Thornmarch (Extreme)
Duty Information
Expansion: A Realm Reborn
Encounter: Thornmarch (Extreme)
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 50
Item Level: 80
Unlock Requirement: The King Lives
Encounter Overview
Thornmarch (Extreme) is the high-end version of the Good King Moggle Mog XII encounter introduced in
A Realm Reborn. Unlike the Hard mode fight, Extreme places much heavier emphasis on tracking the
individual Moogle Guard members, recognizing their combination attacks, and controlling the pace at
which each add is defeated.
The encounter revolves around repeated add phases, dangerous support combinations, and a final burn
sequence where both the king and his surviving retainers must be defeated before Memento Moogle
finishes casting.
Arena Overview
The encounter takes place in a circular arena with open movement space and no lethal edges, but many
mechanics punish poor spacing and poor positioning around the center of the arena. Several attacks
target random players, while others cover large portions of the floor with cone, circle, or triangle
AoEs.
Because multiple Moogle Guard mechanics overlap throughout the fight, players must maintain awareness
of where the individual moogles are standing and avoid drifting too close to the arena center unless
required.
Mechanic Archive
Whiskerwall Kupdi Koop
The paladin moogle uses several single-target attacks and can drain a small amount of HP. He is one
of the tank-oriented adds and contributes to several combination attacks during the encounter.
Woolywart Kupqu Kogi
The archer moogle remains mostly stationary and acts as the primary cue for several large mechanic
combinations. He uses Moogle Eye Shot on a marked target and helps trigger several
dangerous arena-wide attack patterns.
Pukla Puki the Pomburner
The black mage moogle repeatedly attempts to cast Pom Flare. This cast must be
interrupted through repeated attacks. If Pom Flare resolves, it will wipe the party.
Furryfoot Kupli Kipp
The white mage moogle heals the others with Pom Cure and later contributes to one of
the more dangerous raidwide combination mechanics.
Pukna Pako the Tailturner
The rogue moogle ignores normal tanking rules and darts around the arena stabbing players. This add
becomes increasingly dangerous if it receives too many buffs from the king.
Ruffletuft Kupta Kapa
The warrior moogle uses straightforward single-target attacks but participates in several dangerous
combination sequences, including arena-wide cone attacks.
Puksi Piko the Shaggysong
The bard moogle empowers other moogles with songs and also contributes AoE damage. If allowed to
support the group unchecked, the overall danger of the encounter rises significantly.
Pom Flare
A raid-wipe cast from the black mage moogle. Pom Flare must be interrupted by repeated attacks before
it resolves.
Pom Holy
A major cast from the white mage moogle that appears in one of the encounter’s dangerous combinations.
Like Pom Flare, it must be disrupted quickly before resolution.
Delta Attack
One of the archer moogle’s major combination cues. If the archer signals Delta, a large triangular
AoE will form across the arena and deal heavy damage to players caught inside it.
Holmgang and Rain of Death Combination
A combined mechanic triggered through the archer moogle. Some players are trapped while others are
targeted for ranged damage. Players caught by the restraint effect must be cleansed quickly, with
healers generally taking priority.
Enmity Reset Combination
At times the archer moogle helps trigger a tank-targeting combination that resets enmity and
immediately pressures the group with incoming damage. Tanks must be ready to quickly re-establish
control or non-tanks may be struck and killed.
Moogle-Go-Round
A dangerous combination involving the white mage and warrior moogles. During this sequence, players
may receive a debuff that must be removed quickly before the attack resolves. Failure to cleanse the
debuff will usually kill the afflicted player.
Meteor Patterns
The black mage moogle occasionally drops multiple meteor circles on the ground in sequence. Players
must move quickly to avoid being struck by both sets.
Memento Moogle
Good King Moggle Mog XII’s signature raidwide cast. In the final phase, Memento Moogle acts as the
encounter’s hard enrage. If the cast finishes before the king and his remaining retainers are
defeated, the entire party is wiped.
Encounter Flow
Phase 1
The fight opens with Good King Moggle Mog XII active. This phase primarily serves as an introduction
to the king’s own attacks and positioning requirements. The king should be kept away from the group
because several of his attacks cleave or strike outward in dangerous patterns.
Phase 2
The Moogle Guard joins the fight and the encounter shifts into a control-heavy add phase. Each add
has different behavior, and several of them combine into larger mechanics. Players must manage
interrupts, healing pressure, and targeted combinations while weakening the moogles without losing
control of the encounter.
Phase 3
The add phase repeats with heavier pressure. Additional raidwide damage becomes more threatening, and
players must be more careful with deaths and weakness because the king’s mechanics become increasingly
punishing.
Phase 4
The final phase becomes a full burn sequence. The remaining moogles and the king must all be brought
down before Memento Moogle finishes casting. This acts as the trial’s hard enrage
and defines the final damage check.
