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Abyssea NMs — Hunt Marks System

Abyssea is home to some of the most powerful Notorious Monsters on the server. Rather than hunting down rare key items to spawn them, the Relaunch server replaces the retail pop system with a Hunt Marks spend: find the ???, pay your marks, and the NM rises right in front of you.

Summary

Spend Hunt Marks at any Abyssea ??? to pop its NM on demand. Kill it with your party for a large Infamy and Gil payout — no key items required.


Zones & Difficulty Tiers

Abyssea is divided into three Relic-led difficulty tiers. NM levels rise from 120 in Visions to 130 in Scars and 150 in Heroes; higher tiers also combine more telegraphed mechanics and give less room for repeated mistakes.

Tier Zones Mark Cost Level HP
Visions Konschtat, Tahrongi, La Theine 200 marks 120 4,000,000
Scars Attohwa, Misareaux, Vunkerl 350 marks 130 8,000,000
Heroes Altepa, Grauberg, Uleguerand 500 marks 150 14,000,000

Relic progression content

Visions is the first Relic check. It is intentionally too slow for a typical pre-Relic solo build, but a properly enhanced Relic can clear it without an evasion wall. Incoming threat is calibrated against the pre-Abyssea baseline of roughly 1,000 EVA, 3,400 DEF, 35% damage reduction, and 700 Regen. Scars assumes one Atma slot; Heroes assumes up to two. One player with Trusts can clear every encounter, while a prepared duo or trio gains speed and recovery.

HP scales from the number of real PCs present when the fight starts: 1.0× / 1.55× / 2.1× for one / two / three-or-more PCs. Defense and evasion never scale, and 70%/30% phase floors release as soon as the associated mechanic is resolved.

How Encounters Work

All 136 logical marks NMs have an individual encounter definition. (There are 136 rather than the old documented 135: Abyssea-Attohwa contains 17 logical NMs, including Pallid Percy.) Duplicate ??? locations for flagship NMs are alternate spawn copies of the same fight.

Each warning has:

  1. A forced combat message and a weakness animation.
  2. A universal response such as turning, repositioning, pausing attacks, recovering HP, breaking a ward, or using a weapon skill.
  3. A short defense/evasion vulnerability when answered correctly.
  4. Recoverable damage, a brief ailment, and one escalation stack when missed.

Trust attacks do not fail hold-fire mechanics. Mechanics that demand a player decision select the real player who started the fight, never a Trust. If a warning asks you to reposition, the NM remains in place for the response window; rear-facing warnings also lock its facing so enmity cannot make it turn with you. Combat and enmity otherwise continue normally. If a fight runs beyond its tier's pressure ceiling, its attack and casting pressure begins rising in visible steps. Pressure starts after 4 / 6 / 8 minutes in Visions / Scars / Heroes, inside each tier's expected clear-time band; it does not gain passive drain or regeneration.

Abyssea weaknesses matter again

  • Red: retains the long retail stagger, removes one escalation stack, and preserves the Atma unlock.
  • Yellow: suppresses the spell sequence and opens a magic-biased vulnerability.
  • Blue: suppresses the TP sequence and opens a physical vulnerability.

Exact procs remain optional mastery goals. No solo clear requires a particular job, spell, or randomly selected proc.

Roster and Lunar Abyssite progression

The first clear of each logical NM is recorded once regardless of which duplicate ??? was used, and refunds half of that tier's pop cost. Completing all NMs in any one Visions zone awards the first Lunar Abyssite/Atma slot; completing any one Scars zone awards the second. Heroes is balanced around those two slots, not the retail maximum of three.


Getting There

Use the !abyssea command to open a zone warp menu:

!abyssea

A two-tier menu appears — pick the expansion tier, then the specific zone. You'll land at a safe camp near the zone entrance.


Popping an NM

Each Abyssea NM has a ??? landmark somewhere in the zone. Walk up to it and check:

If you're missing the retail key items (which you almost certainly are — they've been removed from the game):

  1. A menu appears showing the NM name and the Hunt Mark cost.
  2. If you have enough marks, a Pop button is available — confirm it.
  3. Your marks are spent, the NM spawns directly next to you, and it's already claimed to your party.

If you somehow still have the original retail key items, the vanilla pop still works — the ??? will handle it as normal.

Key items from retail

If you had any Abyssea pop key items from retail (Tattered Hippogryph Wing, Cracked Wivre Horn, etc.), they were automatically removed from your inventory when you last logged in. They have no function on this server.


Rewards

Killing a marks-popped NM pays out Infamy and Gil to every member of your party. The payout scales with your party composition.

Base rewards by tier

Tier Infamy Gil
Visions 25 250,000
Scars 40 500,000
Heroes 60 750,000

Multipliers

Two bonuses can stack on top of the base reward:

Condition Multiplier
2 or more real players in party ×2.0
No trusts in party ×1.5

These multiply together, so a full party of real players with no trusts earns ×3.0.

Full reward table

Scenario Mult Infamy Gil
Solo, with trusts ×1.0 25 250,000
Solo, no trusts ×1.5 37 375,000
Party, with trusts ×2.0 50 500,000
Party, no trusts ×3.0 75 750,000
Scenario Mult Infamy Gil
Solo, with trusts ×1.0 40 500,000
Solo, no trusts ×1.5 60 750,000
Party, with trusts ×2.0 80 1,000,000
Party, no trusts ×3.0 120 1,500,000
Scenario Mult Infamy Gil
Solo, with trusts ×1.0 60 750,000
Solo, no trusts ×1.5 90 1,125,000
Party, with trusts ×2.0 120 1,500,000
Party, no trusts ×3.0 180 2,250,000

After the kill a system message confirms your payout and any active multiplier bonus.


What to Spend Infamy On

Infamy is spent at the Infamy Vendor in Purgonorgo Isle. The full catalog — accessories, JSE job capes, and Volte armor — is listed with exact prices on the Gear Vendors page. A few reference points, priced against the top Heroes payout:

Reward Infamy Heroes kills (party, no trusts — ×3.0)
Cheapest accessories 3,000 17 kills
JSE job capes 4,000 23 kills
Volte armor 5,000 28 kills

A full party clearing Heroes NMs without trusts earns 180 Infamy per kill (the ×3.0 rate from the reward table above) — so a Volte piece works out to roughly 28 kills.


Tips

  • Read before bursting. A 200–300k Relic WS cannot skip the 70% or 30% tests. Resolve the warning, then spend the earned vulnerability window.
  • Accuracy is not progression. If the fight feels like an accuracy wall, report the NM and build; the rebuilt tiers intentionally use modest evasion.
  • Bring recovery. A single failed mechanic is survivable. Repeated failures add escalation stacks and are intended to end the attempt.
  • Drop your trusts before the kill. The ×1.5 no-trust multiplier is free Infamy. Dismiss them once the NM is engaged and you're confident in your party.
  • The NM respawns after a server restart. If you pop and kill an NM, the ??? is available immediately for the next pop — there's no lockout timer.
  • You need to be the one to land the kill. Only parties where someone gets the killing blow trigger the reward. Don't let a rogue trust finish it off right as you dismiss them.

Last updated: 2026-08-28 08:15 PDT