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    Garrison FAQ by Taodyn

    Version: 3.0 | Updated: 11/23/04 | Printable Version | Search Guide | Bookmark Guide

    Garrison Guide for FFXI (Version 3.0)
    I see a lot of people on different forums asking questions about Garrison. In
    order to help, I will post as much as I know and hopefully that will answer any
    questions you may have. This is actually my third attempt at a Garrison Guide.
    The first two received good reviews, but were deemed to be missing some
    information. Hopefully, this version will be more complete.
    Legal Stuff
    This guide may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    Table of Contents
    Section 1: What is Garrison?
    Section 2: Garrison levels, locations, and required items
    Section 3: What occurs during a Garrison raid?
    Section 4: What are the rewards of Garrison?
    Section 5: Preparation for Garrison events
    Section 6: How should I form a Garrison group?
    Section 7: Job Class Strategies
    Section 8: How do we organize/prioritize our targets?
    Section 9: Other tips
    -Use Ctrl-F and enter the specific section number you wish to find
    Section 1: What is Garrison?
    So you’ve heard about Garrison. All the cool people are doing it. Awe-inspiring
    massacres are becoming commonplace in zones just outside your door. But you are
    left in the dark. What is this Garrison?
    Garrison: (noun) the troops who maintain and guard a fortified place.
    The basic Garrison event involves some number of players (from 1 individual to
    a full alliance of 18) defending an outpost from an attacking force. The
    attacking force comes in 4 distinct waves, each of which involves high tier
    mobs with a variety of jobs. Each wave will usually include melee mobs (ex.
    Orcish Fighters and Serjeants), casters (ex. Orcish Cursemakers), and archers
    (ex. Orcish Chasseurs). The fourth and final wave will also include some form
    of boss mob or mobs that must be taken down quickly.
    Now, though an individual is able to participate on their own, I would not
    recommend doing so. As a matter of fact, I do not recommend attempting this
    with less than 15 people (and for any real chance at success, a full alliance
    should be used). To get an idea of this, try taking an Orcish Fighter in
    Ghelsba at level 20. Though not impossible, your chances of success are fairly
    This is not to say you should not try a Garrison run with fewer people. Indeed
    several people I have talked with have said that it is entirely possible to be
    successful with just six people. I, personally, have found it extremely
    difficult to complete a Garrison with just one party. I suggest trying it with
    different jobs and group sizes and figure out what works for you.
    Section 2: Garrison levels, locations, and required items
    In order to begin any Garrison, you must first find a specific item for the
    Garrison you intend to do. When the item is traded to an outpost guard, the
    guard will inform you of an impending attack. The items required for Garrison
    Level 20 Garrisons
    -West Ronfaure
    -requires a Red Cryptex obtained from Orcish Fighters in Yughott Grotto
    -West Sarutabaruta
    -requires a 7 Knot Quipis obtained from Yagudo Votarys in Giddeus
    -North Gustaberg
    -requires a Darksteel Engraving obtained from Copper Quadav in Pal. Mines
    Level 30 Garrisons
    -Jugner Forest
    -requires a Jade Cryptex obtained from Orcish Impalers, Bowshooters, Brawlers,
    and Beastriders in Davoi
    -Meriphataud Mountains
    -requires a 13 Knot Quipis obtained from Yagudo Interrogators, Drummers, and
    Heralds in Castle Oztroja
    -Pashhow Marshlands
    -requires a Silver Engraving obtained from Bronze and Zircon Quadavs in Beadeux
    -Valkurm Dunes
    -requires a Galka Fang Sack obtained from Goblin Furriers and Smithys in
    Ordelles Caves
    -Buburimu Peninsula
    -requires a Mithra Fang Sack obtained from Goblin Smithys and Shamans in Maze
    of Shakrami
    -Qufim Island
    -requires a Ram Leather Missive obtained from Giants in Qufim Island (including
    Delkfutt’s Tower)
    Level 40 Garrisons
    -Beaucidine Glacier
    -requires a Tiger Leather Missive obtained from Rime and Cold Gigas in
    Beaucidine Glacier
    -Sanctuary of ZiTah
    -requires a Hound Fang Sack obtained from Goblin Traders, Poachers, and Robbers
    in the Sanctuary of ZiTah
    -Yuhtunga Jungle
    -requires a Sheep Leather Missive obtained from Brook and Riparian Sahagins in
    Sea Serpent Grotto
    Level 50 Garrisons
    -requires a Behemoth Leather Missive obtained from Demon Knights and Pawns in
    Xarcabard and Castle Zvahl
    -Eastern Altepa Desert
    -requires a Dhalmel Leather Missive obtained from Antican Princeps, Hastatus,
    Veles, and Secutors in Quicksand Caves and Eastern and Western Altepa Deserts
    -Yhoator Jungle
    -requires a Coeurl Leather Missive obtained from Tonberry Stalkers and Cutters
    in the Temple of Uggalepih
    Level 75 Garrison
    -Cape Terrigan
    -requires a Bunny Fang Sack obtained from Goblin Tamers in Kuftal Tunnel
    Note: This information can be found at
    along with specific listings of the types of mobs faced in each Garrison.
    Only one item is required for each round of Garrison (ie. Only the trader must
    have the item) and the items are Rare/Ex meaning they cannot be traded between
    players. The trader must be allied with the nation that currently controls the
    outpost you are using for Garrison. Otherwise, the item will not be accepted.
    Once, a specific Garrison related item is traded to the proper outpost (each
    player can only trade once per RL week, but only one person needs to trade for
    the whole group), all players are capped at a specific level and a number of
    friendly NPCs will spawn. These are NPCs that will fight along side you, but
    must be kept alive. At least one NPC must survive for Garrison to be
    successful, though the more you keep alive, the more items will drop at the
    end. Mobs will then spawn in waves and will automatically attack the NPCs.
    There is about 30 seconds between waves during which time you can rest.
    Section 3: What occurs during a Garrison raid?
    Explaining each Garrison would prove difficult, so I will use the West Ronfaure
    Garrison as an example. When you trade a Red Cryptex to the outpost guard in W
    Ronfaure, he will explain that the color of the rock and the number of nails in
    it is actually a coded message explaining that an attack is impending on the
    outpost. He will then ask that you help defend the outpost against the
    onslaught. At this point, all members of your group will be automatically
    capped at a specific level and a group of friendly NPCs will spawn. The number
    of NPCs that spawn is exactly equal to the number of people in your group (ie.
    a full alliance of 18 would have 18 NPCs to protect). This is followed shortly
    by a wave of Orcs. This continues for three more waves of orcs until all,
    including an Orc MNK boss, are defeated.
    If all mobs are defeated and at least one NPC remains standing, a number of
    items will drop into the collective treasure pool. These items are usually some
    mix of Exp Scrolls (Page from the Dragon Chronicles) and Garrison Armor
    (Garrison Sallet, Tunica, Gloves, Hose, and Boots). A good group can get 5
    items per successful Garrison, but this directly relates to the number of NPCs
    that survive. A great group that saves 16 of 18 NPCs (one spawns for each
    player involved) can get six items per successful round (two scrolls and four
    pieces of armor). The armor, itself, is among the best for level 20 players as
    each has defense similar to other armor of that level, but also includes
    specific stat boosts. It is important to remember that even the most successful
    Garrison will only result in winning six items. That is six items for the
    entire Garrison. These six items will drop to the collective treasure pool ONLY
    after the trader speaks with the outpost guard. Be prepared to begin lotting
    (it may be advantageous to have the trader wait until everyone else is prepared
    and the group has reviewed any lotting rules).
    Section 4: What are the rewards of Garrison?
    As stated in the section above, a successful Garrison run will result in each
    player being given a certain amount of gil and a number of items dropping to
    the collective treasure pool. These items can then be lotted on by anyone in
    the group.
    The amount of gil one receives varies with the number of NPCs that remain alive
    and the level of Garrison you are participating in. Level 20 gap Garrisons
    usually result in about 1500 gil per player if successful. As well, certain
    items will also be won:
    Garrison Gear
    The type of gear that can be won from Garrison depends on the level cap of the
    Garrison being run. The gear that drops as reward is roughly the same level as
    the Garrison. There are four types of gear that can be received.
    1) Garrison Armor
    This gear is around level 20 and, as such, is obtained from level 20 cap
    Garrisons. These pieces of gear are very similar to other level 20 gear (ie.
    Lizard and Beetle gear), but also provide a number of basic Stat boosts.
    Garrison Sallet (Head Gear)
    Level 19, All Jobs      Def 5, MND +1, CHR +1
    Garrison Tunica (Body Armor)
    Level 18, All Jobs      Def 15, DEX +1, CHR +1
    Garrison Gloves (Hand Armor)
    Level 20, All Jobs      Def 4, VIT +1, INT +1
    Garrison Hose (Leg Armor)
    Level 21, All Jobs      Def 9, STR +1, DEX +1
    Garrison Boots (Foot Armor)
    Level 18, All Jobs      Def 4, INT +1, MND +1
    Along with these level 20 armors, there are a number of level 20 enhancing
    Mercurial Earring
    Level 20, All Jobs      Def 1, Garrison: Evasion +1
    Variable Cape (Rare/Ex)
    Level 20, WHM/BLM/RDM/BRD/SMN
    Def 2, MP +3
    Variable Mantle (Rare/Ex)
    Def 3
    Variable Ring
    Level 20, All Jobs
    Garrison: MP+ 28, MP recovered while healing +1
    Protean Ring
    Level 20, All Jobs
    Garrison: Attack +3, Ranged Attack +3
    2) Military Weapons
    These weapons are around level 30 and are obtained from the level 30 cap
    Garrisons. Again, these weapons give certain stat boosts.
    Military Axe
    Level 28, WAR/DRK
    DMG 46, Delay 474, AGI +1
    Military Gun
    Level 30, THF/RNG/NIN
    DMG 23, Delay 548, Ranged Attack +7
    Military Harp
    Level 33, BRD
    “Finale” +2
    Military Pick
    Level 28, WAR/DRK/BST/RNG
    DMG 24, Delay 260, Accuracy +1
    Military Pole
    DMG 29, Delay 378, INT +1
    Military Spear
    Level 28, WAR/PLD/SAM/DRG
    DMG 36, Delay 374, STR +1
    3) Enhancing Earrings
    Accurate Earring
    Level 52, All Jobs
    Accuracy +2
    Amorph Earring
    Level 50, All Jobs
    Weakens “Amorph Killer”, Enhances “Bird Killer”
    Aquan Earring
    Level 50, All Jobs
    Weakens “Aquan Killer”, Enhances “Amorph Killer”
    Arcana Earring
    Level 50, All Jobs
    Weakens “Arcana Killer”, Enhances “Undead Killer”
    Beast Earring
    Level 50, All Jobs
    Weakens “Beast Killer”, Enhances “Lizard Killer”
    Bird Earring
    Level 50, All Jobs
    Weakens “Bird Killer”, Enhances “Aquan Killer”
    Demon Earring
    Level 50, All Jobs
    Weakens “Demon Killer”, Enhances “Dragon Killer”
    Dragon Earring
    Level 50, All Jobs
    Weakens “Dragon Killer”, Enhances “Demon Killer”
    Lizard Earring
    Level 50, All Jobs
    Weakens “Lizard Killer”, Enhances “Vermin Killer”
    Plantoid Earring
    Level 50, All Jobs
    Weakens “Plantoid Killer”, Enhances “Beast Killer”
    Refresh Earring
    Level 50, All Jobs
    Garrison: Adds “Refresh” Effect
    Undead Earring
    Level 50, All Jobs
    Weakens “Undead Killer”, Enhances “Arcana Killer”
    Vermin Earring
    Level 50, All Jobs
    Weakens “Vermin Killer”, Enhances “Plantoid Killer”
    4) Mighty Weapons
    Mighty Axe
    Level 73, WAR/DRK
    DMG 88, Delay 504, VIT +1, AGI +1, Firesday: DMG 98, [FIRE +15]
    Mighty Bow
    DMG 53, Delay 450, Rng ACC +5, Windsday: DMG 63, [WIND +15]
    Mighty Cudgel
    DMG 30, Delay 288, INT +1, MND +1, Firesday: INT +9, MND +9, [FIRE +15]
    Mighty Knife
    DMG 24, Delay 200, AGI +1, CHR +1, Windsday: DMG 31, [WIND +15]
    Mighty Lance
    Level 73, DRG
    DMG 87, Delay 507, VIT +2, Firesday: DMG 99, [FIRE +15]
    Mighty Patas
    Level 72, MNK
    DMG +17, Delay +96, Evasion +5, Firesday: DMG +22, [FIRE +15]
    Mighty Pick
    Level 73, WAR/DRK/BST/RNG
    DMG 47, Delay 312, VIT +1, CHR +1, Windsday: DMG 52, [WIND +15]
    Mighty Pole
    DMG 56, Delay 402, Windsday: Elemental, Divine Magic +13, [WIND +15]
    Mighty Sword
    Level 72, WAR/PLD/DRK
    DMG 75, Delay 444, STR +1, DEX +1, Firesday: DMG 84, [FIRE +15]
    Mighty Talwar
    Level 72, WAR/RDM/PLD/DRK
    DMG 40, Delay 240, DEX +2, Windsday: DMG 48, [WIND +15]
    Mighty Zaghnal
    Level 72, WAR/DRK/BST
    DMG 86, Delay 494, INT +2, Windsday: DMG 94, [WIND +15]
    Level 73, SAM
    DMG 77, Delay 450, STR +2, Firesday: DMG 87, [FIRE +15]
    Rai Kunimitsu
    Level 74, NIN
    DMG 34, Delay 227, Critical Hit Rate +5%, Firesday: DMG 41, [FIRE +15]
    Experience Scrolls
    The second type of item that can be received from Garrison are experience
    scrolls. These scrolls, when used, will give the player a random number of
    experience points. This random number is between two boundaries that vary with
    the type of scroll used. There are two types of these experience scrolls:
    1) Page from the Dragon Chronicles
    This scroll is the same as the scroll you receive for a successful Eco-Warrior
    quest. These scrolls give between 500 and 1000 experience points when used.
    2) Miratete’s Memoirs
    Mannequin Pieces
    When the relatively new mannequin quest was introduced to the game, Garrison
    mobs became the source of two pieces of the mannequin required for this quest:
    the mannequin legs and mannequin feet. These drop mid-battle as regular drops
    from the Garrison mobs.
    Mannequin Legs (Rare) – The wooden legs of a display mannequin
    Mannequin Feet (Rare) – The wooden feets of a display mannequin
    Section 5: Preparation for Garrison
    Unlike Eco-warrior events where each person is guaranteed a reward if
    successful and preparation is minimal, Garrison requires a great deal of
    planning and organization to run smoothly.
    Because only 5-6 items drop per successful round, I suggest setting up strict
    lotting rules before the event even begins. This may become difficult to
    control as having 18 people lot on six items using a ruleset is fairly hectic.
    With practice and a good group though, it should run fairly smoothly.
    As well, since there will usually be 18 players involved, it may be a good idea
    to run several rounds in a row so that each person may receive an item. This is
    the best way to be fair, but will require more planning. Each round of Garrison
    will require one item, so you must ensure you have an adequate number of
    traders. Also, each round takes about 8-10 minutes, but a 30 minute wait period
    exists between Garrison rounds. This gives ample time to rest up and build tp
    between raids, but can make multiple runs very time consuming.
    As a note, I find it always polite to shout a warning to the entire area before
    beginning any Garrison. Something along the lines of “Warning! Garrison at
    outpost! Stay clear for safety.” This warning has a three-pronged effect:
    1) people who are either unaware or unprepared can stay clear of the immediate
    area and keep themselves safe from AoE attacks
    2) people who are aware, prepared, and of sufficient level can come by and
    3) several bad players who are not prepared will run to the outpost and will be
    killed by random AoE attacks. We call this Darwinism.
    Okay, the third was a joke, but you get my point. You will find that when doing
    Garrison, many people will show up to watch. You will see random shouts of
    panic and even see people walk right into the middle of the battle. Most of
    these mobs have some form of AoE attack and you will see many people outside
    your alliance die. In general, it is always good to shout a warning for
    everyone’s sake.
    Make sure your gear is appropriate for the level cap. There is literally no
    time for you to change gear after you are capped. The mobs spawn almost
    immediately and will instantly aggro the NPCs you are supposed to protect. You
    have to be ready to go the second Garrison starts.
    As your group gathers and organizes for Garrison, all melee players should
    start killing any and all mobs in the area. This will cut down on lag, possible
    links, and will also help everyone build full tp. Full tp can then be used for
    Weaponskills in the first wave, which may prove vital as clearing the first
    wave of mobs quickly may mean the difference between success and failure.
    Just before starting a Garrison raid, each member of your group should use any
    food that best suits their role. Suggestions for food are covered below in the
    Job Class Strategy section. Also, all members should receive the highest
    enhancing spells available from the WHMs. Enhancing spells will remain after
    the automatic cap is placed on your level, so having the WHMs cast Protect III
    and Shell III on tanks is very important. These mobs hit hard and fast, and you
    will need all the buffs you can get.
    Only once everyone is prepared, the designated leader should signal the trader
    to start and everyone should prepare for War.
    Section 6: How should I form a Garrison group?
    Garrison is one of the most fun events to participate in IF you have a good
    group. This makes a great LS event as a large group can work together and reap
    rewards. Personally, I would recommend avoiding pick up groups for two very
    simple reasons:
    1) there is a good chance of dying and you want to know that the people with
    you can do their jobs properly.
    2) though a successful Garrison rewards each player with gil, the limited
    number of reward items can cause stress between players.
    Organization is also a very important part of running a successful Garrison.
    You will require a certain number of specific jobs in order to optimize your
    chances of winning. This is another reason why pick up groups may suffer.
    This is not to say that Garrison cannot be successfully completed with a pick
    up group. In my opinion though, your group will be far more efficient and
    successful if everyone knows they can trust the people around them.
    Section 7: Job Class Strategies
    It is difficult to create good strategies for Garrison. With the excessive
    amount of lag involved coupled with an incredibly high number of mob targets,
    most complex strategies will break down. As for specific job class strategy,
    there are a few simple concepts that can greatly increase your chances of
    -> Melee Characters
    All melee characters should at the very least sub WAR to provide multiple
    provokes. The mobs will instantly aggro the NPCs and must be voked off in order
    for them to survive. This is also very important as your mages will be doing a
    great deal of healing which will cause them to draw aggro. It is the job of any
    melee character to pull as much hate as possible.
    At least one melee character per round will have to be assigned as tank to the
    boss mob. I suggest either a Paladin (to use Invincible) or a THF (to use
    Perfect Dodge) for this role. The boss mob will use their two hour which will
    kill most capped players.
    Melee characters should also bring along an adequate supply of melee oriented
    foods. Mithkabobs are the food I would most recommend as they increase your
    damage output.
    -> Mages
    The WHM is the backbone of a successful Garrison. With 18 players, 18 NPCs and
    multiple target mobs, things get hectic quickly and a WHM has to keep up with
    healing. Most people will tell you to have three WHM, one per party, to be
    safe, but to get the best possible reward, I recommend having four WHMs. Three
    to heal the individual parties and a fourth dedicated to healing the NPCs. As
    mp permits, it is often wise to heal as many NPCs between waves as possible.
    BLMs should not rely on nuking. Instead, these mages should stick with
    enfeebling the mobs to make the role of the melee characters easier. You do not
    want to draw aggro in this situation and nuking will most likely lead to your
    death. You make a much more effective member of the team by sticking with
    weakening the enemies.
    RDMs should find a good midpoint between these two strategies, though healing
    should be foremost.
    Mages should also make sure they bring appropriate food supplies. Pies to
    increase your total mp and juices to provide mp refresh are incredibly
    important. Every mp point will count during Garrison, so you want to ensure
    that you are optimizing your abilities.
    Mages (or any job class capable of kiting/sleeping a mob) also play a very
    important role between Garrison rounds. In order to give your group enough time
    to recuperate, many groups will employ the “Sleep Trick.” This involves taking
    a single mob out of range of the battle and sleeping it. The next wave will not
    spawn until this mob is killed, giving your group ample time to rest to full.
    It is, however, very important that the mob be kept well clear of the battle as
    the friendly NPCs will attack and kill it if you don’t.
    Section 8: How do we organize/prioritize our targets?
    The sheer number of targets will make it almost impossible to designate
    specific players to specific mobs. Rather, it is better to have people organize
    around certain areas so that they are near the mob spawn points. This will take
    practice. There are, however, some basic strategies and priorities that can be
    suggested to your group.
    Though it is the melee mobs that will do the most damage in a strict sense, the
    caster mobs are more dangerous. They attack from a distance and often bind
    players, which is very bad. Caster mobs should be high priority for attack.
    Players should provoke as often as is possible. There will be lots of damage
    and hate flying, so each player should do their utmost to help the group.
    The boss mob(s) should be killed as quickly as possible, but must be tanked
    very carefully. To this end, it is vital to designate one player as the tank
    for the boss mob. During the fourth wave, this player should stay out of the
    battle until the boss mob spawns so that they are prepared to provoke him. The
    tank should usually be a PLD or a THF as their two-hour abilities will enable
    them to tank extremely damaging attacks without losing hp. Remember that mobs
    have 2 hour abilities, too. A MNK type boss will use Hundred Fists, which will
    tear apart any tank not using an appropriate 2 hour. The tank should be
    prepared to possibly die if a mistake occurs.
    Section 9: Other tips
    Have all members of your group stand near the outpost guard, but facing in the
    other direction. This is the direction from which the mob waves will spawn. The
    waves will spawn in lines just beyond the outpost.
    Avoid using macros. It is quite easy for macros to fail given the amount of
    Turn off all effects. Even some of the better systems will experience lag with
    the sheer amount of models involved. It is even recommended that you turn on
    all chat filters to cut down on lag.
    Don't be angry if you die. It happens. If you are raised, you can still receive
    gil and lot for items.
    Once the round is done, the person who traded the item should NOT speak with
    the outpost guard until everyone is ready. All defeated players should be
    raised and all discussion should cease as there is limited time for 18 players
    to lot on five items fairly.
    Making strategies and plans is often a mistake. Garrison is exceedingly hectic
    and laggy which makes even the simplest organization difficult. Your best bet
    is to simply target the nearest character and handle them as the situation
    requires. Melee should voke and attack any mob they target, mages should heal
    any friendly NPCs they come across.
    Note: This is a level cap battle meaning that any and all players who do not
    have the cap are unable to interact with either players or mobs. Therefore, it
    is impossible to get help curing from people outside your alliance.
    This should provide a good basis for a Garrison event. Given time, a good group
    should be able to finish this event successfully everytime. My LS and I take
    part in several Garrisons every week. All strategies provided have been worked
    out over multiple attempts and with the input of many players (basically the
    entire ShirtNinja LS).
    There are general rules that our LS uses for every Garrison and having every
    participant read them ahead of time helps us stay organized and efficient. I
    suggest you and your LS or group set up your own ruleset that every player can
    understand and agree upon. It will really help eliminate some of the headaches
    associated with such a complex event.
    I would like to thank my LS, the ShirtNinjas, for helping me develop this
    guide. I’d also like to thank everyone who helped me with my first Garrison
    guides, as I used their suggestions to update information. Also, specific item
    information was found using Mysterytour.
    Good luck to you all.
    Copyright 2004, Matthew Peddle