Phase E adds two optional level-99 activities without replacing a retail battlefield. The Affix Adjudicator extends the Hunting League in its existing private Waughroon Shrine allocation. The Chronicle Strategist uses the previously unused Sacrificial Chamber BCNM 133, custom group 32, and 12 collision-audited entities. Retail records and entities are not overwritten.
Neither activity is required for missions, jobs, ordinary equipment, Prestige, or Apex. Both offer an exact-mechanics practice mode with zero rewards and zero persistent clear credit.
Hunt Affix Contracts
Affix Contracts are ten-minute true-solo level-99 rematches. Speak with the Affix Adjudicator in Celennia after reaching level 99 and clearing Hunting League level 99.
- one player; subjob allowed; Trusts not allowed
- level 99 and League 99 required
- one fixed major mechanic plus one supporting stat theme per contract
- no blanket physical, magical, ranged, pet, enfeeble, or job immunity
- no random affix roll, random reward, natural item drop, EXP, or mob gil
- three private Waughroon Shrine arenas shared with normal League trials
| Contract | Target | Major mechanic | Supporting theme |
|---|---|---|---|
| Iron Tempest | Behemoth | Tempest Fury at 50% HP adds 15% Attack, 20 accuracy ratings, and 100 Regain | 250% bonus HP and 40% bonus Defense |
| Scorching Pursuit | Cerberus | Pursuit at 60% HP adds 10% Attack, 25 accuracy ratings, and 125 Regain | 225% bonus HP and high baseline TP pressure |
| Veiled Sovereign | Shadow Dragon | Dark Renewal at 40% HP adds modest offense, 15% Defense, 15 MDEF, and 20 Regen | 275% bonus HP, 50 Evasion/MEVA, and 45 MDEF |
The threshold fires once and is announced in the battlefield. These are custom starting values, not retail claims. Their fairness across physical, magical, ranged, support, pet, tank, and recovery-heavy solo builds remains a client balance gate.
Affix rewards
| Clear state | Hunt Marks | Renown | Boss Essence |
|---|---|---|---|
| First clear of that contract, while reward-eligible | 50 | 100 | 1 |
| Repeat, while reward-eligible | 25 | 50 | 0 |
| Clear after the weekly cap | 0 | 0 | 0 |
| Practice | 0 | 0 | 0 |
At most three Affix clears per UTC Earth week pay rewards, including first clears. A later rewarded-mode clear still advances the selected contract and lifetime clear counters but creates no currency. Practice changes neither clear counters nor weekly state.
Affix practice clears and losses report bounded attempt duration, the single-target/fury state reached, and the Adjudicator's mechanics page. The recap is presentation only and manual exits remain quiet.
Chronicle Raid pilot
The Chronicle Raid is a 25-minute, three-phase, one-player-plus-Trust encounter. Speak with the Chronicle Strategist in Celennia after reaching level 99, League 99, and Dungeon Depth X. Prestige and Apex clears are not required, making Chronicle a bridge between Veteran level-99 progression and the Prestige/Apex ladder.
- Two route-specific vanguards spawn together.
- The selected operation's officer enters after a five-second recovery interval.
- Defeating that officer causes the operation-specific commander to answer after five seconds.
The operation choice therefore changes all four families, including the final boss:
| Operation | Vanguards | Officer | Final boss |
|---|---|---|---|
| Break the Bulwark | Chapuli, Craklaw | Dullahan | Ironclad |
| Silence the Pyre | Wamoura, Puk | Cerberus | Behemoth |
| Sever the Veil | Gargouille, Demon | Soulflayer | Shadow Dragon |
All 12 family/model/TP-list mappings come from the checked-in encounter registry, and no family repeats across the three routes.
Chronicle balance contract
Regular enemies begin with 125% bonus HP, 25% bonus Attack/Defense, 35 combat ratings, 20 MDEF, 100 Regain, and 8 Regen. Officers add 50% HP and a small all-round bonus. Commanders add 100% HP, 10% Attack/Defense, 10 combat ratings/MDEF, 50 Regain, and 5 Regen. An 18-minute soft enrage adds offense, accuracy, and TP pressure once to active and later-spawned enemies.
Each commander announces two one-time HP mechanics:
- Ironclad: balanced physical/magical fortification at 70%; offense and TP overdrive at 35%.
- Behemoth: accuracy/TP stormfront at 60%; offensive fury at 30%.
- Shadow Dragon: Evasion/MEVA veil at 65%; modest Defense/MDEF and regeneration at 30%.
No mechanic creates a damage-type immunity, unavoidable instant defeat, required job, or hidden random modifier.
Chronicle rewards
| Clear state | Boss Essence | Renown | Artisan Seals |
|---|---|---|---|
| First clear of that operation, while reward-eligible | 2 | 100 | 1 |
| Repeat, while reward-eligible | 1 | 50 | 0 |
| Clear after the weekly cap | 0 | 0 | 0 |
| Practice | 0 | 0 | 0 |
At most three Chronicle clears per UTC Earth week pay rewards, including first clears. Rewarded-mode clears after the cap still record route and lifetime credit. Practice changes no route clear, lifetime clear, currency, reward-week, or weekly-count state. Natural drops, kill gil, clear gil, and EXP are disabled.
Chronicle practice clears and losses report bounded attempt duration, the highest vanguard/officer/commander phase, soft-enrage state, and the Strategist's operation/mechanics page. The recap changes no rewards or progression, and manual exits remain quiet.
Isolation and cleanup
Chronicle uses Sacrificial Chamber BCNM 133, group 32, and entity IDs 17445245 through 17445256. The migration is idempotent and only updates a colliding row when its identifying custom name already matches. Runtime content is registered by ID for private Hall staging and event routing but is deliberately absent from Sacrificial Chamber's retail entrance list. Each run is limited to one player and one of three arenas. Win, loss, timeout, and manual exit clear active, pending, and practice state and return the player to the Strategist.