During an Astragalos campaign, each team attempts to destroy the core located on the opponent's base.

Overview

Time Limit 15 minutes

Abandoning Matches

Players who abandon a Rival Wings 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.

Entry Requirements

Astragalos

Role Requirements Number of Participants
None
* Players can freely change jobs or classes at their team's landing.
* As with the three main cities, the recast time of skills will not be reset when changing classes or jobs.
One to four players
* Undersized parties not allowed.
Level Requirement
Job level 30
* Player level and attributes are ignored during PvP and replaced with PvP-specific values.

Players can queue to enter Rival Wings campaigns alone, or in a party of up to four players. Please note there are no role restrictions when queuing as a party.

Preparing for Battle

Rival Wings participants will be placed on one of two teams: the Falcons or the Ravens. Players will then begin the match at their teams' respective landing points. Matches will begin after a 45-second countdown.

Chat

The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, Cross-world Linkshell, PvP Team, and Novice Network chat channels can be used during Rival Wings.
* Say, Yell, and Shout can only be used with players on the same team.

Retaliation

Incapacitated players will be returned to their landing point, where they will be allowed to rejoin combat after a short delay. Furthermore, players will be invulnerable so long as they remain at their landing point. This effect will be lost upon returning to the battlefield.

Mounts

Players are free to use mounts during Rival Wings campaigns. However, players taking damage while mounted will be afflicted with the Limp status effect.
* Flying mounts cannot be used to fly during Rival Wings campaigns. Furthermore, party members may not ride pillion on two-person mounts.

Return

Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Rival Wings campaigns. Please note, however, casting will be interrupted by attacks.

Items

Items cannot be used during a Rival Wings campaign.

Victory Conditions, Cores, and Towers

Rules of Engagement

The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.
* In the event these values are the same for both teams, the match will end in a draw.

Cores and Towers

Cores

Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.

Towers

Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek field around the enemy team's base will dissipate, and all parties on your team will earn ceruleum and Soaring stacks.

Display of Core and Tower HP

A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.

Advanced Rules

Machina

Players can deploy three types of powerful machina in battle.

Cruise Chaser

A next-generation machina ideal for combat against enemy players and machina.

Action Type
HP 50,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 6
Requirements to Deploy -

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Spin Crusher

Instant 3s 250 EP 0y
5y
Delivers an attack with a potency of 10,000 to all opposing warmachina in a cone before you. 1000 when attacking a player, mammet, or object.

Laser X Sword

2s 10s 1000 EP 0y
15y
Delivers an attack with a potency of 12,500 to all opposing players and warmachina in a cone before you. 1,250 when attacking a mammet or object.

Optical Sight

2s 5s 500 EP 50y
10y
Deals damage with a potency of 7,500 to all opposing players and warmachina near point of impact. 750 when attacking a mammet or object.

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.

Oppressor

A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.

Action Type
HP 100,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 2
Requirements to Deploy -

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Steam Release

Instant 5s 500 EP 0y
10y
Deals damage to all opposing players and warmachina nearby with a potency of 2,500. 250 when attacking a mammet or object.
Additional Effect: 15-yalm knockback

3000-tonze Missile

2.5s 15s 2000 EP 75y
10y
Deals damage with a potency of 250,000 to all objects near point of impact. 5,000 to opposing players, warmachina, or mammets.
Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.

Brute Justice

Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.

Action Type
HP 75,000
Required Ceruleum (CE) 50
Maximum Simultaneous Deployment 2
Requirements to Deploy Available after losing a tower.

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Flarethrower

2.5s 10s 500 EP 0y
31y
Deals damage with a potency of 10,000 to all opposing players and warmachina in a cone before you. 1,000 when attacking a mammet or object.
Additional Effect: Inflicts Burns on opposing players and warmachina
Potency: 2,500
Duration: 12s

Double Rocket Punch

Instant 3s 250 EP 50y
3y
Deals damage with a potency of 150,000 to all objects near point of impact. 7,500 when attacking opposing players, warmachina, or mammets.
Additional Effect: Stun
Duration: 3s

Mega Beam

2s 15s 1000 EP 0y
70y
Delivers damage with a potency of 15,000 to all opposing players and warmachina in a straight line before you. 1,500 when attacking a mammet or object.
Additional Effect: 30-yalm knockback

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.

Deploying Machina

Hangar Terminal
Hangar terminals are located near the starting area for each team, from which machina can be deployed.

Accessing a terminal will display a unique UI containing information on available machina.

Ceruleum (CE)
Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.

Action Type
Units gained when found on the field 10
Units gained when defeating enemy mammets 20
Units granted by power generators 1 per 5 seconds

Machina Restrictions
Only one machina may be operated per party at any given time, regardless of type. In the case of the Oppressor, however, the limit is two per team. Two Brute Justices can be deployed by each team per match, one becoming available for each tower you lose.
* Warmachina can be deployed at any time once the requirements have been met.

Resource Management
When deploying a machina, its HP will be displayed in place of the player. Its HP cannot be restored by curative actions of teammates, nor will it restore automatically when out of combat. Machina actions will expend EP, a resource that can only be restored by using the Ceruleum Refill action. Be advised that use of this action will deplete your party's ceruleum stores.

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Ceruleum Refill

Instant 30s 25 CE 0y
0y
Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.

Steam Cannon

Two steam cannons have been erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces.

Actions

Action Name

Cast

Recast

Cost

Range


Radius

Effect

Cannonfire

1.5s 1s - 60y
6y
Deals damage with a potency of 5,000 to all opposing players and warmachina near point of impact. 500 when attacking a mammet or object.

Mammets

Mammets are clockwork soldiers programmed to seek out and destroy towers and cores. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack. That is the extent of their programming; mammets will not harm adventurers.

Healing Mammets

Players' healing is less effective when used on mammets.

Action Type HP Restored
Healing Magic or Skill -50%

Wind-up Viking
These mammets boast high HP and specialize in fighting at close quarters.

Wind-up Magus
These mammets specialize in long range combat with magic-based attacks.

Gaining Ceruleum from Mammets

Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.

Power Generators

A power generator is located at the center of the map. Combatants from either team can take control of the generator by interacting with it. While the generator is under a team's control, the stores of ceruleum for all of its alliances will gradually replenish.

Soaring

When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.

Status Effect Requirements to Deploy Effect
Soaring KO a player on the opposing team or destroy an enemy tower. Increases damage dealt and HP restored via healing spells and skills by 2%. Effect stacks up to twenty times.
Flying High Accrue twenty stacks of Soaring. Increases damage dealt and HP restored via healing spells and skills by 50%, and the rate at which the adrenaline gauge fills by 100%.

* The effects of Soaring and Flying High are stopped when riding machina.

Gaining stacks of Soaring

An icon will also be displayed next to the name of players under the effects of Soaring.
The Soaring effect of other parties on your team can be confirmed via the alliance list.

Player Icons

All players engaged in combat will appear on the map and minimap when nearby.

Miscellaneous

Rival Wings makes use of a unique UI to display match information such as the deployment of machina by allies or enemy players and the units of ceruleum stored by your party. This UI also displays the number of stacks of Soaring accumulated by your party.

The position of these UI elements can be changed via the Duty section in HUD Layout interface under System in the main menu.
* These UI elements can only be adjusted while participating in Rival Wings or while in the Wolves' Den.

The duty list will not be displayed while participating in Rival Wings.

Damage Modifiers

Damage dealt and damage taken in Rival Wings are adjusted based on your current job.

Job Damage Dealt Damage Taken
Paladin - -20%
Warrior - -20%
Dark Knight - -20%
Gunbreaker - -20%
Monk - -20%
Dragoon - -15%
Ninja - -15%
Samurai - -20%
Bard - -
Machinist - -
Dancer - -
Black Mage - -
Summoner - -
Red Mage - -10%
White Mage - -
Scholar - -
Astrologian - -