Bowl of Embers (Extreme) trial guide
Bowl of Embers (Extreme) source-backed trial guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Trial (Extreme) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Trial (Extreme) quick facts
Having partaken further of Ascian wisdom, the Amalj'aa have succeeded in summoning the mightiest incarnation of their god to date. Ifrit has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the Immortal Flames fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?
- Category: Trial
- Difficulty: Extreme
- First Appearance: Patch 2.1, *A Realm Reborn*
- Level: 50
- Item Level Requirement: 70
- Party Size: Full Party (8 players)
- Required Quest: Ifrit Ain't Broke
- Entrance: Southern Thanalan
- Entrance Coordinates: 35.3, 19.6
- Location: The Bowl of Embers
- Region: Thanalan
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Bowl of Embers (Extreme).
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
Bowl of Embers (Extreme) has local boss notes for: Lord of the Inferno: Ifrit. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Incinerate, for example, will apply a stackable debuff named Suppuration to those it hits, reducing maximum HP of the target for its entire duration. As a result, the main and off-tank should occasionally swap enmity (using Provoke and Shirk) to clear their stacks and prevent Suppuration from reducing their maximum health to dangerously low levels, all while keeping Ifrit turned away from the party to prevent Incinerate from hitting them.
- Eruption, unlike the other difficulties, can no longer be interrupted and will be cast in two distinct ways. The first Eruption is cast on 3 DPS in succession, which is best avoided by having all DPS players stick together and move as a group to prevent chaos and unnecessary damage. The second version is a single Eruption targeted at the current off-tank who should maintain distance from the DPS, but close enough to perform a tank-swap if needed.
- Searing Wind is an ability exclusive to extreme mode that is cast specifically at healers (assuming they are alive), causing them to periodically deal an explosive AoE knockback that inflicts massive damage to those caught in the blast, except the healer themselves. Due to this, both healers also need to maintain a positional rotation to keep the party safe during mechanical overlaps.
- Hellfire is used at three points during the battle, excluding the fourth and final Hellfire which is used to wipe the raid. With each one, a Radiant Plume will be cast over the entire arena, leaving two small safe-spots that rotate in a clockwise motion with each new Hellfire. Players are encouraged to utilize safe-spots in a coordinated manner to avoid mechanical overlaps. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS, while the healer afflicted by Searing Wind uses the other safe-spot to prevent inflicting damage and knockback to the group.
- Ifrit will use Crimson Cyclone after each Radiant Plume, only this time there will be an additional copy of Ifrit (4 in total), all with a wider attack compared to previous difficulties, making the mechanic more difficult to dodge. However, the charge-order hasn't changed, thus players should once again move beside the left-most Ifrit as it always charges first.
- Infernal Nails will need to be dealt with after Hellfire and are far more difficult to destroy. Unlike previous difficulties, destroying a nail will cause an Infernal Surge, inflicting arena-wide damage and applying an unavoidable debuff that increases damage taken for a short period. Due to this change, nails should be taken down individually rather than AoE'd down like in previous difficulties. Only 4 nails will be summoned after the first Hellfire, increasing to 7 with the second, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is a worthwhile target for a Level 3 (melee) Limit Break.
- Lastly, Ifrit will begin affecting two players with Infernal Fetters during the second phase - typically a DPS and the off-tank - which increases damage taken, deals damage over time, and decreases damage done for its duration. This effect grows in potency depending on how far apart the two targets are, hence they must remain close together until the effect fades. Due to each nail-phase being a DPS check and the need for tank-swaps throughout the encounter, allowing Infernal Fetters to reduce the damage done by a DPS and increase damage taken by an off-tank is a great hindrance if both players don't coordinate appropriately.
- Each phase lasts until Ifrit casts Hellfire at 50%, 30% and 10% health. After the 3rd Hellfire, players must slay Ifrit before he has time to cast a fourth and final Hellfire, which is a guaranteed raid-wipe.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: High-end Trials (A Realm Reborn)
- Roulette: mentor
- Time Limit: 60 minutes
- Tomestones: 20 poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Achievement: Going Up in Flames
- Achievement: Mightier than the Inferno
- Music: Main: Primal Judgment
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.