I will be reborn. It its time to surrender to thine abhorred "death", to the embrace of perpetual darkness.
Time to laugh in the face of oblivion!
Promathia is the Final Boss of the Chains of Promathia expansion in Final Fantasy XI. He is fought in the mission battlefield Dawn, which is a two phased fight. Prishe and Selh'teus assist players in both phases of this battlefield. The Twilight God Promathia seeks to be reborn, and this would entail the destruction of humankind.
Prishe and Selh'teus are both formidable allies in this battle. Sehl'teus' Luminous Lance is capable of stunning Promathia for approximately 25 seconds in battle and Prishe's Nullifying Dropkick is capable of breaking Promathia's shields. Prishe can cure herself and be cured by players, and it matters not if she is KO'd in battle. On the other hand, Selh'teus cannot be cured by players and the battlefield results in immediate failure if Selh'teus is KO'd.
In the first phase of this fight, Promathia has access to a wide variety of special abilities, of which the five Chains abilities are actually there for plot purposes. By right, the missions before entail that players would have collected the five Lights of the Mothercrystals, and with these lights in possession, all of Promathia's chains abilities will have no effect. Otherwise, it will cause Terror on one specific race at a time. In effect, it helps players by wasting Promathia's TP on a weak or useless move. Promathia also has access to the Comet spell.
In the second phase of this battlefield, Promathia's melee attacks are a lot stronger, so he is a lot harder to tank. Also, in addition to Comet, he can now cast the punishing Meteor spell, and almost exclusively favors using it. Promathia also gains access to abilities that will slow down damage dealt upon him. Seal of Quiescence inflicts Mute, which is essentially Silence that cannot be cured, and Winds of Oblivion inflicts Amnesia, which prevents the use of job abilities and weapon skills. Both status effects cannot be cured and must be waited out.
The moves Bastion of Twilight and Wheel of Impregnability grant Promathia magical and physical immunity, which are shown by a ring beneath Promathia that will glow green and red respectively. This effect cannot be dispelled by the player and can only be broken by Prishe's Nullifying Dropkick.
- Chains of Apathy: Targets Hume only, terror (no effect if Light of Vahzl is in possession)
- Chains of Arrogance: Targets Elvaan only, terror (no effect if Light of Mea is in possession)
- Chains of Cowardice: Targets Tarutaru only, terror (no effect if Light of Holla is in possession)
- Chains of Envy: Targets Mithra only, terror (no effect if Light of Dem is in possession)
- Chains of Rage: Targets Galka only, terror (no effect if Light of Al'Taieu is in possession)
- Empty Salvation: AoE damage, dispels up to 3 effects
- Infernal Deliverance: Targeted AoE damage, stun
- Malevolent Blessing: Conal damage, curse
- Pestilent Penance: Conal damage, plague
(used during the 2nd phase)
- Bastion of Twilight: Magic shield
- Seal of Quiescence: AoE Mute
- Wheel of Impregnability: Physical shield
- Winds of Oblivion: AoE amnesia
The music that plays in the first phase of this fight is "Dusk and Dawn", from the Final Fantasy XI: Chains of Promathia Original Soundtrack. This is the only battlefield that uses this track for its background music.
For the second phase, the track used is "A Realm of Emptiness", which was first released on the Unreleased Tracks disc of the Final Fantasy XI Original Soundtrack Premium Box. This battle track is currently only used for one other battlefield, that being "Apocalypse Nigh", which is also in the Empyreal Paradox. An arranged version of this track is also featured in Dissidia 012 Final Fantasy and is the battle theme for Prishe.
- This battlefield was introduced in the July 19, 2005 Version Update. The level cap then was 75.
- Promathia is the first enemy in Final Fantasy XI capable of inflicting the Amnesia status.
- Dawn is the first battlefield in Final Fantasy XI whereby players are assisted by 2 fighting NPCs.
- Prishe is the first NPC that can be KO'd without resulting in immediate battlefield failure, and possibly the only one that can also be raised.
- Unlike most other battlefields, if the entire party is KO'd at the same time, it results in immediate failure of the battlefield, even if Prishe and Selh'teus are still alive.