r M m R Duty Rewards: Haukke Manor (Hard) – 8 shown
Location Type Possible Items Currency
Treasures with a limit can only be collected once during the given period; all limited treasures in a given duty share the same lockout period; this limit applies only to items, not currency rewards
Treasure Limit
Location Type Possible Items Currency
Treasures with a limit can only be collected once during the given period; all limited treasures in a given duty share the same lockout period; this limit applies only to items, not currency rewards
Treasure Limit
Treasure -
Treasure -
Treasure -
Treasure -
Boss -
Boss -
Boss -
Completion -
r M m R Monsters: Encountered in Haukke Manor (Hard) – 17 shown
Special monsters are spawned by quests, FATEs, or leves, or are normally occuring monsters with special properties for use in quests; instance monsters appear in dungeons, guildhests, and quest instances; notorious monsters (NMs) are unique monsters of particular note; high notorious monsters (HNMs) are unique monsters with notable rewards
Name
The family of the monster; if the monster has a class, that is also shown here; a ∗ indicates that the monster is a special quest monster and may have special defenses or other properties
Type
The range of levels this monster may appear at; the specific level of a monster depends on where it is encountered
Lv. Range
Hostile monsters will attack characters up to 10 levels above their own level; some passive monsters may be hostile when appearing in certain contexts, such as leves or FATEs
Behavior
Drops Areas
Special monsters are spawned by quests, FATEs, or leves, or are normally occuring monsters with special properties for use in quests; instance monsters appear in dungeons, guildhests, and quest instances; notorious monsters (NMs) are unique monsters of particular note; high notorious monsters (HNMs) are unique monsters with notable rewards
Name
The family of the monster; if the monster has a class, that is also shown here; a ∗ indicates that the monster is a special quest monster and may have special defenses or other properties
Type
The range of levels this monster may appear at; the specific level of a monster depends on where it is encountered
Lv. Range
Hostile monsters will attack characters up to 10 levels above their own level; some passive monsters may be hostile when appearing in certain contexts, such as leves or FATEs
Behavior
Drops Areas
Demon 50 Hostile - -
Taurus 50 Hostile - -
Horsehead Demon 50 Hostile - -
Pudding 50 Hostile Pudding Flesh -
Succubus 50 Hostile - -
Succubus 50 Hostile - -
Imp 50 Hostile Imp Wing -
Skeleton 50 Hostile - -
Succubus 50 Hostile - -
Skeleton 50 Hostile Bone Chip -
Imp 28–50 Hostile Imp Wing -
Succubus 28–50 Hostile - -
Floating Eye 28–50 Hostile - -
Gargoyle 50 Hostile - -
Ogre 50 Hostile Ogre Horn -
Taurus 50 Hostile - -
Vodoriga 50 Hostile - -
r M m R Quests: Involving Haukke Manor (Hard) – 1 shown
Name Type Subype
These quests only appear during the main plot of one of the three cities or to members of a particular Grand Company; you will not see them if you are from another city or join anoher Grand Company
Plotline
Level
The amount of experience awarded when completing this quest; some quests give varied amounts of experience based on your current level
EXP
Gil
You earn all of these rewards when the quest is completed, independent of optional rewards
Rewards
You may choose one listed optional reward when the quest is completed
Reward Options
Prerequisites Starting NPC
Name Type Subype
These quests only appear during the main plot of one of the three cities or to members of a particular Grand Company; you will not see them if you are from another city or join anoher Grand Company
Plotline
Level
The amount of experience awarded when completing this quest; some quests give varied amounts of experience based on your current level
EXP
Gil
You earn all of these rewards when the quest is completed, independent of optional rewards
Rewards
You may choose one listed optional reward when the quest is completed
Reward Options
Prerequisites Starting NPC
Side Story Zodiac Weapons 50 - - Zodium - All Classes Lv.50, Wherefore Art Thou, Zodiac
r M m R Armor: Found in Haukke Manor (Hard) – 55 shown
Disciplines:
Levels:
Type:
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv. Classes
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv. Classes
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Ring 1 1 Dexterity +8, Accuracy +8, Determination +8 60 50 All Classes - GSM - 33 gil
Earrings 1 1 Dexterity +8, Accuracy +8, Skill Speed +11 60 50 All Classes - GSM - 34 gil
Necklace 1 1 Dexterity +8, Determination +8, Skill Speed +8 60 50 All Classes - GSM - 38 gil
Bracelets 1 1 Dexterity +8, Determination +8, Skill Speed +8 60 50 All Classes - GSM - 49 gil
Waist 47 47 Dexterity +8, Vitality +8, Accuracy +11, Determination +5 60 50 ARC, BRD, MCH - LTW - 149 gil
Head 55 55 Dexterity +10, Vitality +11, Accuracy +15, Critical Hit Rate +11 60 50 GLA, PGL, MRD, LNC, ARC, ROG, PLD, MNK, WAR, DRG, BRD, NIN, DRK, MCH - WVR - 141 gil
Feet 55 55 Dexterity +10, Vitality +11, Accuracy +15, Critical Hit Rate +11 60 50 GLA, PGL, MRD, LNC, ARC, ROG, PLD, MNK, WAR, DRG, BRD, NIN, DRK, MCH - LTW - 238 gil
Hands 55 55 Dexterity +10, Vitality +11, Accuracy +15, Determination +7 60 50 ARC, BRD, MCH - LTW - 208 gil
Body 76 76 Dexterity +16, Vitality +18, Accuracy +24, Critical Hit Rate +17 60 50 GLA, PGL, MRD, LNC, ARC, ROG, PLD, MNK, WAR, DRG, BRD, NIN, DRK, MCH - WVR - 290 gil
Legs 76 76 Dexterity +16, Vitality +18, Critical Hit Rate +17, Determination +17 60 50 ARC, BRD, MCH - LTW - 223 gil
Ring 1 1 Intelligence +8, Accuracy +11, Determination +5 60 50 All Classes - GSM - 36 gil
Earrings 1 1 Intelligence +8, Accuracy +11, Determination +5 60 50 All Classes - GSM - 53 gil
Bracelets 1 1 Intelligence +8, Critical Hit Rate +11, Spell Speed +8 60 50 All Classes - GSM - 49 gil
Necklace 1 1 Intelligence +8, Determination +8, Spell Speed +8 60 50 All Classes - GSM - 38 gil
Necklace 1 1 Mind +8, Determination +8, Spell Speed +8 60 50 All Classes - GSM - 38 gil
Ring 1 1 Mind +8, Piety +5, Spell Speed +11 60 50 All Classes - GSM - 36 gil
Earrings 1 1 Mind +8, Piety +5, Spell Speed +11 60 50 All Classes - GSM - 53 gil
Bracelets 1 1 Mind +8, Piety +7, Spell Speed +8 60 50 All Classes - GSM - 49 gil
Bracelets 1 1 Strength +8, Accuracy +8, Critical Hit Rate +11 60 50 All Classes - GSM - 49 gil
Ring 1 1 Strength +8, Accuracy +8, Skill Speed +11 60 50 All Classes - GSM - 33 gil
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r M m R Items: Found in Haukke Manor (Hard) – 4 shown
Type:
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
The list of effects of consuming this item; most such effects are given as a percentage increase to a single attribute, though some items (not marked with a % sign) offer a flat bonus; the numbers in parenthesis denote the maximum bonus and the attribute total at which that bonus is reached; items will have their maximum effect on any attribute greater than or equal to this number
Attributes
Recast Duration
A bonus to EXP earned while you are under the effects of this food
EXP
Type Price Value
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
The list of effects of consuming this item; most such effects are given as a percentage increase to a single attribute, though some items (not marked with a % sign) offer a flat bonus; the numbers in parenthesis denote the maximum bonus and the attribute total at which that bonus is reached; items will have their maximum effect on any attribute greater than or equal to this number
Attributes
Recast Duration
A bonus to EXP earned while you are under the effects of this food
EXP
Type Price Value
Restores 24% HP (560@2334), Restores 20% MP (460@2300) 7m30s - - Medicine - 21 gil
Restores 20% MP (420@2100) 5m - - Medicine - 17 gil
Restores 24% HP (520@2167) 2m - - Medicine - 14 gil
- - - - Reagent - 16 gil
r M m R Currency: Earned in Haukke Manor (Hard) – 2 shown
Name Type
There is a cap to the amount of many currencies that you can have at once; there is often a way to increase this initial cap
Initial Cap
Some currencies have a secondary cap that resets each week
Weekly Cap
Name Type
There is a cap to the amount of many currencies that you can have at once; there is often a way to increase this initial cap
Initial Cap
Some currencies have a secondary cap that resets each week
Weekly Cap
Currency 2,000 -
Currency 2,000 -