,375 2
Goldsmithing Brass Ingot x12 3 5,250 2
Goldsmithing Brass Zaghnal x1 2 1,875 1
Goldsmithing Clear Ring x1 1
Goldsmithing Lapis Lazuli Ring x1 1
Goldsmithing Spark Spear x1 3
Leathercraft Sheep Wool x12 3 3,600 2
Leathercraft Sheep Leather x12 5 8,250 3
Leathercraft Rabbit Mantle x1 1 Yes
Leathercraft Bugard Leather x12 3 3,750 2
Leathercraft Parchment x12 7
Leathercraft Wolf Mantle x1 2
Woodworking Willow Lumber x12 1 750 1 Yes
Woodworking Walnut Lumber x12 2 3,375 1
Woodworking Piccolo x1 1 Yes
Woodworking Maple Sugar x12 1 750 1 Yes
Woodworking Yew Lumber x12 2 2,250 1
Woodworking Traversiere x1 4 4,500 2


Beastmen Scouts

In an attempt to hinder aid the Imperial Relief Effort, the beastmen of have sent scouting parties throughout the Middle Lands.

Overview

The Treasures of Aht Urhgan Beastmen tribes can be found across Vana'diel as part of the Imperial Relief Effort. Each spawn consists of a Scout (the primary target) accompanied by a group of tribe members, which can be defeated for Imperial Standing.

How it Works

  1. Locate a Lamia Scouter, Mamool Ja Scout, or Troll Scout in one of the Spawn Regions.
  2. Engage the Scout to pop all members of the scouting party
  3. Defeat the beastmen to earn Imperial Standing

Spawn Regions

Known regions where the beastmen can appear include:

Scouting Parties & Rewards

Scouting parties consist of the primary scout, alongside a random number of tribe members and monsters:

Lamia Mamool Ja Trolls Reward
Lamia Scouter (COR) Troll Scout (PUP)* Mamool Ja Scout (BLU) 10 IS
Lamia Fangshot (RNG) Troll Ironfist (MNK) Mamool Ja Sage (BLM) 5 IS
Lamia Magus (BLM) Troll Bulwark (PLD) Mamool Ja Zenin (NIN) 5 IS
Tracker Imp Firewatch Eruca Puk Stalker 5 IS
Bhoot Wamoura Wivre 15 IS

Note that the Troll Scout is accompanied by a Automaton Scout (WHM) that does not grant IS and can't be slept.


On defeating the Scout, any players that earned IS may receive the log message:

"You have received a box of supplies."

These stolen box of supplies can be returned to any of the Imperial Relief Effort NPCs that accept request crafting guild requests to confirm delivery. Additionally, as of May 22, 2026, turning in the supplies will specify that the supplies contained (x) requested guild items. For example: "It appears they had taken 5x Bug Broth from us!"


As of May 22, 2026, any players that earned IS may also receive the log message:

"You find what appears to be a scouting report!"

On entering any zone with an active scouting party in the area, players with a scouting report may receive the log message:

"The scouting report seems to indicate that there may be some (x) in the area!"

Players can obtain multiple scouting reports.

It is currently unknown if a scouting report works for all beastmen or will only notify the player if the zone contains a beastmen family matching the one the report was obtained from. It's also unknown whether the report is "burned" upon receiving the notification.Verification Needed

Notes

The 'Box of Supplies' and 'Scouting Reports' are neither a physical item nor Key Item; it's a hidden flag assigned to the character.

Spawning and Behavior

Aggression: Scouts are initially passive and will not aggro until attacked.

Spawn & Routes: When spawning, Scouts will remain in their location for a period before beginning their set patrol route along a fixed path. On reaching the end of their route, the Scout will remain in the area, moving occassionally, before heading back to their spawn location, where they will pause for another short time before depopping. An entire route can range from 10–15 minutes.

Respawn Timer: After a group is spawned, the next group in that zone will spawn either 1 hour 45 minutes or 2 hours later(these times may not be exact, and or are changing but good rule of thumb). This timer starts at spawn, not at or despawn. Groups can respawn at any spawn point within the zone. Zones within the same region (e.g. East and West Ronfaure) operate on independent timers. A "blackout" period has been observed in which no spawns occur in a zone for 4 or more hours; spawns resume on the predicted timeline once the blackout ends. Spawns appear to follow one of two timing tracks per zone, occurring at either xx:x2/xx:x7 or xx:x0/xx:x5, though exceptions have been recorded. Buburimu Peninsula does not appear to follow standard respawn rules. Verification Needed

Tracking: Wide Scan can be used to locate Scouters; they appear as a standard monster name but sort to the very bottom of the list, below signs and other fixed objects. Widescan detection can be buggy and the Scouter does not show up on scan. Verification Needed Alternatively, running through known spawn areas will trigger the Dynamis statue pop sound when a Scouter renders within range. The most consistent method is to camp known spawn points and wait for spawn timers based on last spawn time.

- As of 5/22 the mobs are no longer showing on widescan.

Known Spawn Locations

Spawn locations have been added and changed as this has been developed. Do not assume this is all of them, and or some may no longer spawn there.

Buburimu Peninsula

  • F-6
  • F-9
  • K-9

East Sarutabaruta

  • F-9
  • H-7
  • I-10 Verification Needed

West Sarutabaruta

  • G-9 — off the mountain (recommended sesion starting point due to overlapping patrol paths)
  • G-9 — at the monument on top of the mountain
  • I-11
  • E-10 — in the dead end Verification Needed

East Ronfaure

  • I-9
  • J-6
  • H-10 — inside a four-walled ruin
  • J-9

West Ronfaure

  • F/G-7
  • H-8 — north side of the hill
  • I/J-10

North Gustaberg

  • G-7 — on the waterfall cliff, north side
  • J-7 — on Zegham Hill at the dead end, Oldton side

Note: All known North Gustaberg patrol paths travel up onto the hill for location reference.

South Gustaberg

  • K-10
  • E-9
  • I-9 — on Vomp Hill; unclear whether this is a spawn point or patrol path only Verification Needed


Strategies

Claiming the Scout

Upon locating a Scout, it may take some time for the rest of the alliance to reach them; however, since Scouts can depop, you'll often need to pull them before everyone is in zone. There are typically two methods for handling this situation:

  • Pull the mobs to the nearest zoneline to lose aggro / rinse and repeat
  • Kite the mobs in wide laps around the zone

While pulling the mobs to the nearest zoneline is safer, it's easy to lose track of the mobs if you don't know their routes, as they'll immediately begin pathing to their spawn location. As such, it's advised this be done with at least one other party member, who can track the mobs upon zoning.

If you choose to kite the mobs, you'll need some form of movement speed gear and risk not gaining IS on their defeat.

Regardless of the method chosen, you'll need to be cautious of any Tracker Imps of the Automaton Scout, as they are capable of casting Erase, Gravity, or Bind. This can quickly lead to death, so it's best to only aggro the mobs if the Scout has stopped moving, indicating that it may depop.

Fighting the Mobs

Once you've located a scouting party and aggro'd the Scout, the hard part begins.

Consisting of high level enemies, the beastmen hit quite hard and have heavy resistances. It's advised that a party consist of at least one Bard, as Lullaby has a higher success rate than Sleepga; however, multiple Red Mage's and Black Mage's can serve the same purpose.

On the other hand, if you don't have the ability to sleep mobs, kiting is also an option. Similar to kiting while the party assembles in the zone, it's advised that the kiter posses movement speed gear. Once pulled, lead the enemies in wide laps around the zone as party members pull off mobs one at a time. Note that is the kiter wants to receive IS, they must be about 10 yalms away from a mob when it's defeated.

All enemies will depop if the Scout is killed, so save it for last.

Enemy Abilities

Each of the enemies in the scouting party is capable of using their respective job abilities and spells, including the Blue Mage, Corsair, and Puppetmaster. In addition to dealing significant damage with these attacks, each beastman will use their Two-Hour Abilities, such as Manafont and Hundred Fists. Chainspell is particularly dangerous, as affected mobs will spam -aga III spells.

Kill Priority

Trolls: Automaton > Bulwark > Crawlers > Wamoura → Ironfist > Scout

Since the Automaton Scout can't be slept, pull it away from the pack to deal with it and avoid Benediction waking the other enemies. This should then be followed by Bulwarks, as they are Paladin's that resist sleep. Bind is also an option if all sleeps fail.

Lamiae: Imp > Magus > Fangshot > Scouter

Imps and Magus frequently cast -ga III spells, so Silence them and take them out quickly to prevent party wipes. Support players should keep Stoneskin up and the tank's HP high to avoid death from Eagle Eye Shot.

Mamool Ja: Sage > Wivre > Zenin > Scout

Once again, mage jobs are the priority; however, you'll also need to Silence the Scout, as it can easily one-shot players with Radiant Breath. Keep the party healthy and Stoneskin up when fighting the Zenin, as it will use Mijin Gakure.

See Also