Pulled this from a few different sources, but I wanted everyone to understand the MINIMUM standard for knowledge in abyssea (the absolute minimum you should know when stepping foot into abyssea):



1.) All Ephemerals in all Abyssea zones (that INCLUDES Visions zones) give enhanced aura strength. The general consensus is that the higher level the Ephemeral is, the stronger light it gives. EM-VT Ephemerals generally give the equivalent of ~10 lights, more or less depending on the Ephemeral's level.
–> The color of the aura surrounding the Ephemeral just designates its element, and thus, what TP move it will use. Nothing more, nothing less.

2.) All regular Abyssea NMs give enhanced lights, but not at the same rate as Ephemerals (~5-10 depending on the level of the NM).

3.) All non-Avatar Abyssea NMs give guaranteed Pearl lights. Thus, killing 6 or so tier 1 VNMs for pearl auras is a great way to cap.

4.) Two decently geared 85 RDMs can kill anything in Abyssea. Anything at all ever period. As can MNK RDM BRD or MNK WHM 80% of the time.

5.) Visions zones (La Theine, Konschtat, and Tahrongi) Gold Pyxides drop every NM-spawning key item except Twisted Tonberry Crown. Scars Zones (Abyssea-Misareaux,Vunkerl, Attohwa) only give four key items, for four different NMs. You need to kill the other NMs required to get the key items to spawn the higher tier NM you seek.

6.) General !! (red/grellow/blue) points.
–> !!'s will not proc if the monster is charging a TP move, executing a TP move animation, casting, or executing a casting animation.
–> If you stun them while charging a TP move or casting, you must wait until the actual animation is over before attempting to proc the !!. If you want to stun a monster to allow players to proc !!'s, it must be done while the monster is not doing anything.
–> Different colored !!'s will stack with each other.
–> If one color of !! is repeated, it will lower the drop rate of whatever that color activates.
–> !! weaknesses are determined on the elemental day (grellow) and time (blue) of the monster's claim (free-roaming) or spawn (item-popped NM). That is, if you start fighting a monster at 23:00 Lightsday, and you're still fighting it by 8:00 Darksday, its Grellow weaknesses will still be within Electric/Light/Dark elements, and its Blue weakness will still be blunt.
–> –> However, if the monster goes unclaimed and passive, its weakness set will be reset upon next claim.

7.) Red !!s.
–> There are thirteen elemental WS's that can proc red !!, and only thirteen, no more, no less. See them here. A WAR and NIN with the right weapon skill levels can cover all of them.
–> There is no trick to figuring out which weaponskill it is - it is random among the thirteen.
–> There are NO exceptions to this. No other weaponskills will proc red !!'s.

8.) Grellow !!s.
–> Spells of the element of the current day, previous day, and next day all have a chance of landing grellow !!. That is, the elemental day of the monster's claim (free-roaming) or spawned (item-popped).
–> Here is the list of spells of each element that work. If you think differently, see #13.









9.) Blue !!'s.
–> Certain physical weaponskills will proc blue !!, based on the time of day the monster was spawn or claimed, not the current time you land the weaponskill.
–> The full list of what weaponskills will proc at what time is here. In short:
6:00 - 14:00 = Piercing
14:00 - 22:00 = Slashing
22:00 - 6:00 = Blunt
Relic, Mythic, Empyrean, and weaponskills above level 75 do not count. Quested weaponskills do.
–> No, blue !!'s do not guarantee the drop of the monster's rarest item, they simply raise it to ~80%. Your Mileage May Vary.

6:00-14:00 - Piercing
Dagger: Shadowstitch(70), Dancing Edge(200), Shark Bite(225), Evisceration(230)
Polearm: Skewer(200), Wheeling Thrust(225), Impulse Drive(240)
Archery: Sidewinder(175), Blast Arrow(200), Arching Arrow(225), Empyreal Arrow(250)
Crossbow: Slug Shot(175), Blast Shot(200), Heavy Shot(225), Detonator(250)

14:00-22:00 - Slashing
Sword: Vorpal Blade(200), Swift Blade(225), Savage Blade(240)
G.sword: Spinning Slash(225), Ground Strike(250)
Axe: Mistral Axe(225), Decimation(240)
G.axe: Full Break(225), Steel Cyclone(240)
Scythe: Cross Reaper (225), Spiral Hell(240)
Katana: Blade: Ten(225), Blade: Ku(250)
G.katana: Tachi: Gekko(225), Tachi: Kasha(250)

22:00-6:00 - Blunt
H2h: Raging Fists(125), Spinning Attack(150), Howling Fist(200), Dragon Kick(225), Asuran Fists(250)
Club: Skullbreaker(150), True Strike(175), Judgement(200), Hexa Strike(220), Black Halo(230)
Staff: Heavy Swing(5), Shell Crusher(175), Full Swing(200), Spirit Taker(215), Retribution(230)

10.) Ironclad Pulverizer, and Landing Red !! on him.
–> His regular attack animation counts as a TP move. You must hit him with a WS while he is completely idle. There are no special WS exceptions for him, he is susceptible to the regular 13.
–> The best way to go about proc'ing red !! on him is to have someone kite him at a distance of 20 yalms or greater. As long as he is 20 yalms or further away, he will not attempt to swing. Let the DD's stand in his path, and when he gets in range, spam the elemental WS macro or menu command.
–> There are no special exceptions to Ironclad Pulverizer. If you tried all 13 WS's and didn't get one to proc, you're doing it wrong.

11.) Keep RR up. Keep Silent Oils, Prisms, and/or nin tools for these effects with you at all times.

12.) Asking where the NM is, or where you need to go does nothing but infuriate Neo and display that not only do you have -no- fucking clue as to what you're about to be fighting, the strats required, and you're role, but that you also have no fucking clue as to where you're even standing. Maps have been posted. Get your confluxes, learn where the NMs are, and be less stupid.