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November Equipment Enhancement Event

Overview

  • Origin: Final Fantasy Brave Exvius
  • Type: Equipment Enhancement Event
  • Reference: Announcement
  • Event Period: 11/14/21 00:00 - 11/27/21 23:59 PST
  • Featured, New Weapon: Dah Hamma

Enhancing Equipment

  • Select the equipment you wish to enhance. Each equipment has 3 ability slots to enhance.
    • If you select equipment currently attached to a unit, it will be unequipped automatically from all parties.
    • All types of weapon will be available to enhance, but some of them will have a boosted rare ability available only for the duration of current event.
  • Select the dungeon, and venture into each floor upon choosing your companion and party.
    • Each entry will consume 1 orb. You can hold up to 10 orbs at a time, with 1 orb given per hour. Ranking up or using Lapis refresh for Lapis100 will refill them to full. You can use Equipment Enhancement Orb Restore to restore 1 orb each.
    • There are a total of 10 floors. Each floor will be increasing in difficulty, but also higher chance of rare or strong abilities.
    • When you first enter this event, your regular party sets will be copied as a new, completely separate sets of party. You can equip different equipment and unit to this party set without changing other parties.
  • Each time you clear a floor, you will obtain event points and an ability.
    • You may choose 1 from 3 different abilities chosen at random.
    • Abilities that are already enhanced to your current equipment will not show up again.
    • If those 3 slots are already filled, you may replace 1 of them, or skip.
  • Clearing all the floors available will render the dungeon completed.
    • You can also choose to leave on any floor and keep all of the abilities you've obtained.
    • In the case of game over, you can either retire with Lapis100 and keep all of the abilities you've obtained, or leave and lose them.
    • If the equipment selected had already been enhanced before, you will be given the option to choose between your newly obtained abilities, or with the set you had acquired previously.
  • Troubleshooting
    • To hold onto newly gained abilities prior to the event ending and maintenance beginning, remember to complete or retire from the dungeon, otherwise any gained abilities will be lost. Selected equipment that has not received its floor 1 ability will not gain any abilities.
    • If the event ends before floor 10 has been completed, the equipment will keep the old abilities and not the gained abilities from the previous floors (i.e. you cannot choose between the new abilities and old abilities).
    • Reset the game if equipment appears to be missing after maintenance is completed.

Party Composition

  • Much like the Arena and 10-man trials this mode uses its own party and equipment composition.
  • Enemies (e.g. Olivier, Petraryukos) can inflict status ailments. The use of abilities such as Clear Veil, Status Reset, etc. is advised.
  • A new friend unit is chosen for every floor but otherwise your party will behave as though all floors are one continuous set of battles (e.g. LB, MP, HP, esper gauge, status ailments all carry over).
    • You can use the early floors to build esper gauge and LBs. You can also save mana by using just the friend units' abilities to clear them.

Bonus Unit

Abilities

Generic Abilities
HP 1% 3% 5% 7% 10% 12% 15%
MP 1% 3% 5% 7% 10% 12% 15%
ATK 1% 3% 5% 7% 10% 12% 15%
DEF 1% 3% 5% 7% 10% 12% 15%
MAG 1% 3% 5% 7% 10% 12% 15%
SPR 1% 3% 5% 7% 10% 12% 15%
Auto-Regen Lv. 1 (200 HP, 1x) Lv. 2 Lv. 3 Lv. 4 (1800 HP, 1x)
Auto-Refresh Lv. 1
(3%)
Lv. 2
(5%)
DEF Auto-Boost Lv. 1
(10%)
Lv. 2
(20%)
Lv. 3
(30%)
Lv. 4
(40%)
Lv. 5
(50%)
SPR Auto-Boost Lv. 1
(10%)
Lv. 2
(20%)
Lv. 3
(30%)
Lv. 4
(40%)
Lv. 5
(50%)
Rare Abilities
Dagger Dagger High Tide+ - Increase LB gauge fill rate (150%)
Sword Sword Seal of Life and Power Lv. 4 - Increase HP/ATK (20%)
Great Sword Great Sword Seal of Life and Power Lv. 4 - Increase HP/ATK (20%)
Katana Katana Seal of Life and Power Lv. 4 - Increase HP/ATK (20%)
Staff Staff Seal of Skill and Soul Lv. 4 - Increase MP/SPR (20%)
Rod Rod Seal of Skill and Magic Lv. 4 - Increase MP/MAG (20%)
Bow Bow Seal of Power and Magic Lv. 7 - Increase ATK/MAG (35%)
Axe Axe ATK +40%
Hammer Hammer Seal of Life and Arms Lv. 4 - Increase HP/DEF (20%)
Spear Spear Seal of Life and Power Lv. 4 - Increase HP/ATK (20%)
Instrument Instrument Seal of Life and Soul Lv. 4 - Increase HP/SPR (20%)
Whip Whip MP +40%
Throwing Throwing Projectile Prowess - Increase ATK/MAG (20%)
Gun Gun ATK +40%
Mace Mace HP +40%
Fist Fist Seal of Life and Power Lv. 4 - Increase HP/ATK (20%)
Weapon Unique Abilities
Floor Rare Ability Chance
1 0.60%
2 0.60%
3 0.90%
4 0.90%
5 1.50%
6 1.50%
7 1.509%
8 3.30%
9 3.30%
10 4.65%
  • The average chance to get a rare ability is around 6 full clears (60 orbs).
  • Stats that are discarded or rewritten can reappear in later stages.
  • See Mechanics for more information about buffs/boosts, such as Auto-Shell.

Event Points

Points Rewards
  • Every full clear nets ~12,500 points. The final reward cannot be earned even with diligent orb usage and all of the rewarded restore orbs; some refills via lapis or ranking up are needed.

Floor Composition

Floor Monsters Gil Unit Exp Rank Exp Points (avg.) Event Points
(floor fixed)
Kill Bonus Points
1F Mercury Bat 50 300 50 300 200 100
2F Boss Battle:
Mini Sorcerer/Dark Elemental, Ignus Fatuus (Wave 1)
Adar/Headstone/Teasing Eye (Wave 2)
250 2,300 50 567 300 300/200/300
3F Bomb

Red Marshmallow, Mage
70 500 155 725 500 150

300
4F Joker

Earth Medusa, Azazel
90 700 155 725 500 150

300
5F Boss Battle:
Gigas/Katannavah (2)/Ember (2), Geeta (Wave 1)
Acrasidae/Kaimu/Nubian (Wave 2)
525 4,400 300 1,100 600 400/500/600
6F Bathin

Skulwyrm, Dark Skull
185 1,000 300 1,150 700 300

600
7F Snatcher

Vulcan, Lavaburst

Platano
227

227

237
1,100

1,100

1,200
365 1,300 700 300

600

900
8F Deadly Knight
Demogorgon
Evil Drake
617 5,000 365 1,800 800 1,000
9F Andesaurus
Mizuchi
Petraryukos
902 7,500 435 2,100 900 1,200
10F Baal Berith
Olivier
Erigoss
952 8,000 435 2,500 1,000 1,500
TOTAL (avg.) - 3,871 30,833 2,610

Tips

  • Floor 1-7 are not difficult. Floor 8-10 might require breaks and chaining.
  • A mixed damage party is recommended. Enemies might be strong against physical or magic damage and might have elemental resistances.
  • All enemies are fully breakable.
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