The Unmaking (Extreme) Trial Guide
This guide aims to prepare players for "The Unmaking (Extreme)" by providing detailed explanations of the fight's mechanics, as well as consistent strategies for the purpose of farming.
Introduction to The Unmaking (Extreme)
The wandering minstrel strums a somber dirge, depicting a mighty denizen of that world without Light, struck down ere they could render all unto naught. But what if Enuo had emerged from the abyssal ocean stronger still? Would you and your comrades have triumphed over the fell sovereign, or been consigned to depths unending? Steeped in the leaden darkness of the void, each note of the minstrel's song brings you closer to that fateful encounter...
Unlock Requirements
The Unmaking (Extreme) can be unlocked in Patch 7.5 after completing the main scenario quest "A Grave Pestiment" and talking to the Wandering Minstrel in Tuliyollal. The duty requires an item level of 770 but this requirement can be bypassed by entering with a full party.
Enuo (Extreme) Trial Guide
Enuo is fought on a circular arena players can fall off of. The fight is split into three phases, including an add phase in the middle like most Extreme Trials.
There is a large void portal outside the arena which can move and is used for certain mechanics. Later in the fight, there will be a second void portal created.
Raid Preparation
Split the raid into two light parties. Assign clock spots for each player. Certain mechanics requires players to be paired with one of the opposite role at cardinals: have DPS rotate counterclockwise one spot.
Strategy Boards
All diagrams in this guide are available as Strategy Boards here together, or use the codes below to import individual strategy boards.
Gaze of the Void
Adds
Phase 1
In phase one, you fight Enuo.
Phase 1 Mechanics
The following mechanics are introduced on phase 1.
- Meteorain: Raidwide magic damage.
- Naught Grows: Enuo tethers to all void portals, creating a donut or a circle that points either to the portal or to Enuo. A donut will create a donut AoE and a circle will create a point-blank AoE. The arrows indicate if the AoE is centered around the portal or Enuo.
- Return to Nothing: Both healers are targeted by a void orb. This creates a line AoE that does shared damage from the void orb towards them. The target closest to the void orb takes high damage.
- Great Return to Nothing: Same as Return to Nothing, but there is one healer targeted and the larger void orb deals high damage to the closest two players instead.
- Naught Wakes: Enuo moves all void portals.
- Meltdown: Inflicts all players with Chains of Condemnation, a pyretic debuff dealing damage if the player moves. Unmarked ground AoEs spawn underneath all players at the end of the castbar, and go off a few seconds after the debuff expires. All players then take an unmarked AoE that inflicts a magic vuln.
- Dense Emptiness: A conal AoE on both healers that deals shared damage and inflicts a magic vuln.
- Airy Emptiness: A conal AoE on four players of one role that deals shared damage and inflicts a magic vuln.
- Gaze of the Void: Enuo summons ten void orbs that spawn at a location and go clockwise or counterclockwise. These will do conal AoEs in the order they spawned. These spawn two sets of tethered orbs that slowly move towards Enuo, with the orbs that doubled up becoming large. Orbs must be soaked by two players each and inflict a short magic vuln debuff, with tanks soaking the larger orbs.
- Vacuum: Curved line AoEs that create a large void orb at the end of the line which do a point-blank AoE.
- Deep Freeze: Two proximity markers on tanks, dealing massive damage. Players need to be moving at the end of the castbar or else they will be frozen.
Phase 1 Strategy
The fight starts off with a raid-wide. Enuo has very few mechanics, but repeats them and combines them with other mechanics to create difficult patterns. The first set of mechanics is Naught Grows. Enuo tethers to a void portal and casts either Return to Nothing or Great Return to Nothing. Players will either need to stack in light parties or as an entire party going to the safe spot for the AoE: either away from the portal if it's a circle and closer to the portal if it's a donut. Tanks need to be closest to the portal and mitigate the hit.
Enuo then casts Naught Wakes, moving the portal, followed by Meltdown. All players need to stack under the boss to bait the ground AoEs together, and then wait until their pyretic debuff expires. Immediately after, run outside to clock spots to dodge the ground AoEs and spread for the unmarked player AoEs.
This is followed by Dense Emptiness or Airy Emptiness. Either stack in light parties east and west or partner up at cardinals. Enuo then repeats Naught Grows.
The next major mechanic of the phase is Gaze of the Void. The first part is similar to how the mechanic worked in normal mode, with orbs spawning around Enuo and doing cone AoEs. Start behind the first one and rotate behind the AoEs, going a bit further because there are two extra orbs.
At this point, eight void orbs will spawn on the outside, in two sets of four. The first two void orbs will become large, and the party will use that as their reference point to determine who soaks which orbs. The yellow tethered orbs move faster and must be soaked first, while the purple tethered orbs move slower and are saved for after the magic vuln debuff wears off.
Players will soak orbs with the player of the same role: tank with tank, healer with healer, melee DPS with melee DPS, and ranged DPS with caster DPS. Tanks will always soak the large orbs. Healers will take the first yellow and purple orb clockwise of the tank orbs. Ranged and caster DPS will take the first yellow and purple orb counterclockwise of the tank orbs. The melee DPS will take the second set of orbs clockwise or counterclockwise. Take the yellow orb, wait until the vuln expires, and then take the purple orb.
The final new mechanic of the phase is Vacuum. Dodge the line AoEs by squeezing in on the opposite side of the single short curved line AoE. That one creates a circle AoE close to the boss, but the other side's long curved line AoEs will create circle AoEs far away, leaving a large safe spot close to the boss. This will be relevant later.
Finally Enuo will cast either Airy Emptiness or Dense Emptiness, whichever one it did not earlier. The boss follows this up with Deep Freeze: the entire party can stand max melee south while the tanks are spread out max melee northeast and northwest. Keep moving at the end of the castbar (jumping works as well) to not get frozen. This is followed by Meteorain, and Enuo jumps to the north side of the arena, starting the transition to the adds phase.
Phase 2: Adds Phase
In the adds phase, players will soak towers that spawn adds while killing a large add in the middle.
Phase 2 Mechanics
The following mechanics are introduced or adjusted in phase 2.
- Unbecoming: At the start of the phase, players will be inflicted with this debuff until it ends. It deals damage over time.
- Looming Emptiness: A knockback with an AoE from the centre of the arena. This spawns the Looming Shadow add.
- Voidal Turbulence: Spawns four towers, two on the east side and two on the west. Four players of one role are marked with a prey, indicating they will take a large conal AoE that inflicts a dark resistance down debuff at the end of the castbar.
- Empty Shadow: The towers that spawn. When soaked it summons an add
that tethers to the player. Each role receives a different type of add. Players
can only damage the add they are tethered to.
- Tanks receive the Protective Shadow, which cast Drain Touch and must be interrupted. It then uses Weight of Nothing, a large line tank buster.
- Healers receive the Soothing Shadow, which cast Curse of the Flesh, a debuff that needs to be cleansed.
- DPS receive the Aggressive Shadow, which cast Demon Eye, a circular gaze. Look away, either inside or outside the the arena and not at another add.
Phase 2 Strategy
Spread into light parties and get knocked back or use knockback prevention. The Looming Shadow spawns, and four towers spawn soon after. Since there are always two towers on the east and two towers on the west, players will use the light parties to determine which tower they are taking. The ranged DPS and tank in party 1 look north and counterclockwise, while the melee DPS and healer look south and clockwise. The ranged DPS and healer in party 2 look north and clockwise, while the melee DPS and tank in party 2 look south and clockwise. Essentially, go near your clock spot and take the closest tower on your side.
Players marked for the conal need to adjust by moving to the area without towers. Use the same priority system as the tower players, but instead look for gaps where there are no towers.
This will repeat again, with the tower players getting marked meaning the marked players from the first set will need to soak towers. Again, use the same priority.
Once all adds are dead, kill the Looming Shadow. Make sure to heal the main tank, as they will be taking high auto-attack damage. Once the Looming Shadow is killed, the Beacon in the Dark appears. Kill this to end the adds phase and start phase 3.
Phase 3
In phase 3, you fight Enuo with two void portals.
Phase 3 Mechanics
The following mechanics are introduced or adjusted on phase 3.
- Lightless World: Enuo's ultimate attack. Deals five hits of raid-wide damage.
- Almagest: Raid-wide magic damage.
- Naught Wakes: Now when portals move, they fire a laser across the arena. Void portals can split and fire a laser down the sides, or they can remain large and fire a laser through the middle. They can move to cardinals or intercardinals, creating different safe spots.
- Shrouded Holy: AoE stack markers on both healers that inflicts a magic vuln.
- Dimension Zero: A multi-hit line stack AoE on a healer. Hits 3 times total.
- Naught Hunts: Two players are marked with a prey. Void orbs appear at the side of the arena that chase these players. Halfway through, two other players are marked, and the orb begins to chase them instead. The orbs pulse an AoE that inflicts a stacking vulnerability debuff.
Phase 3 Strategy
Mitigate and ultimate and the raid-wide after. Enuo summons a second void portal at this point. It casts Naught Grows, and now one portal will tether to Enuo with a mechanic, while Enuo tethers to the other portal with a mechanic. To do this easily, look at one void portal. If the donut is pointing to Enuo, go inside the hitbox away from the other void portal. If the circle is pointing to Enuo, go near the other void portal and closer to the wall. As always this is accompanied by a light party wild charge or a full party double wild charge.
Next, Enuo casts Naught Wakes. This is now an actual mechanic: the void portals will fire lasers down the arena. They either split into two and do an AoE down the sides, or stay large and do an AoE across the middle. You have plenty of time to look at both and find a safe spot: use the markers to help you. This happens twice in a row.
This is followed by Shrouded Holy, a basic light party stack. Take these east and west of the boss. Enuo casts Naught Grows again from the new void portal spots.
Enuo then casts Vacuum into Meltdown. The debuff is applied right as the AoEs go off, so players need to tuck in just like phase one. Immediately as the debuff expires, move out to clock spots and make sure to move extra far as players may not be fully centered like phase one.
Next is Gaze of the Void, and can be handled the exact same as phase one. This is followed by Almagest and Naught Wakes. This is the final new mechanic of the fight. Players need to first dodge the Naught Wakes AoEs, then move clockwise on the outside of the arena to bait the pulsing AoEs towards the outside. Next, two additional players are marked. They need to bait the AoEs back counterclockwise along the outside in order to not clip the first set of players.
After Naught Hunts, another set of Naught Wakes portals will begin channeling, and these will always do an AoE through cardinals or intercardinals, leaving the opposite corners safe. Naught Hunts then repeats, targeting the four players that were not targeted the first time. Do this the exact same as the first set. This set is followed by either Dense Emptiness or Airy Emptiness, then Dimension Zero.
The rest of the fight repeats previously seen mechanics. The boss casts Almagest, Naught Grows, Naught Wakes, Deep Freeze, Naught Grows again, Dimension Zero, then uses Meteorain until the final hard enrage at just over 11 minutes. Kill the boss before it kills you!
Party Finder Strategies
Amendments to the guide above based on popular strategies used in party finder will be used here.
- This guide is compatible with Hector's video lecture, though most parties that do Hector are running Naught Hunts clockwise always, and Hector takes Airy Emptiness to intercardinals with supports moving clockwise.
Rewards
Completion of this duty rewards 25 Allagan Mathematics of Mathematics and 16 Allagan Tomestones of Mnemonics. All players will also receive two Naught Totems, ten of which can be exchanged for any item level 785 Naught weapon. The treasure coffer will contain one random Naught weapon, a Naught Weapon coffer, and has a chance for the rare mount Wings of Naught to appear.
Changelog
- 01 May 2026: Guide added.
More FFXIV Content
This guide has been written by Lyra an accomplished raider in FFXIV and has written raid guides for the game for the past five years. You can follow him on Twitter and he streams raids on Twitch.
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