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A Relic Reborn Weapon Guide

Last Updated: February 27th, 2014 [ Patch 2.1 ]
Unlocking the Relic Weapon Quest
Quest Guide
Unlocking the Relic Weapon Quest Guide

Requirements:

Once you have completed the above requirements, head over to Vesper Bay and accept the quest "The Weaponsmith of Legend" from Nedrick Ironheart. This will send you to speak to Rowena at Revenant's Toll in Mor Dhona. She will instruct you to find the blacksmith Gerolt at Hyrstmill in North Shroud and persuade him into helping forge Relic Weapons.

Forging Your Relic Weapon
Relic Weapon Guide
Forging Your Relic Weapon - Relic Weapon Guide

Gerolt will now offer the Relic quests for any jobs you have at level 50 with the Class and Job quests completed. Choose which weapon you want carefully, as you will lose any progress you make if you choose to switch to a different weapon before completing the quest line.

Step 1: A Broken Weapon

To start the weapon, Gerolt will task you with acquiring a broken weapon from a coffer located in a beastman stronghold. The location will depend on the job you are building the weapon for.

Broken Weapon Locations:

  • Black Mage, White Mage, and Warrior: U'Ghamaro Mines
  • Bard & Dragoon: Natalan
  • Monk & Paladin: Zaha'rak
  • Summoner: Sylphlands
  • Scholar: Sapsa Spawning Grounds

Step 2: Crafting A Host Weapon

Once you have retrieved the broken weapon, Gerolt will inform you that you need a new weapon infused with two materia to act as the base of the Relic Weapon. The requested weapon/materia combo will vary based on your Job.

Required Materia/Weapon Combo:

  • Paladin: Aeolian Scimitar (Melded Materia: 2 Battledance III)
  • Warrior: Barbarian's Bardiche (Melded Materia: 2 Battledance III)
  • White Mage: Madman's Whispering Rod (Melded Materia: 2 Quicktongue III)
  • Scholar: Erudite's Picatrix of Healing (Melded Materia: 2 Quicktongue III)
  • Black Mage: Sanguine Scepter (Melded Materia: 2 Savage Might III)
  • Summoner: Erudite's Picatrix of Casting (Melded Materia: 2 Savage Might III)
  • Dragoon: Champion's Lance (Melded Materia: 2 Savage Aim III)
  • Monk: Wilding Cesti (Melded Materia: 2 Savage Aim III)
  • Bard: Longarm's Composite Bow (Melded Materia: 2 Heaven's Eye III)

To get the materia required, you must convert iLvl 45+ Disciples of War/Magic gear. The materia awarded is random, so this may take some time. It is often better to buy it off the market board.

For more information on how to acquire the crafted weapons, check out the section "Crafting A Host Weapon: Additional Info."

Step 3: Alumina Salts from Dhorme Chimera

You must complete this task on the Job you are acquiring the Relic Weapon for.

To finish building the weapon, Gerolt will require Alumina Salts from the Dhorme Chimera, located in a cave in the North-eastern section of Coerthas Central Highlands. The battle strategy for this encounter is located below.

Step 4: Amdapor Glyph from Amdapor Keep

You must complete this task on the Job you are acquiring the Relic Weapon for.

Unsure of how to continue the weapon, Gerolt sends you back to Rowena for advice. Rowena agrees to provide you with help in exchange for an Amdapor Glyph. The glyph will be awarded upon completion of Amdapor Keep. Check out my Amdapor Keep Guide for help completing this dungeon.

Step 5: Beastman Slaughter

You must have the unfinished Relic Weapon equipped while completing this task.

While Gerolt tries to make sense of the text provided by Rowena, he sends you off to kill 24 beastman to familiarize yourself with the weapon. These beastman will be located in the same beastman stronghold that you visited in the first section to recover the broken weapon.

Step 6: Hydra

You must have the unfinished Relic Weapon equipped while completing this task.

Gerolt has decided that you need to use the weapon to battle mightier adversaries. He sends you to fight Hydra at Halatali. To start this encounter, head to the Halatali dungeon entrance in Eastern Thanalan and speak to Fafajoni. The battle strategy for this encounter is located below.

Step 7: Primal Battles

You must complete this task on the Job you are acquiring the Relic Weapon for.

To add the finishing touches to the weapon, Gerolt requires you to retrieve a white-hot ember, a howling gale, and a chunk of hyperfused ore. These are from Ifrit, Garuda, and Titan, respectively. Use my Ifrit (Hard) Guide, Garuda (Hard) Guide, and Titan (Hard) Guide to help complete these battles.

Step 8: Bottle of Radz-at-Han Quenching Oil

In addition to the above items, the blacksmith also needs a Bottle of Radz-at-Han Quenching Oil. This is bought from Auriana at Revenant's Toll (Mor Dhona) for 900 Allagan Tomestones of Philosophy.

Enhancing Your Relic Weapon to +1
Quest Guide
Enhancing Your Relic Weapon to +1 Quest Guide

Once you have completed your Relic Weapon, you will need a total of 900 Allagan Tomestones of Mythology to upgrade it to +1. These tomestones cap at 300 a week. Once you have the neccessary amount, purchase 3 Thavnairian Mist from Auriana at Revenant's Toll (Mor Dhona) and pay Gerolt one last visit. The forge near the blacksmith will act as a vendor, allowing you to purchase the +1 Relic in exchange for the Thavnairian Mist.

Dhorme Chimera
Boss Guide
Dhorme Chimera Boss Guide - A Relic Reborn Weapon

Boss Abilities:

Dhorme Chimera's Abilities:

  • Dragon's Breath - A frontal cone which deals ~1300 damage and inflicts Paralysis.
  • Ram's Breath - A frontal cone which deals ~1500 damage and inflicts Heavy.
  • Lion's Breath - (Instant) A breath attack which deals ~800 damage.
  • Scorpion's Sting - A rear cone which deals ~1800 damage and inflicts Poison.
  • Dragon's Voice - An electrical storm deals ~2700 damage and inflicts Paralysis to all targets outside of melee range.
  • Ram's Voice - Deals ~2500 damage and inflicts Frostbite on all targets near Chimera.
  • Gelid Charge - (Instant) Grants the effect of Ice Charge to Dhorme Chimera (Enhances Ice attacks).
  • Static Charge - (Instant) Grants the effect of Lightning Charge to Dhorme Chimera (Enhances Thunder attacks).
  • Cacophony - (Instant) Summons a black orb that will follow a random player, exploding once it reaches them, dealing ~2400 damage and inflicting paralysis.
  • Ram's Keeper - A blast of ice on a random player which deals ~2300 damage, inflicts Frostbite and Heavy, and leaves a patch of ice on the ground.

While Dhorme Chimera's ability list looks a bit daunting, the battle is fairly simple. To create more room to maneuver, pull Dhorme Chimera outside of the cave, allowing the ranged classes to spread out on the hill. The tank should be side-stepping out of Dragon's Breath and Ram's Breath throughout the fight. These will occasionally be made instant by Gelid/Static Charge, but avoid what you can. Also, the melee should be careful about standing behind it, as that can trigger Scorpion's Sting.

I recommend bringing a Paladin off-tank to stun both Dragon's Voice and Ram's Voice. These can be stopped by either Stun or Silence, so Bards/Dragoons/Warriors can also do an interrupt rotation if needed.

Finally, the ranged classes should stay spread out. Ram's Keeper is a circular ground indicator that you will need to move out of quickly. Also, if you get targeted by one of the orbs, make sure you move away from anyone else before letting it reach you. To counter the damage from the orb, I tried to maintain Stoneskin on as many players as possible.

Hydra
Boss Guide
Hydra Boss Guide - A Relic Reborn Weapon

Boss Abilities:

Hydra's Abilities:

  • Dissever - (Instant) A frontal strike for ~600 damage.
  • Triumvirate - A frontal strike for ~3500-4400 damage. Damage is reduced based on the number of players hit.
  • Mean Thrash - A rear cone which deals ~2000 damage. Triggered by being behind Hydra.
  • White Breath - A breath which deals ~2200 damage and inflicts Infirmity (Greatly reduces healing taken).
  • Radiant Breath - Deals ~2600 damage and inflicts Infirmity (Greatly reduces healing taken) to all targets at medium range.
  • Ball of Ice - A chunk of ice is thrown at a random player, dealing ~1500 damage, inflicting heavy, and leaving a patch of ice on the ground.
  • Ball of Fire - A fireball is thrown at a random player, dealing ~3000+ damage, inflicting burns (High Damage DoT), and leaving a patch of fire on the ground.
  • Fear Itself - Deals ~2500 damage and inflicts Hysteria (Player runs in fear) to all targets outside of melee range. Only used when Hydra runs into the middle of the room.

Wyvern's Abilities:

  • Blazing Trail - A frontal breath which deals ~500 damage.
  • Spiked Tail - A melee strike that inflicts Poison.
  • Bravery - Greatly increases the Hydra's damage. Only used if the Wyvern has been alive too long.

Phase 1 [ 100% - 80% ]

While in Phase 1, Hydra will not use Ball of Ice, Ball of Fire, or Fear Itself.

There are two strategies for handling Triumvirate, which can nearly one-shot tank. If your group has no melee DPS, you can use a single tank who runs in circles around Hydra. This causes most of the Triumvirates to miss. If you have melee DPS, you should use two tanks who stack on each other to lower the damage taken. Regardless of which method you choose, the tanks will also need to dodge White Breath. It is important to avoid getting hit, as the debuff cannot be removed and makes healing much harder. In a pinch, players can move behind Hydra to trigger Mean Thrash to give the healers time to catch up.

The most dangerous ability in Phase 1 is Radiant Breath. This will deal extremely high damage to all targets at medium range. To counter this, either stand in melee range or at max range.

Phase 2 [ 80% - 0% ]

Once Hydra reaches 80% HP, it will stop using Radiant Breath and instead use Ball of Ice, Ball of Fire, and Fear Itself. You should tank Hydra close to a wall, with the ranged spreading out on either side of the Hydra, avoiding the middle of the room. It is important to keep the middle of the room clear of the ice/fire pools, as Hydra will occasionally run to the middle and start casting Fear Itself. You must stack on top of Hydra to avoid getting hit by this ability. If you must run through a pool, an ice pool is preferable, as it will only inflict Heavy. Never run through a fire pool.

A Wyvern will also spawn occasionally in this phase, which can be tanked by a DPS. These must be killed quickly to avoid Bravery being cast on Hydra.

Crafting The Base Weapon
Material Guide

With the exception of WHM, each job's crafted weapon needs a drop from one of the coffers inside The Wanderer's Palace. I have marked which coffers drop items on my Wanderer's Palace Dungeon Map.

Job Weapon Crafter Ingredient #1 Ingredient #2 Ingredient #3
PLD Aeolian Scimitar Blacksmith Blunt Aeolian Scimitar Darksteel Nugget Basilisk Whetstone
WAR Barbarian's Bardiche Blacksmith Bloody Bardiche Head Darksteel Nugget Basilisk Whetstone
WHM Madman's Whispering Rod Alchemy Thavnairian Mistletoe Vampire Plant Growth Formula Delta
SCH Erudite's Picatrix of Healing Alchemy Bloody Grimoire Binding Enchanted Gold Ink  
BLM Sanguine Scepter Goldsmith Pinprick Pebble Darksteel Nugget  
SMN Erudite's Picatrix of Casting Alchemy Bloody Grimoire Binding Enchanted Gold Ink  
DRG Champion's Lance Carpenter Bloody Lance Head Spruce Lumber  
MNK Wildling's Cesti Leatherworker Bloody Cesti Covers Darksteel Nugget  
BRD Longarm's Composite Bow Carpenter Bloody Bow Rim Spruce Lumber