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  1. #1

    Salvage - Silver Sea Remnants - thread 2

    Condensed information about Silver Sea Remnants.

    Repost any important data that I missed. This information all comes from pre-patch.

    ==================================================

    The original thread can be found here:
    viewtopic.php?f=24&t=14624

    Wiki page for Silver Sea can be found here:
    http://wiki.ffxiclopedia.org/Silver_Sea_Remnants

    ==================================================

    Silver Sea drops
    Level 15 armor:
    * Ares: Enyo's Mask (head)
    Drops 100% of the time off of 3rd floor NM Gyroscopic Gears

    * Morrigan: Nemain's Crown (head)
    Drops 100% of the time off of 4th floor NM Citadel Chelonian

    * Usukane: Hoshikazu Hakama (legs)
    Drops 100% of the time off of 2nd floor NM Powderkeg Yanadahn

    * Skadi: Njord's Ledelsens (feet)
    Drops 100% of the time off of 2nd floor NM Dekka

    * Marduk: Anu's Gages (hands)
    Drops 100% of the time off of 3rd floor NM Gyroscopic Gear

    * Ares: Enyo's Cuirass (body)
    * Morrigan: Nemain's Robe (body)
    100% drop off of Don Poroggo, floor 3 Card NM (Zhayolm Card). The Slot is in the north central room and pops when Deadpan Devilet is defeated.

    Level 25 armor:
    * Skadi: Freyr's Mask (head)
    * Skadi: Freyr's Jerkin (body)
    * Ares: Phobos's Gauntlets (hands)
    * Morrigan: Bodb's Cuffs (hands)
    * Marduk: Ea's Brais (legs)
    * Usukane: Tsukikazu Sune-ate (feet)
    2 lv25 armor drops from the megaboss (Long-Armed Chariot) 100% of the time.

    Level 35 armor:
    * Usukane: Hikazu Kabuto (head)
    Drops rarely from 1st floor NM Hammerblow Majanun

    * Usukane: Hikazu Gi (body)
    Drops rarely from 4th floor NM Citadel Chelonian

    * Skadi: Freya's Gloves (hands)
    Drops rarely from 3rd floor NM Gyroscopic Gear

    * Ares: Deimos's Cuisses (legs)
    Drops rarely from 3rd floor NM Gyroscopic Gears

    * Morrigan: Macha's Slops (legs)
    Drops rarely from 2nd floor NM Powderkeg Yanadahn

    * Marduk: Enlil's Crackows (feet)
    Drops rarely from 2nd floor NM Dekka

    Lv35 armor drop rate is somewhere around 10-30% per piece.

    Cell Mechanics
    Potential cell drops are detailed on the Wiki page in-depth. Some monsters have fixed loot pools: the fomors in the rectangular room on the first floor, the imps on the second floor, et cetera. Other monsters have a fixed number of cell drops but the actual drop type is completely random.

    The cell-duplication Socket spawns on the second floor, in the northwest room. The cell-duplication NM is an imp.

    NM Mechanics
    Hammerblow Majanun:
    Spawns after killing all 6 fomor in the west rectangular room on floor 1. Monk Fomor type. Rarely drops Hikazu Kabuto.

    Powderkeg Yanadahn:
    Spawns after killing all 16 fomor in the southeast room on floor 2. Red mage Fomor type. Always drops Hoshikazu Hakama. Rarely drops Macha's Slops.

    Dekka:
    Spawns after killing Deadpan Devilet in the northwest room on floor 2. Imp type. Attacks extremely fast. Always drops Njord's Ledelsens. Rarely drops Enlil's Crackows.

    Gyroscopic Gear:
    Spawns after killing all 8 1-gear mobs in the 3F north central room. 1-gear type. Immune to stun. Always drops Anu's Gages. Rarely drops Freya's Gloves.

    Gyroscopic Gears:
    Spawns after killing all 4 1-gear and 4 3-gear mobs in the 3F east room. 3-gear type. Immune to stun. Always drops Enyo's Mask. Rarely drops Deimos's Cuisses.

    Citadel Chelonian:
    Summoned from a special Rampart in the rectangular room on the east half of 4F. In order to spawn the special rampart, kill the 4 ramparts and their summons in the rectangular room on the east half of 4F. The special Rampart will spontaneously use Reinforcements ~45 seconds after popping, and does not need to be aggroed. Adamantoise type. Always drops Nemain's Crown. Rarely drops Hikazu Gi.

    Floor Mechanics
    Floor 1:
    The alliance must immedaitely choose to take the east or west path. The east path is easier and drops more cells, but the west path offers a chance to fight Hammerblow Majanun.

    There are 13 Fomors on the east that roam in the square rooms.

    There are 16 Fomors on the west that stand in fixed locations in the square rooms.

    The Fomors in the rectangular rooms at the south are more difficult and have fixed drops. In the west, the door in the rectangular room is locked until all the fomor in the room except the NM are killed. In the east, the door is always unlocked.

    The room in the center has 16 extremely weak Fomor that will follow targets like Apkallu. However, they will only aggro sneak, job abilities, low HP, and magic (?). So a single person with can sneak through this room to trigger the portal.

    Floor 2:
    The alliance must choose one of 4 wings to enter. The wing chosen will affect which half of floor 3 is accessible; northern wings will have access to Gyroscopic Gear and the slot NM, but also will need to contend with a locked door on floor 3.

    Regardless of wing chosen, the alliance will have access to Gyroscopic Gears and will be able to choose both the west and east half on floor 4.

    The Northwest wing has a single enemy, Deadpan Devilet. The door to the portal is sealed until he is defeated. The Socket for duplication is also found here.

    The Southwest wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is always open. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.

    The Northeast wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is always open. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.

    The Southeast wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is sealed until a random imp is defeated. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.

    Floor 3:
    The alliance will enter either the north or south half depending on earlier path decisions.

    The North path leads to a room with 8 Gear and 1 Devilet. The door to the central area is sealed until the Devilet dies.

    Devilet roams the room at extremely fast speeds. He does not aggro. When pulled, he will fight until 10% of his HP has been removed. Then, he will lose aggro and will return to roaming the room. He will not regenerate HP while disengaged. When the Devilet is killed, the Slot will pop and the door to the central area unlocks.

    The south path leads to a room with Ramparts and Gears. The Ramparts will spontaneously summon undead pets. The door to the central area is always unlocked.

    Both paths join in the central area. Here the alliance must choose between taking the west or east path on the 4th floor.

    To the west, the door to the portal is always open. The ramparts will spontaneously summon undead pets.

    To the east, the door to the portal is sealed. In order to unseal the portal, a random Ramparts of the 4 in the room must be defeated. The correct Rampart does not move when aggroed; the other 3 will properly chase its target. The ramparts in this room do not spontaneously summon pets. One quick way to unseal this door is to have a sac puller aggro the entire room and train it away; the correct rampart will fail to chase the puller and the alliance can quickly kill it and use the portal.

    Floor 4:
    On the west half, the door to the boss portal is always open. There is nothing special about this half of the floor.

    On the east half, the door to the boss portal is sealed until the Archaic Chariot in the rectangular room is defeated. In each of the square rooms, there are 4 chests which each contain a single item. When taken, the chest will despawn and a new chest with another randomly-chosen item will spawn shortly.

    Roaming the entire east half is a train of 6 1-gear mobs. It can be difficult to pull these without linking all 6 mobs.

    The 4 ramparts which are triggers for Citadel Chelonian are in the rectangular room, along with a large quantity of 3-gear mobs and the Archaic Chariot. In order to quickly pop Citadel Chelonian, this room can be sac-pulled and the Ramparts pulled out of the train and killed. Ramparts on this floor summon mobs from the lizard family.

    Floor 5:
    Only the boss, Long-Armed Chariot, is on this floor.

    Boss Mechanics

    The boss of this zone is Long-Armed Chariot, known hereafter as LAC.

    LAC's movement speed is reported to be no higher than normal speed. He has 50,000hp. His base damage is fairly high, but his attack rating is rather low. He will hit a player with high defense and damage reduction for as low as 150ish. He will hit a player with negligible defense for as high as 500. Critical hits will cause a significant amount of damage.

    LAC uses normal chariot moves, with one addition: Brainjack. Brainjack is a single-target short-duration charm and a large slip effect (20+ dmg per tic). LAC can have several people charmed simultaneously. Brainjack's charm effect lasts about 90 seconds.

    LAC does not use Brainjack as a normal TP move. Instead, it seems that LAC will enter phases where he will repeatedly use Brainjack on his current target. As members get charmed, he will target the next person on the hate list and chase them to use Brainjack again. Shadowbind is an effective tactic during Brainjack phase, to prevent him from reaching his current target.

    An effective strategy for LAC involves using a similar strategy to LBC, and kiting the boss during Brainjack phases to minimize the impact of mass charm.

  2. #2
    Sea Torques
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    Re: Salvage - Silver Sea Remnants - thread 2

    Just did Silver Sea and the gears now drop 3 random cells, 100% of the time. I think that's all I remember. . .the drop rate on the fomors in the central room on the first floor seem to have increased also.

  3. #3
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    Re: Salvage - Silver Sea Remnants - thread 2

    First room fomors drop 4-5 cells now, making the "easy path" useless to go on, and making the hammerblow path really easy to do anytime you wanna go.

    Side note, out of 10 silver sea run, a NM finally decides to drop a lvl35 peice for us.

    http://img247.imageshack.us/img247/6...sgloveskl6.jpg

    Skadi hands upgraded tonight for one of the people in our group. Our rate sucks giant balls. This is our 10th run and we finally see a 35, although if it's anything like our Arrapago runs, it took us 10 runs before we saw anything there, and since then it's been flooding in.

  4. #4
    Smells like Onions
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    Re: Salvage - Silver Sea Remnants - thread 2

    how are ppl tackling citadel chelonian? i mean as far as clearing that room as well as dealing w/ the 6 wandering gears? sac'n the room and pulling the 4 ramparts in opposite direction?

  5. #5
    The God Damn Kuno
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    Re: Salvage - Silver Sea Remnants - thread 2

    The gear floor is still just as gay as ever.

    But the good news is that starting with magic makes this zone super easy. Also, going the east way gave us 4-5 random cells each time, and one kill dropped weapons/abilities/magic/body.

  6. #6

    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by Natalya
    how are ppl tackling citadel chelonian? i mean as far as clearing that room as well as dealing w/ the 6 wandering gears? sac'n the room and pulling the 4 ramparts in opposite direction?
    Same question. My group is doing this NM tonight for the first time and my only thoughts were:

    Determine if its possible to just sneak past the wandering gear, then have a thf sac pull and flee the room while we pulled the ramparts. My problem is I dont see us being able to take down each of the ramparts before the gears return.

  7. #7

    Re: Salvage - Silver Sea Remnants - thread 2

    The least fancy way, but probably safest way, of doing CC is to bring a THF and 2-3 sleepers (BLMs or RDMs).

    When you arrive on the 4th floor, the 6-gear squad will be moving away from you to the south so you will have time to prepare. Move into the north rooms and start opening the crates there, grabbing everything you find immediately. The chests will continually respawn when emptied. Once a Fanatic's Drink appears in a chest, have the THF snap it up and camp the doorway from which the gear squad will enter.

    When the gears arrive, the THF pops the Fanatic's and holds his ground while the angry gears hit for 0. Have your DDs pluck a gear from the group and pull it aside to kill. Meanwhile, your sleepers will sleep the remaining gears one at a time (reserve ES-Sleepga for emergency). Kill off the gears one by one, keeping the remaining ones slept.

    Once this is done, have 4 people + THF head to the rectangular room where the ramparts are. Assign a rampart to each of the 4 people-- they need to be able to claim a mob at range somehow. When each person has locked on to their respective ramparts, have the THF Perfect Dodge and Flee from one end of the room to the other effectively aggroing everything in the room (ramparts included). When the THF has aggroed all mobs, have your claimers tag the ramparts and pull them back into the room before.

    Don't let the claimers dash ahead of the ramparts. They stop to open/close their gates, and lose hate easily if they fall behind. Once you've gathered the ramparts in the room safely, sleep 3 of them and have your DDs converge on the 4th. Kill them one by one as you did with the gears.

    Once all 4 ramparts are dead, the 5th rampart will pop in the rectangular room. Leave it unclaimed and in about a minute the turtle will pop out of it. Pull normally (will NOT link to machinery) and cart it back to the room to kill. He moves slow so, as with the ramparts, don't dart ahead lest you lose hate.

    If you somehow fail to get a Fanatic's Drink from the boxes, you can hold the 6 gears with Perfect Dodge. The sac pull with the 4 ramparts would just need to be done by having the THF aggro the room with flee and then take the gears/chariot south while the claimers grab the ramparts from the train (unless you find a Revitalizer, or a Fanatic's Drink later).

    Edit: made first part a little more clear

  8. #8

    Re: Salvage - Silver Sea Remnants - thread 2

    someone else posted this in the drop thread, just wanted to repost it here. first ss confirmation ive seen of ares lvl 35 legs:

    http://tshot.org/kerberoz/sss/deimoscuisses.jpg

  9. #9

    Re: Salvage - Silver Sea Remnants - thread 2

    Have to actually sit down and fight this boss soon -_- I hope it isn't as hard as it seems.

  10. #10
    Banned.

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    Re: Salvage - Silver Sea Remnants - thread 2

    Anyone know if this nm has tp regen (archaic gears/East wing)? Only time I fought it, it was just painful with gear restoral at 1%. We won, but wasted time raising ppl

  11. #11
    Relic Weapons
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    Re: Salvage - Silver Sea Remnants - thread 2

    On yesterday's run we managed to pull off Hammerblow, Dekka, Gyro1+3, Citadel, and the boss.

    No 35 drops, but I guess it goes to show what the changes to Salvage have made possible. Done with 16 people, entered into the boss chamber with around 10 minutes left.

  12. #12
    Salvage Bans
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    Re: Salvage - Silver Sea Remnants - thread 2

    Has anyone tried stacking +charm gear against Brainjack (and if so, has it reduced the time in any significant way?)

  13. #13
    Sea Torques
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    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by Tulun
    Has anyone tried stacking +charm gear against Brainjack (and if so, has it reduced the time in any significant way?)
    Yes, not only do you not get charmed, but you actually charm LAC and it runs around curing your alliance. : O

  14. #14
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    Re: Salvage - Silver Sea Remnants - thread 2

    I'm thinking of trying out this boss just so I can say my Salvage group is 4/4. Just a few questions..

    We plan to use MNK/NIN tanks and then have everyone scatter when it goes into Brainjack mode. From the KI thread, Wafik said that you should have people switch to a low skill weapon when it starts to Brainjack, and the cue for this is when LAC turns. Does this mean that the MNKs tank it from the sides like LBC?

    If so, then with LBC, you had a window of opportunity to move around the mob when it began to turn in order to avoid Homing Missile. Does LAC just immediately turn and use Brainjack?

    Finally, what is a good route to do in order to get some 35 farming in as well as the boss?

    I was thinking: 1F West(Hammerblow), 2F SW, 3F East(Gyro Gears), 4F East(Citadel), 5F Boss.

    Is this too much stuff to do within 100 minutes?

  15. #15

    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by Mikayla
    On yesterday's run we managed to pull off Hammerblow, Dekka, Gyro1+3, Citadel, and the boss.

    No 35 drops, but I guess it goes to show what the changes to Salvage have made possible. Done with 16 people, entered into the boss chamber with around 10 minutes left.
    Jeez.. how the HELL do you get all that done in one run?

    I can understand hammerblow and dekka, not much needed to pop them. But clearing all the gear in North and East room, both NMs, sac pulling 4th floor and killing each rampart and the NM, then hitting the boss. I guess my group needs alot more practice at killing gears, cause youve got to be owning the shit out of them.

  16. #16

    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by Xerlic
    I'm thinking of trying out this boss just so I can say my Salvage group is 4/4. Just a few questions..

    We plan to use MNK/NIN tanks and then have everyone scatter when it goes into Brainjack mode. From the KI thread, Wafik said that you should have people switch to a low skill weapon when it starts to Brainjack, and the cue for this is when LAC turns. Does this mean that the MNKs tank it from the sides like LBC?

    If so, then with LBC, you had a window of opportunity to move around the mob when it began to turn in order to avoid Homing Missile. Does LAC just immediately turn and use Brainjack?

    Finally, what is a good route to do in order to get some 35 farming in as well as the boss?

    I was thinking: 1F West(Hammerblow), 2F SW, 3F East(Gyro Gears), 4F East(Citadel), 5F Boss.

    Is this too much stuff to do within 100 minutes?
    - Yes, tank LAC from the sides. When the time comes, it will immediately rotate to face the person with hate and use Brainjack seconds after, so this is a perfect cue for your party to swap weapons.

    - No, once LAC turns to face the person with hate, it will continue to follow its target until Brainjack fires (like how normal mobs pivot in place when you run around them).

    - I can safely say that, with 9 people, it's 100% possible to do GyroGears, CC and LAC in the same run. However, we only had a couple minutes remaining at the end. I have not gone east on the first floor since the Salvage changes, so I can't say whether it's possible to fit in an additional NM without bringing more people for faster kills.

  17. #17

    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by Neosutra
    Quote Originally Posted by Mikayla
    On yesterday's run we managed to pull off Hammerblow, Dekka, Gyro1+3, Citadel, and the boss.

    No 35 drops, but I guess it goes to show what the changes to Salvage have made possible. Done with 16 people, entered into the boss chamber with around 10 minutes left.
    Jeez.. how the HELL do you get all that done in one run?

    I can understand hammerblow and dekka, not much needed to pop them. But clearing all the gear in North and East room, both NMs, sac pulling 4th floor and killing each rampart and the NM, then hitting the boss. I guess my group needs alot more practice at killing gears, cause youve got to be owning the shit out of them.
    We did Silver Sea yesterday, and I can definitely see it being possible. Here were my observations:

    1F - We killed Hammerblow and exited floor in about 25 minutes. Can easily get this down to 15 minutes by not kiilling all the fomor. We killed every Fomor on the floor, which resulted in an asston of wasted cells with 13 people.

    2F - Can hit Deadpan + Dekka + Warp in about 15 minutes.

    3F (North) - Can clear gears + Devilet in about 15 minutes. Skip Gyro3 if you want, and train the room for rampart kill. Can probably finish all of this and warp in another 10 minutes.

    4F (East) - Assuming the previous times, you should arrive with 45 minutes left. Give about 10 minutes for killing the gear train, 10 minutes for popping CC, 5 minutes to kill CC, 5 minutes to kill chariot.

    This should give you 15 minutes left for boss. We've overlooked Silver Sea for quite a long time so our efficiency isn't quite there yet, but I think with a few more runs it will be.

  18. #18

    Re: Salvage - Silver Sea Remnants - thread 2

    Quote Originally Posted by divisortheory
    Quote Originally Posted by Neosutra
    Quote Originally Posted by Mikayla
    On yesterday's run we managed to pull off Hammerblow, Dekka, Gyro1+3, Citadel, and the boss.

    No 35 drops, but I guess it goes to show what the changes to Salvage have made possible. Done with 16 people, entered into the boss chamber with around 10 minutes left.
    Jeez.. how the HELL do you get all that done in one run?

    I can understand hammerblow and dekka, not much needed to pop them. But clearing all the gear in North and East room, both NMs, sac pulling 4th floor and killing each rampart and the NM, then hitting the boss. I guess my group needs alot more practice at killing gears, cause youve got to be owning the shit out of them.
    We did Silver Sea yesterday, and I can definitely see it being possible. Here were my observations:

    1F - We killed Hammerblow and exited floor in about 25 minutes. Can easily get this down to 15 minutes by not kiilling all the fomor. We killed every Fomor on the floor, which resulted in an asston of wasted cells with 13 people.

    2F - Can hit Deadpan + Dekka + Warp in about 15 minutes.

    3F (North) - Can clear gears + Devilet in about 15 minutes. Skip Gyro3 if you want, and train the room for rampart kill. Can probably finish all of this and warp in another 10 minutes.

    4F (East) - Assuming the previous times, you should arrive with 45 minutes left. Give about 10 minutes for killing the gear train, 10 minutes for popping CC, 5 minutes to kill CC, 5 minutes to kill chariot.

    This should give you 15 minutes left for boss. We've overlooked Silver Sea for quite a long time so our efficiency isn't quite there yet, but I think with a few more runs it will be.
    Hmm, i guess we just need to get better at killing gears. The triple gears AoE just leave us with too much Down Time Usually. Id say on triple gears we can pull and drop one in about 2.5 minutes safetly, but their AoE really drain our mages.

  19. #19
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    Re: Salvage - Silver Sea Remnants - thread 2

    Tried clearing out all the gears/ramparts/chariot on the floor prior to the boss and it made no difference to brainjack. Also,i pulled the Citadel rampart as soon as it popped and it did not summon Citadel at all. I think next time I'll just let it summon before I pull it =/

  20. #20
    D. Ring
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    Re: Salvage - Silver Sea Remnants - thread 2

    I don't think you're supposed to pull CC rampart or agro it at all. Simply let nature take its course and it will bequeath unto thee a beautiful baby Citadel Chelonian.

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