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Final Fantasy XIV

FFXIV Dungeon Boost

An FFXIV dungeon boost covers the dungeon content of Final Fantasy XIV that the story never makes you finish: criterion dungeons, variant routes and deep dungeons. There are 3 services here, from one savage clear to a 200-floor climb.

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★★★★★Excellent · 4.9 out of 5 · 106 reviews
01

What Is Endgame Dungeon Content in FFXIV?

Quick answer

Endgame dungeon content in FFXIV means the optional dungeon duties that sit beside the story: criterion, variant and deep dungeons. Normal dungeons such as Mistwake or The Clyteum come with the main story and the Duty Finder. The three types on this page work differently.

Criterion dungeons are hard 4-player fights for a set party, with Another Merchant's Tale as the current one. Variant dungeons such as The Merchant's Tale and Mount Rokkon split into routes with their own endings. Deep dungeons like Palace of the Dead and Pilgrim's Traverse are random floors climbed from a set level, with a boss every 10 floors. Each type rewards patience more than gear, which is why a dungeon carry saves the most hours here.

02

FFXIV Dungeon Carry Services

ServiceWhat you getTime
Criterion Dungeon BoostAnother Merchant's Tale in Savage or Criterion mode, Another Aloalo Island, or a savage bundle, 1 to 10 clears1–3 hours per clear
Variant Dungeon BoostAll routes and the achievement, or one route, in 4 variant dungeons1–2 days
Deep Dungeon BoostPalace of the Dead to floor 200, three more deep dungeons to floor 100, or The Necromancer title2–7 days
03

Which Dungeon Carry Fits Your Goal?

Pick by the result you want on your character. Each goal points to one service.

  • A hard clear for your record: the criterion page, with Another Merchant's Tale (Savage).
  • Every story ending and the route achievement: the variant page, with all routes of The Merchant's Tale, Aloalo Island, Mount Rokkon or The Sil'dihn Subterrane.
  • Floor achievements and titles: the deep dungeon page. Heaven-on-High and Eureka Orthos are the shorter climbs, while Palace of the Dead and The Necromancer take the longest.

The variant routes are the smallest order in this section. Pilgrim's Traverse and criterion savage are the largest.

04

How a Dungeon Order Runs

A dungeon order runs in four steps: you pay, we assign the best-rated booster, usually within 15 minutes, the booster plays the duty, and you get a screenshot of the result in the order chat. Criterion clears wait for the group's raid slot. Variant routes and deep dungeons start within 1 hour.

All three services run as Piloted or Remote Control. Criterion also has Self Play, so you can sit in the party yourself. Each order lets you set your Platform and the Region of your data center.

Good to know: deep dungeon progress lives in save files, not on your gear. Keep one of the 2 save slots free before a deep dungeon order.

For 8-player savage tiers and ultimates, go to FFXIV raid carries. Every section of the game is listed on the FFXIV boost page.

FAQ

Questions players ask

Which FFXIV dungeon boost should I buy first?

The variant dungeon boost is the easiest first order in FFXIV dungeon content. It clears story routes and the route achievement in 1 to 2 days and starts within 1 hour.

Can I play along during an FFXIV dungeon carry?

Self Play is available on the criterion dungeon carry. The variant and deep dungeon services run as Piloted or Remote Control.

Are normal FFXIV dungeons part of this section?

No. The FFXIV dungeon section covers criterion, variant and deep dungeons only. Normal dungeons such as Mistwake come with main story progress, which the leveling section covers.

How do I get proof that the dungeon is done?

Every FFXIV dungeon order ends with a screenshot of the result in the order chat. You confirm the order after you see it.

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