
FFXIV Bozja and Zadnor Guide: Resistance Weapon Grind Explained
A plain walkthrough of Bozja and Zadnor: getting in, farming mettle, clearing critical engagements, and grinding each Resistance weapon stage.
Bozja and Zadnor are the two field-operation zones tucked inside Shadowbringers' "Save the Queen: Blades of Gunnhildr" storyline, and they're the home turf of the level 80 relic weapon, the Resistance Weapon. Picture one big shared map where up to 72 players poke around at once, grinding a currency called mettle, spawning boss events, and slowly building a weapon that climbs from item level 485 all the way up to 535.
There are a ton of moving parts, and the game does a pretty bad job of explaining any of it. So here's the plain version: how to get in, how to actually make progress, and how the relic grind breaks down step by step.
Entering Bozja Southern Front and Zadnor
This part trips people up because the unlock chain is long and the game barely points you at it. Both zones live under the same "Save the Queen" banner, but you reach them through different quest gates.
Getting into the Bozjan Southern Front
Before you can set foot in the Southern Front, you have to clear a stack of older content first:
- Finish the full Shadowbringers main scenario.
- Clear the Stormblood alliance raid chain "Return to Ivalice." That's The Royal City of Rabanastre, The Ridorana Lighthouse, and The Orbonne Monastery. The chain starts with the quest Dramatis Personae in Kugane and wraps up with The City of Lost Angels.
- Have at least one Disciple of War or Magic at level 80.
Once that's done, grab Hail to the Queen from Keiten in Kugane (X:12.1, Y:12.3). That kicks off a short chain (Path to the Past, The Bozja Incident, then Fire in the Forge), and at the end you get handed your first Resistance Weapon for free. Talk to Sjeros at Gangos (X:5.5, Y:5.4) to zone in.
One thing that throws people: the quest that opens the area is level 80, but you can actually run the zone on any job that's level 71 or higher. That's the whole appeal for a lot of players. It's one of the fastest ways to push alt jobs from 71 up to 80.
Unlocking Zadnor
Zadnor is the second zone, added in patch 5.55, and you can't just walk in after the Southern Front. There's another gate on top.
You need:
- The patch 5.4 main scenario quest Futures Rewritten.
- The Save the Queen quest Fit for a Queen, which itself sits behind Resistance Rank 10 and a clear of the Castrum Lacus Litore dungeon.
- A clear of the Delubrum Reginae raid (the story won't let you skip it).
Then A New Playing Field, picked up from Marsak in Gangos (X:6.4, Y:5.7), opens the door. Same deal as before: level 71 to actually take part, level 80 to unlock. Zadnor pays out way more mettle than the Southern Front, so once you're in, this is where you'll spend most of your time.
The two special dungeons
Each zone has a "finale" dungeon that runs on its own map and pulls up to 48 players. The Bozjan Southern Front has Castrum Lacus Litore (everyone just calls it CLL). Zadnor has The Dalriada, which unlocks at Resistance Rank 25 after the quest March of the Bloody Queen. You can't really solo these. They're genuine group content, and CLL in particular is a hard requirement for pushing the relic past a certain point.
Mettle Farming and Duel Mechanics
Mettle is the local currency that stands in for experience points, and Resistance Rank is the local version of your level. It runs from 1 to 25. You earn mettle from Skirmishes (basically FATEs) and Critical Engagements (bigger boss events, usually called CEs). Regular field mobs give nothing, so there's no point grinding random enemies for points.
The one rule that matters most
Rank up the second you're able to. Walk to a Resistance commander at any camp and get promoted. Every rank bump does a pile of good things at once: it raises your mettle earnings from everything, grows your Lost Action holster, unlocks new fragments to appraise, opens new zones, and pushes the story forward. If the promotion prompt is glowing, drop what you're doing and go click it.
A wrinkle worth knowing: mettle gains in the Southern Front cap out around rank 15, and Zadnor pays out noticeably more per event on top of that. So once Zadnor is open, head there for the serious rank push.
Death and the raise culture
Dying costs you a little mettle. Hitting Return to Start costs a lot. Because of that, the /shout chat channel is basically the zone's nervous system. People constantly call out spawns, ask for raises, and round up help. You can swap jobs in the field between fights, so healing or raising a stranger is easy. If you drop, ask for a raise in shout before you ever touch Return.
Duels and the clean-run payout
Duels are special one-on-one fights that only open up after a specific CE is cleared cleanly. "Cleanly" means the players who got picked didn't take a vulnerability-stack hit and didn't die during that CE. There are six of them total, three per zone.
In the Southern Front the duel bosses are Gabriel (the magitek flyer piloted by Dabog), Lyon the Beast King, and Sartauvoir quo Soranus. Each duel drops a title, about 30 tomestones, 99 lockboxes, the field notes on that boss, and a fat chunk of mettle. The real prize, though, is the High Morale buff it hands to everyone nearby: double mettle for an hour. If a duel pops in your zone, go stand near it even if you're not the one fighting.
Qualifying doesn't guarantee you get picked. If you qualify and lose the roll, you build up Notoriety (caps at 10 stacks), which bumps your odds for the next one and burns back down to zero once you're finally chosen. One catch: the Marching Orders priority buff you can buy for clusters does not apply to duels, so save your clusters for CEs.
The rank 25 payoff
Once you hit Resistance Rank 25, spare mettle turns into a permanent power boost. Talk to the Resistance Councilor in Zadnor and trade 20 million mettle for 3 Proofs of Mettle, then swap those for "Suns": Ray of Fortitude bumps your HP, Ray of Valor bumps your damage, Ray of Succor bumps your healing. Each stacks up to 10 times, and they're permanent buffs active in every Save the Queen duty. That's the long-term reward for all the farming.
Critical Engagements and Field Notes
How CEs spawn
Critical Engagements don't pop on their own. You have to go out and kill 4th Legion magitek machines in the field until one triggers. The Southern Front has 12 CEs spread across its three areas, plus three CEs that can chain into the duels. A few limits keep things sane: each CE or CE chain has a one-hour cooldown, and only one can be active at a time in the Southern Front (Castrum Lacus Litore is the exception to that rule). In Zadnor the spawn rules are looser and the payouts are richer.
When one goes live it shows up in the Resistance Recruitment window, which tells you how many slots are open and how long you've got. Click to register, get picked, and you're in. CEs hand out mettle, tomestones, lockboxes, coins, and the various "memories" the relic grind feeds on.
Field Notes and the Al-iklil mount
Field Notes are collectible lore pages, 50 of them scattered across both zones. You view them under the Collections menu after you use the item once. They cover the backstories of ally and enemy NPCs, and they drop from CEs, duels, bosses, and quests.
The big reward for the full set: collect all 50 and you unlock the A Complete History achievement, which hands over the Al-iklil mount. Dupes aren't wasted either, since you can trade extras to the Resistance Historian for lockboxes and coins (quest-only notes are the exception and can't be traded). The duel bosses drop their notes at a flat 100% rate, so the duels are your reliable source for those particular pages.
Resistance Weapon Upgrade Path
This is the part most people are actually here for. The relic has six stages, climbing from item level 485 up to 535. Most steps repeat per weapon; a couple are one-time grinds per character. Here's the whole ladder.
Stage 1: Resistance Weapons (IL 485)
The first one is free, handed to you at the end of Fire in the Forge. Every weapon after that comes from the repeatable quest Resistance Is (Not) Futile, which wants 4 Thavnairian Scalepowders. Those cost 250 Allagan Tomestones of Poetics each, so 1,000 Poetics per extra weapon. Pick them up from Auriana in Revenant's Toll, Hismena in Idyllshire, or any Sundry Splendors vendor near a main city aetheryte.
Stage 2: Augmented Resistance Weapons (IL 500)
The quest For Want of a Memory asks for 20 each of Tortured, Sorrowful, and Harrowing Memories of the Dying. Two ways to get them: random drops from Skirmishes and CEs in the Southern Front, or guaranteed drops from Heavensward FATEs with a Gold rating. The HW route is the steady one.
The three memory types map to specific HW zones:
| Memory type | Heavensward FATE zones | |---|---| | Tortured | The Sea of Clouds, Coerthas Western Highlands | | Sorrowful | The Dravanian Forelands, The Churning Mists | | Harrowing | The Dravanian Hinterlands, Azys Lla |
You don't need the weapon equipped, or even be on the matching job, to earn these. Finishing this stage just makes the base weapon dyable; same look.
Stage 3: Recollection Weapons (IL 500, with glow)
The Will to Resist needs 6 Bitter Memories of the Dying. The fastest source is level 60 Heavensward dungeons run synced with a 4-person light party, and The Antitower is the popular pick because it isn't item-level synced. You also get one per day from the Leveling roulette, and they occasionally drop from Southern Front CEs. This is where the weapon picks up its glow.
Stage 4: Law's Order Weapons (IL 510)
Here the gate gets real. Before Change of Arms will even talk to you, you need Resistance Rank 10, a clear of Castrum Lacus Litore, the side quests A Sign of What's to Come / Fit for a Queen / In the Queen's Image, and a clear of the Delubrum Reginae raid. Then the quest wants 15 Loathsome Memories of the Dying: 5 from each Castrum clear, 1 from any Crystal Tower alliance raid, or random drops from CEs. New model, but the glow goes away for now.
The first one-time grind
One side grind only happens once per character and unlocks the next stage. It's The Resistance Remembers, which takes 18 Haunting and 18 Vexatious Memories of the Dying. Haunting comes from the Shadow of Mhach Heavensward alliance raids (3 per clear) or FATEs in the Gyr Abania zones. Vexatious comes from the Return to Ivalice Stormblood raids (3 per clear) or FATEs in the Othard zones. The FATE route runs roughly 61% per kill, so the raids are the more reliable option.
Stage 5: Augmented Law's Order Weapons (IL 515, glow returns)
A New Path of Resistance wants 15 Timeworn Artifacts: 3 per Delubrum Reginae clear, or random drops from Palace of the Dead (higher floors drop more often). This is the step people gripe about. Delubrum Reginae is old and quiet, so a Duty Finder queue can sit there for the full ten minutes and still come up light on bodies. Most players use Party Finder with a buff-heavy loadout, or lean on the Bozja Discord servers that schedule runs. On finish you pick how to allocate the weapon's stats, and you can redo that later with Aetherial Sealant (4 phials, 100 Poetics each) through the Forged Anew option at the Allagan Node in Gangos.
The second one-time grind
After Zadnor is open and you've cleared A New Path of Resistance once, three more one-time quests open up: Spare Parts, Tell Me a Story, and A Fond Memory. You can grab all three at once.
- Spare Parts: 30 Compact Axles and 30 Compact Springs.
- Tell Me a Story: 30 copies each of the two "A Day in the Life" volumes that drop in Zone 2 (the "Battles" book from skirmishes, the "Beyond the Rift" book from CEs).
- A Fond Memory: 30 Bleak and 30 Lurid Memories of the Dying.
All of these drop in Zadnor (axles from Zone 1 skirmishes, springs from Zone 1 CEs, and so on across the three plateaus), or you can run the older raid series synced instead (Alexander, Omega, and Eden respectively, eight players each). Finish those, turn in A Done Deal, and the final stage unlocks.
Stage 6: Blade's Weapons (IL 535)
Irresistible is the last quest, and it wants 15 Raw Emotions. Sources: 3 per Dalriada clear, 2 per Delubrum Reginae clear, 1 per level 70 Stormblood dungeon run synced (Hells' Lid is the go-to), or random from Heaven-on-High on the higher floors. Turn them in, allocate stats one more time, and you've got the finished weapon with a new model and glow. Regana in Gangos sells cosmetic replicas of any stage you've completed, plus a no-glow "Matte Replica" of the Blade's stage, for around 1,000 Poetics apiece.
Best Duty Support Comps for Solo Progress
Quick reality check first: there is no Duty Support in Bozja or Zadnor. These aren't dungeons. They're open field maps shared with up to 72 real players, and the Trust system doesn't touch them. So "best comp for solo progress" really comes down to two things: how to get stuff done when the zone is quiet, and how to handle the dungeon steps that are bolted onto the relic grind.
Soloing the field zones
The good news is the field content is genuinely solo-friendly. Enemy HP in Skirmishes scales down when fewer players are around, so a near-empty instance can actually clear faster than a packed one. The game also drops an Echo buff on CEs and the special dungeons when participation is low. A few habits go a long way:
- Carry Resistance Reraiser so you can self-raise if shout is quiet.
- Keep a healing job leveled so you can raise strangers (they tend to remember it).
- Appraise Forgotten Fragments at camp and load up on Lost Actions: Lost Font of Power for burst, Lost Manawall to eat busters, Lost Death to one-shot weak trash.
- Don't fight alone if you don't have to. Even one or two extra people make Skirmishes fly, and you can form and leave parties freely without zoning out.
The parts you can't really solo
Castrum Lacus Litore, The Dalriada, and Delubrum Reginae are hard group duties. You can technically queue and lean on the low-player Echo, but realistically you want a real group for these. That's exactly what the field-operations Discords are for. Groups like Eurekan Explorers (worldwide), the NA Aether Bozja group known as ABBA, and the EU Lunar Forays Group run scheduled CLL and Delubrum Reginae clears, including the Savage version. Hop into one of those when you hit those required steps.
The dungeon grind steps
Several relic stages send you into old dungeons run synced with a 4-person party (Bitter Memories want level 60 HW dungeons, Raw Emotions want level 70 SB dungeons). Trust doesn't cover these, since Trust only handles specific Shadowbringers-and-later dungeons. Your solo-friendly options are Adventurer Squadron Command Missions for the leveling-tier HW and SB dungeons, or putting together a premade party of Blue Mages, which shred synced old content. For the ones Squadrons can't touch, just queue normally. Old duties still get enough roulette traffic to pop, especially Hells' Lid and the Antitower, which the relic grind keeps in constant rotation.