Alphascape V3.0 (Savage)
- This article is about the (Savage) version. For the level 70 story-mode raid, see Alphascape V3.0. For the third tier of Omega (Savage) in general, see Omega: Alphascape (Savage).
Alphascape V3.0 (Savage)
- Level
- 70 (Sync: 70)
- Item Level
- 380
- Difficulty
- Savage
- Party size
- Full Party
8 man • 2 2 4 - Unsyncing
- Allowed
- Time limit
- 90 minutes
- Duty Finder
- Savage Raids (Stormblood)
- Tomestones
- 30
- Req. quest
- Interact with the Magitek Terminal after completing To Kweh under Distant Skies
- Location
- Final Verification, The Interdimensional Rift
- Region
- Gyr Abania
- Stone, Sky, Sea
- Available
- Patch
- 4.4
- The Echo
- Permanent +20%
“The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.
— In-game description
Alphascape V3.0 (Savage) is a level 70 raid introduced in patch 4.4 with Stormblood. The raid is also known as O11S.
Strategy
Omega
Note that unlike Normal mode, players can fall off the edge of the arena to their death, although they can be resurrected after a short delay. In addition, the Omega Jammer Duty Action is unavailable to use in the Savage encounter.
Opening Phase
- Atomic Ray - inflicts unavoidable raidwide damage.
- Mustard Bomb - a vicious tankbuster against Omega's primary target that deals damage in a very small area. In savage mode, Mustard Bomb will also apply a short duration Bleed effect (6 seconds).
- Flame Thrower - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox. After dousing players in flame, Omega will follow-up with a blast of blue flame (Afterburner) in the same shape and direction as the previous flame thrower blast. Players hit by Flame Thrower will receive moderate damage, whereas those hit by Afterburner will suffer far greater damage and a hefty knockback. Everyone will need to bait the initial flame blast (without stacking on other players), then side-step the Afterburner. One easy method of accomplishing this is to have all players form a circle around Omega's hitbox - usually in a cardinal and inter-cardinal fashion - so that once the flames have been fired, the raid can rotate in a clockwise or counter-clockwise direction into their safe spot to avoid the Afterburner (follow-up blast).
- Wave Cannon - comes in two variations - Larboard Wave Cannon and Starboard Wave Cannon. Larboard shoots from Omega's left side, while Starboard does the same for its right side. Getting hit will deal very high damage and inflict Vulnerability Up. After using a Wave Cannon attack, Omega will spin around to face the opposite direction and use a second Wave Cannon attack in an attempt to confuse players. It helps to remember that "Larboard" = Left. If it's not larboard, it's to Omega's right. The savage version of wave cannon no longer has a telegraph, though this is of little consequence considering how short the telegraph was in normal mode.
- Peripheral Synthesis #1 - spawns a total of six (small) rocket-punch adds - half of which will be blue and the other half yellow - at the location of all four damage dealers and both healers, tracking their movements. After a brief delay, each fist will launch itself at the current location of the players that spawned them. If two fists of the same color collide with each other as a result, they will explode, dealing massive raidwide damage and afflicting nasty debuffs upon the group. However, if two fists of opposite color collide with each other, they will destroy themselves at no detriment to the group, leaving behind a collectable damage-up buff (Live Wire).
Due to the colors being random, it is up to the raid to position themselves and quickly mix-and-match the upcoming collisions so that no two same-color fists launch into each other. A simple method of achieving this is to have the group divide into three pairs (excluding the tanks - who will not spawn a fist) and have the three groups form a semi-circle around the boss. Once the fists have spawned, players will be able to identify their color (yellow or blue) and see if their fists are of opposite colors. If so, the pair can remain in place and bait their fists into colliding with each other. If a pair of players have identical colored fists, then one player from that pair can swap with a player from a different pair as needed.
Add Phase
It won't be long before Omega exit's the arena, leaving behind circular electro-puddles in the center and around the outer edges that will instantly kill anyone standing in them (or walking through them) when it finishes forming, just like normal mode. Once the arena has been augmented, a Level Checker will spawn in the central AoE and begin to cast various Executables.
Executable #1
- Executable #1 - inflicts a Looper debuff on all players, the duration of which will always be just below 14 seconds. If a player fails to dispel the Looper debuff for any reason, they will lose control of their character, forcing them to run around aimlessly, possibly walking into fatal danger-zones or being incapable of fulfilling important mechanics. To dispel the Looper debuff, players must successfully soak upcoming meteor mechanics.
- Storage Meteors - creates four large yellow circles within the arena; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. At this point in the battle, two circles will spawn at opposite sides of the central death-zone, while another two will spawn at opposite ends of the far edge of the arena. Players who successfully soak a tower will have their Looper debuff removed, thus the goal is to have a pair of players soak each tower so that Looper debuffs are removed from the whole group. However, Ferrofluid - a push/pull mechanic - will take place at the same time to complicate matters.
- Ferrofluid - tethers pairs of players together and marks everyone with positive & negative symbols, (+) & (-). After a moderate delay, tethered players with opposite symbols (+ & -) will be pulled towards each other. Simultaneously, players with identical symbols (+ & + or - & -) will be pushed away from each other.
The goal is to quickly identify Ferrofluid symbols and ensure that tethered pairs of opposite symbols move to the outer edge of the arena so that they are pulled into Storage Meteors near the arena center. Meanwhile, tethered pairs of same symbols will move close to the central death-zone and wait to be pushed into the Storage Meteors at the far edges of the arena. If successful, all four meteors will be soaked and all eight players will have their Looper debuffs removed. If any meteor goes through, the entire raid will suffer moderate damage and be inflicted with Damage Down.
NOTE: All players should pay attention to the pattern of Storage Meteors during Executable #1, as the pattern here will determine what the pattern will be in Executable #2.
- Pattern #1: east & west meteors close to the level-checker + north & south meteors at the outer edge of the arena.
- Pattern #2: east & west meteors at the outer edge of the arena + north & south meteors close to the level-checker.
Executable #2
- Executable #2 - inflicts a new set of Looper debuffs on all members of the raid that must be dispelled in the same manner as before. However, the Looper debuff will have varied durations per player: either 12 seconds, 21 seconds, or 29 seconds. Players with the shortest duration must cleanse their debuffs before those with higher durations.
- Chain of Memory - afflicts the two farthest players from the Level Checker with a special debuff. While the Chain of Memory debuff is active, a visible straight-line AoE will be visible between the two affected players that will persist for the next half-a-minute. If any non-tethered players touch the purple line for any reason, they will succumb to confusion, causing the victim to wander around aimlessly. To make matters worse, the two tethered players will suffer a stackable debuff (Memory Degradation) if they remain close together. If either player acquires six stacks of Memory Degradation, they will become confused.
- Storage Meteors - creates large yellow circles within the arena in a staggered fashion; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. Any player who successfully soaks a tower will have their Looper debuff removed. However, seeing as Looper has been applied to all players with variable durations during this Executable, players with the shortest duration of Looper must soak towers first (or they will succumb to Confusion and likely perish).
- Reset - spawns a point-blank AoE underneath the level checker at various points throughout the tower-soaking process. All non-tethered players will need to move away from the level checker to avoid taking damage.
The goal is to have the two tethered Chain of Memory players soak the farthest Storage Meteors whilst the rest of the group handle the meteors close to the level checker. Seeing as Chain of Memory is guaranteed to afflict the two farthest players from the Level Checker, it is best to assign this task to two ranged damage dealers so that they can continue to damage the level checker whilst handling the upcoming tether. Simply have both players stand to the far east and west of the arena (forming a straight line through the level checker) so that once Chain of Memory is cast, they will automatically become the targets.
Meanwhile, the rest of the group will need to stack near the north or south of the Level Checker to avoid the upcoming Chain of Memory tether. Whether they stack to the north or south will depend on the pattern of Storage Meteors during Executable #1.
- If Executable #1 = east & west meteors close to the level-checker + north & south meteors at the outer edge of the arena, then the group should stack to the south of the level checker.
- If Executable #1 = east & west meteors at the outer edge of the arena + north & south meteors close to the level-checker, then the group should stack to the north of the level checker.
Once the group has been positioned, the Storage Meteors will begin to spawn in a staggered circular fashion around the level checker and the outer edges of the arena. Non-tethered players with the lowest duration of Looper will need to soak first. As this continues, the two players tethered by Chain of Memory will need to move in a clockwise pattern so that they provide enough space for the rest of the group to soak the remaining level checker towers as they spawn, but also so that they rotate themselves into the two towers that will eventually spawn at the outer edges of the arena.
Bear in mind that Reset, a point-blank AoE, will force the non-tethered players to move away from the level checker at various intervals, starting with the third successfully soaked tower.
Once all towers have been successfully soaked, the Chain of Memory tether will dissipate, and the level checker will omit a large donut AoE (Reformat), forcing everyone to move into the central safe-zone as soon as possible.
Delta Attack
With both Executables out of the way, the Level Checker will immediately begin to cast Force Quit. If the Level Checker has not been defeated by the time Force Quit is cast, the raid will suffer an unavoidable wipe.
If the Level Checker is successfully defeated, Omega will appear at the outer edge of the arena and prepare to blast the raid with its devastating Delta Attack - an unavoidable raid-blast. Unlike normal mode, players are not given a shield to survive the mechanic, so it is best to utilize a Limit Break 3 (Tank version) along with regular shields and healing to survive the ordeal.
Post Delta Attack
After surviving the raidwide blast, Omega returns to the platform and the fight resumes as normal.
- Ballistic Missiles - marks the entire group with AoE circles. Once detonated, all marked players will receive moderate damage and leave behind a persistent puddle of flame at their current location that will debuff players with a fatal Burns debuff if they remain inside for too long. Bear in mind that Ballistic Missiles will detonate after an upcoming Flame Thrower (see below).
- Flame Thrower - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox, followed by a blast of Afterburner in the same shape and direction as the previous blast. Just like earlier, all players will need to bait the initial flame blast, then side-step the follow-up Afterburner blast, except now, everyone must do this with the Ballistic Missiles (AoE circles) in mind. Simply form a distant circle around Omega just like in the first phase so that everyone can safely side-step the Afterburner with enough space to avoid overlapping Ballistic Missile AoE circles as well. Due to Ballistic Missiles leaving behind flaming puddles, make sure that nobody remains within Omega's hitbox when they detonate.
- Wave Cannon - peppers the raid with more Larboard Wave Cannon and/or Starboard Wave Cannon while the Ballistic Missile flame puddles exist. Remember - Larboard shoots from Omega's left side, while Starboard fires from the right side and Omega will spin 180 degrees after each blast to add more confusion. Assuming the raid has placed flaming puddles (Ballistic Missiles) outside of Omega's hitbox, they can now move into Omega's hitbox and safely react to Starboard or Larboard blasts without fear of walking into the puddles. After successfully dodging all Wave Cannon attacks, the fire puddles from Ballistic Missiles will finally fade, giving the group more freedom.
- Mustard Bomb - the nasty tankbuster from earlier, except now, it is represented by a tether rather than manually cast against the primary target. Despite the minor difference in mechanic, the AoE component and Bleed component remain, so be sure to mitigate Mustard Bomb whenever possible and take the hit away from the group. At the same time, players will also need to deal with Blaster - another tether mechanic (see below).
- Blaster - creates a tether between Omega and a random healer that must be picked up by whichever tank is not presently dealing with Mustard Bomb. After detonation, Blaster will inflict tremendous damage within a massive AoE circle and also applies a debilitating HP Penalty on the initial target. If the target was not full HP at the time of the blast, they will also receive Doom. Tanks should grab this tether as soon as possible and move it as far away from the group as possible. Simultaneously, healers will need to ensure that the target is at full HP to prevent the Doom component. Remember - Blaster and Mustard Bomb will detonate at the same time, so be wary.
- Atomic Ray - inflicts unavoidable raidwide damage. Due to the HP Penalty from Blaster, the tank who handled the mechanic may need to utilize mitigation CD's (or extra shielding from healers) to survive.
- Peripheral Synthesis #2 - spawns a total of four (large) rocket-punch - one at each edge of the arena (N,S,E,W) - that will tether to one tank, one healer, and two damage dealers. After a delay, all fists will then simultaneously launch in a straight line from one end of the arena to the other, inflicting damage, knock-back, and Blunt Resist Down against anyone caught in their wake. Due to the Blunt Resist component, any tethered player hit by their tethered fist (and someone else's) will likely perish. While tethered, players can drag the fists left or right along their respective edge to reposition it before it launches across the platform.
Example: If you are tethered to a large fist that has spawned at the northern edge of the arena, you can move the fist east or west along the northern edge, but the fist will always shoot in a straight line from north to south. If you are hit by someone else's fist as well as your own, the Blunt Resist Down component will likely result in an untimely death.
Due to the aiming component of Peripheral Synthesis #2, all tethered players will need to position themselves so that fists do not punch through the raid (or other tethered players). A simple way of achieving this is to have two tethered players stand slightly apart from one another in a far corner of the arena (standing as close to their respective fist as possible), while the other tethered players do the same in the opposite corner. This will leave a safe-zone in the center of the arena for non-tethered players and prevent tethered players from being hit by other fists.
- Electric Slide - creates a stack-marker on a random player. After a brief delay, Omega launches itself into the targeted player's location, inflicting shareable damage. All players must stack on the selected player to save them from a grisly fate.
- Peripheral Synthesis #2 - repeats the large fist mechanic, except this time, they will tether to the four players who were NOT tethered previously (the other tank, the other healer, and the two other damage dealers). A tank-swap may be required to keep Omega in the center of the arena while the tethered players retreat to the corners.
- Wave Cannon - peppers the raid with more Larboard Wave Cannon and/or Starboard Wave Cannon. Due to the knockback component of the previous Peripheral Synthesis #2, players who are out of position may need to sprint (or utilize gap-closers) to get close to Omega as soon as possible to better avoid the upcoming L/R blasts.
- Update Program - increases the damage inflicted by Omega's auto-attacks and also 'updates' upcoming mechanics by giving them additional components. For reference, mechanics effected by Update Program will be described as (Updated) for the rest of the guide.
- (Updated) Flame Thrower - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox, followed by a blast of Afterburner. Thanks to Update Program, the initial blast will now apply Burns to all players. Despite the Burns component, both the initial blast (and follow-up Afterburner) are handled in the same manner as before.
- (Updated) Wave Cannon - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side. This follow-up blast will not come with cast-times or telegraphs of any kind, so players will need to immediately rush to the opposite side of Omega after all Larboard or Starboard blasts.
- Pantokrator #1 - a mini-phase that will spit out waves of mechanics.
- Firstly, unavoidable raidwide damage will be inflicted upon the group periodically, keeping healers on their toes for the entire duration of Pantokrator.
- Secondly, AoE circles will periodically spawn underneath four random players for the first half of Pantokrator (until four sets of AoE circles have been dropped). To save the raid from endangering themselves, have everyone stack together in one place and bait the AoE circles on top of each other while the group moves in a clockwise or counter-clockwise manner.
- Thirdly, Omega will tag a random player with a stack-line marker after the fourth set of AoE circles. If players are avoiding the AoE circles by stacking on top of each other and moving around the boss in a controlled manner, then the stack-line component will be a minor inconvenience. Once the stack-line has been executed, the periodic 4xAoE circles will cease.
- Finally, after the stack-line marker has concluded, Omega will tag the four closest players with orange markers. After a delay, Omega will shoot large straight-line AoE's through the marked players, inflicting moderate damage and a stackable Magic Vulnerability Up debuff on anyone caught in the blasts. Omega will then bombard the raid with four circular AoE's before repeating the mechanic a second time. As a result, players who have tagged themselves (by being the closest four players to Omega) will need to ensure that they do not get tagged again, as the stacking Magic Vulnerability Up component will cause previous victims to receive far greater (typically fatal) damage.
After dodging the periodic AoE circles and soaking the stack-line marker, the raid will need to co-ordinate so that half the group gets marked (by being inside Omega's hitbox), bait the cannon blasts away from the rest of the group and then move away, allowing the other half of the raid to be marked and bait the canons again, preventing Magic Vulnerability Up from stacking up repeatedly on any players.
- Long Needle Kyrios - creates a proximity blast in the center of the arena, forcing all players to move to the outer edges to reduce upcoming damage. Due to upcoming mechanics, it is wise to have the entire group retreat to the same corner of the arena and allowing Omega to follow them into that corner after Long Needle Kyrios has concluded.
- Blaster - creates a tether between Omega and a random healer that must be picked up by the off-tank and dragged away from the group. Just like earlier, Blaster will inflict tremendous damage within a massive AoE circle that also applies HP Penalty to the initial target. Remember - if the target was not full HP at the time of the blast, they will also receive Doom, so make sure the tank who intercepts the tether is topped up.
- Atomic Ray - inflicts unavoidable raidwide damage. Due to the HP Penalty from Blaster, the tank who handled the mechanic may need to utilize mitigation CD's (or extra shielding from healers) to survive.
- Peripheral Synthesis #3 - spawns a total of eight (small) rocket-punch adds (one per player) - all of which will be the same color. After a brief delay, each fist will launch itself at the current location of the players that spawned them. If two fists collide with each other, they will destroy each other and inflict survivable damage. If more than two fists collide for any reason, the raid will suffer far greater raidwide damage instead. If fists do not collide at all, the fist(s) will repeat their leap-attacks until it collides with another fist (or until the player is slain).
The raid has two choices:
- Option One: Bait the fists so that they explode in staggered pairs, dealing survivable/manageable damage with each pair.
- Option Two: Utilize a (Tank) Limit Break 3 so that the raid can bait all fists into punching into each other at the same time and survive the resulting blast. The second method is infinitely quicker (and arguably safer) than the first, yet doing so means the raid will not be able to utilize a damage-based Limit Break 3.
No matter which method you choose, Omega will soon utilize:
- Mustard Bomb - the nasty tether-based tank buster.
- Atomic Ray - inflicts unavoidable raidwide damage.
- (Updated) Flame Thrower + Ballistic Missiles - marks the entire group with AoE circles that will leave behind persistent flame puddles after detonating. Simultaneously, players must content with the upgraded Flame Thrower (which applies Burns to all victims after the initial blast). Ultimately, this combination of mechanics is dealt with in the same manner as before. Simply form a large circle around Omega so that players can bait the initial blast of Flame Thrower then safely side-step the upcoming Afterburner without overlapping their circles. Try not to drop any flame puddles inside Omega's hitbox!
- (Updated) Wave Cannon - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side with no cast-time or telegraph. Players will need to move inside Omega's hitbox to avoid the previously dropped flame-puddles and remember to rush to the opposite side of Omega after all Larboard or Starboard blasts as soon as possible.
- Pantokrator #2 - another mini-phase of mechanics (with two additional components and one altered mechanic to watch out for).
- (NEW) - Omega will begin to fire telegraphed cones of Flame Thrower that will essentially begin to travel around the arena in a clockwise or counter-clockwise motion for the first-half of Pantokrator.
- (NEW) - Omega will periodically target the player farthest away from it with Guided Missile, causing them to drop a large AoE circle at their location for the first half of Pantokrator.
- (SAME) - Unavoidable raidwide damage will be inflicted upon the group periodically.
- (SAME) - AoE circles will periodically spawn underneath four random players for the first half of Pantokrator (until four sets of AoE circles have been dropped). Simply have everyone stack together in one place and bait the AoE circles on top of each other while the group moves in a clockwise or counter-clockwise manner.
- (SAME) - Omega will tag a random player with a stack-line marker half-way through Pantokrator (after the fourth set of AoE circles have been dropped). If players are avoiding the AoE circles (and Flame Thrower) by stacking on top of each other and moving around the boss in a controlled manner, then the stack-line component will be a minor inconvenience. Once the stack-line has been executed, the periodic 4xAoE circles (and Flame Thrower) will cease.
- (NEW) - After the stack-line marker has concluded, Omega will aim a massive Diffuse Wave Cannon (massive cone AoE) in the direction of both tanks that will repeatedly fire until Pantokrator has concluded. As a result, each tank will need to move away from each other (and the rest of the group) so that these cone-based attacks do not overlap onto each other. As soon as Omega begins to barrage both tanks with Diffuse Wave Cannon, Omega will also tag the three closest players with orange markers. After a delay, Omega will shoot large straight-line AoE's through the marked players, inflicting moderate damage and a stackable Magic Vulnerability Up debuff on anyone caught in the blasts, then repeat the mechanic a second time.
Players will need to handle Pantokrator in a similar manner as before - except now, they also have to deal with a rotating cone of flame thrower and one player frequently being targeted with a larger AoE circle (Guided Missile) until the fourth set of AoE circles have been dropped. To handle this craziness, have the group stack up and bait the periodic AoE circles in a clockwise or counter-clockwise manner like before. However, there is no guarantee that the rotating Flame Thrower will be clockwise or counter-clockwise, so you may need to change direction once it begins to rotate. Meanwhile, a player will need to bait the Guided Missile by being as far away from Omega (and the group) as possible. If you happen to have a tank with an Invulnerability Cooldown, you can cheese Guided Missile by having that tank move to the far corner and completely negate them. If that isn't an option, it is best to assign a ranged damage-dealer to bait (and avoid) guided missile by rotating around the outer edge of the arena (away from the rest of the group) whilst maintaining damage on Omega.
After the fourth set of AoE circles have been dropped, both tanks will need to move to one side of Omega (away from each other) so that Diffuse Wave Cannon doesn't overlap fellow tanks or other players. Simultaneously, the rest of the group will need to stand on the opposite side of the tanks (away from the Diffuse Wave Cannon blasts) and bait the first three orange marks by standing inside Omega's hitbox. Once marked, straight-line AoE's will eventually be fired through the marked players, inflicting damage and Magic Vulnerability Up on anyone in their path, then the mechanic repeats once more. Thanks to the debuffs, the three previously unmarked players should move into Omega's hitbox to bait the second set of straight-line AoE's, allowing players with Magic Vulnerability Up to safely avoid them.
- Long Needle Kyrios - creates a proximity blast in the center of the arena, forcing all players to move to the outer edges to reduce upcoming damage. Due to upcoming mechanics, it is wise to have the entire group retreat to the same corner of the arena and allowing Omega to follow them into that corner after Long Needle Kyrios has concluded.
- (Updated) Wave Cannon x2 - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side (twice in succession). Remember - the follow-up blast will not come with cast-times or telegraphs of any kind, so players will need to immediately rush to the opposite side of Omega after all Larboard or Starboard blasts.
- Charybdis - reduces all members of the raid to 1 HP. It is wise to heal the tanks immediately, then the rest of the group.
- Mustard Bomb + Blaster - the nasty tankbuster (tether) from earlier, along with a Blaster tether between Omega and a random healer that must be picked up the off-tank. Due to being executed immediately after Charybdis, Healers must prioritize healing the tanks as soon as possible before Mustard Bomb and Blaster detonate. Just like all previous Blaster attacks, it will inflict tremendous damage within a massive AoE circle and also applies a debilitating HP Penalty, thus the off-tank should take the tether and move as far away from the group as soon as possible. Remember - if the tethered target is not full HP at the time of the blast, they will also receive Doom.
- Atomic Ray x 3 - inflicts unavoidable raidwide damage three times in succession. Due to the HP Penalty from Blaster and the previous cast of Charybdis, healers are pressured to keep the entire group topped up as much as possible, especially the tank suffering from the HP Penalty afflicted by Blaster.
If still standing at this point in the battle, Omega will begin to long-cast LOOP - a hard enrage. If successfully cast, the entire raid will suffer an unavoidable wipe.
Loot
Treasure Coffer 1
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Omega Leg Gear Coffer (IL 400) | Other | N/A | Basic | 1 |
Treasure Coffer 2
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Omega Head Gear Coffer (IL 400) | Other | N/A | Basic | 1 |
Omega Hand Gear Coffer (IL 400) | Other | N/A | Basic | 1 |
Omega Foot Gear Coffer (IL 400) | Other | N/A | Basic | 1 |