During Worqor Chirteh (Triumph), players increase their team's tactical rating by defeating enemy players, as well as claiming triumphs.
20 minutes
Job level 30
Players who abandon a Frontline campaign (not including players who join a match in progress or are vote kicked) will receive a penalty. Players so penalized will be unable to use the Duty Finder for 30 minutes.
Players inactive for over a period of two minutes will automatically be removed from play.
None
* Players can freely change jobs or classes at their Grand Company's landing.One to four players.
Unrestricted Parties Not AllowedEnlistment in a Grand Company
* Players will be randomly assigned to one of the three Grand Company teams.Players can queue to enter Frontline campaigns alone, or in a party of up to four players. Please note there are no role restrictions when queuing as a party.
The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, Cross-world Linkshell, PvP Team, and Novice Network chat channels can be used during Frontline.
* Say, Yell, and Shout can only be used with players on the same team.
Incapacitated players will be returned to their Grand Company's landing, where they will be allowed to rejoin combat. This will not incur a weakness penalty.
Furthermore, players will be invulnerable while within their Grand Company's landing, and will not incur any status ailments applied by enemy players. This invulnerability lasts for 10 seconds after leaving the landing.
Players are free to use mounts during Frontline campaigns. However, players taking damage while mounted will be afflicted with the Hoofing It status effect for five seconds.
* Flying mounts cannot be used to fly during Frontline campaigns. Furthermore, party members may not ride pillion on multi-seat mounts.
Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Frontline campaigns. Please note, however, casting will be interrupted by attacks.
Items cannot be used during a Frontline campaign.
The first team to reach the required tactical rating will be declared the winner, and the remaining teams will be ranked according to their respective ratings.
Across the field of battle, there are points of tactical importance known as triumphs. By laying claim to these locations, players can increase their tactical rating over time.
Triumph States
In the course of battle, triumphs will assume one of four states, in the following order:
When inactive, a triumph cannot be claimed. All triumphs are inactive at the onset of battle, but as time passes, they will randomly begin activating.
When a triumph begins activating, a symbol will appear above it indicating the time remaining before it becomes unclaimed. The symbol will gradually take shape until it becomes complete, rendering the triumph unclaimed.
When a triumph is unclaimed, several fields of triumph will appear around it. Once a single team secures all fields, they will claim the triumph for themselves.
When claimed, a triumph gradually increases a team's tactical rating. A triumph that has been claimed cannot be seized by the opposition; however, after a certain amount of time has elapsed, it will revert to being inactive. When it does so, a triumph in a different location will become unclaimed.
Fields of Triumph
Several fields of triumph will appear around an unclaimed triumph. Players can secure a field of triumph by remaining within the area for a set period of time. The number of players within the field does not affect the time required.
The higher the rank of the triumph, the more fields will appear.
Triumph Rank
When a triumph begins activating, it will randomly be assigned a rank: B, A, or S, as indicated by the corresponding shape. While higher-ranked triumphs are rarer, they increase a teams tactical rating at a faster rate.



By defeating players from opposing teams, players can increase their tactical rating while at the same time decreasing that of the opposing team.
The tactical rating of each team can be confirmed via the specialized interface.
As time passes in a match, snow may begin to fall on Worqor Chirteh. While snow is falling, snow spirits will appear around the arena to engage in a bout of mischief-making.
When snow spirits appear, they will cast Soldiers of 'Fridgeration to create snow troops of various sizes around the arena. These snow soldiers form obstacles that can be used to turn the tide of battle in your favor.
When snow spirits are present, they will repeatedly cast Blessed Blast. Players caught in this blast will be protected by a barrier that nullifies damage.
As time passes in a match, auroras may appear in the skies over Worqor Chirteh. This weather condition causes the following two effects:
1. Increases the likelihood that triumphs will activate as a higher rank.
2. Gradually fills the limit gauge of all players.
Combat rank bonuses will also affect the rate at which the limit gauge fills.
| Rank | Rate |
|---|---|
| 1st | Fills 0.75 times faster |
| 2nd | None |
| 3rd | Fills 1.25 times faster |
Battle High is a status that increases damage dealt and HP restored by healing actions according to a player's knockouts and assists. The maximum rating is 100, and for every increment of 20, the status increases in strength. Being incapacitated will reduce the rating by half.
| Status | Rating | Effect |
|---|---|---|
| 20 to 39 | Damage dealt and healing potency increased by 10%. | |
| 40 to 59 | Damage dealt and healing potency increased by 20%. | |
| 60 to 79 | Damage dealt and healing potency increased by 30%. | |
| 80 to 99 | Damage dealt and healing potency increased by 40%. | |
| 100 | Damage dealt and healing potency increased by 50%. |
Each player's Battle High gauge indicates their current rating.
A player's Battle High status is indicated with an icon on their nameplate, which changes according to the rank of their Battle High.
All players engaged in combat will appear on the map and minimap when nearby.
Damage dealt, damage taken, and limit gauge charge time in Frontline campaigns are adjusted based on your current job.
| Job | Damage Dealt | Damage Taken | Limit Gauge Charge Time |
|---|---|---|---|
| Paladin | - | -50% | - |
| Warrior | -10% | -50% | - |
| Dark Knight | -15% | -40% | +45s |
| Gunbreaker | - | -55% | +15s |
| Monk | - | -50% | - |
| Dragoon | -15% | -50% | +15s |
| Ninja | - | -45% | +15s |
| Samurai | -10% | -50% | +15s |
| Reaper | - | -50% | +15s |
| Viper | - | -60% | - |
| Bard | - | -30% | -15s |
| Machinist | - | -30% | - |
| Dancer | - | -35% | +15s |
| Black Mage | -5% | -30% | - |
| Summoner | -10% | -30% | +15s |
| Red Mage | - | -38% | - |
| Pictomancer | -10% | -30% | - |
| White Mage | -10% | -25% | +15s |
| Scholar | -10% | -30% | - |
| Astrologian | -15% | -25% | +15s |
| Sage | - | -35% | - |