Pilgrim's Traverse in FFXIV: Unlock, Floors, and Rewards
What to Know Before Your First Run
Pilgrim's Traverse is a Deep Dungeon for Final Fantasy XIV that arrived with Patch 7.35 on October 7, 2025. It is a hundred randomly generated floors with its own Aetherpool gear and its own reward system, from titles to a mount.
The rules shifted after launch. The most noticeable change came with Patch 7.5: a party wipe no longer disqualifies a save before floor 30. For newcomers, that removes the biggest fear of the first runs. Everything in this guide is current as of 10/18/2026.
The basics: you can go in solo or with a party of up to four, there is a 60 minute time limit, and level sync cannot be removed. Phoenix Down is available inside.
How to Unlock the Dungeon
The entrance is in Il Mheg, where the NPC Vanthau stands at X 29.9, Y 6.0. The quest Pilgrimage of Light comes from the Bright-eyed Child in the Crystarium, so start there.

Your character needs to meet these requirements:
any Disciple of War or Disciple of Magic at level 91;
the Endwalker main scenario completed;
floor 50 of the Palace of the Dead cleared.
Level 91 is required at the entrance, so if your job has not reached it yet, level it through regular content first. The Palace of the Dead is a long stage of its own for anyone who has never touched a Deep Dungeon, so budget time for it up front.
Saves, Starting Floors, and Party Modes
The dungeon has two save slots. A new save does not have to begin on floor 1: the starting points are 1, 21, 31, 51, and 71. The first is open immediately, while the rest unlock as you progress. Starting from floor 21 or deeper requires the quest Faerie Tale.
Starting floor | What matters |
|---|---|
1 | Open from the start, everyone enters at level 91 |
21 | Requires Faerie Tale, level 100 right away |
31 and 51 | Unlock with progress, Faerie Tale required |
71 | Unlocks with progress, Faerie Tale required |
On floor 1 everyone enters at level 91 and levels up to 100 by defeating enemies. If you start a new save on floor 21 or later, you are set to level 100 straight away, but your pomanders and incenses are cleared, so you rebuild your supply from scratch.
A party can be one to four players, so solo runs are fine. The dungeon uses its own Aetherpool Arm and Armor gear, and its maximum strength is +99.
Before the first run, decide who you are going with. Solo gives you full control of the pace, but every mistake lands on you alone. A party of two to four is safer against bosses, though you will need to agree on who grabs items and who decides when to move on.
Wipes and the KO Counter
This is the most important rule for long runs. If every party member is down and nobody has a Pomander of Raising, the KO counter goes up. From floor 31 onward, a save with a nonzero KO counter cannot be continued.
The takeaway is simple. Up to floor 30 you can experiment and learn from mistakes, because since Patch 7.5 wipes there do not disqualify your save. Past that point the cost of an error climbs sharply, so keep a reserve of revival items and avoid unnecessary risks.
Plan your revives with care. A Pomander of Raising saves the party when everyone falls, so keep it for the deep floors, where the KO counter decides the fate of the save.
If you are chasing depth-based rewards, split the work. Use the first thirty floors to learn the mechanics and build up items. Take the deep floors with a settled party and a full supply.
Rewards and Titles
Every ten floors the dungeon pays out currency and materials: Allagan Tomestones of Poetics, Mathematics, and Mnemonics, plus gil. Floors 30, 50, and 70 also grant Illumed Aetherpool Glass.

There are four titles, each with its own route:
Devoted Pilgrim is awarded at floor 30;
Saint of Sorrows is the reward for floor 100;
The Enlightened comes from speaking with the NPC Aenc Daen while holding all four accessories;
Grief's Anointed is awarded for clearing Quantum mode with the maximum number of offerings.
The most labor-intensive goal is the Chandelier of First Light mount. You collect four accessories from the NPC Ose Wyd using Illumed Invocations, which are awarded for clearing floor 100. After that, speak with Aenc Daen. Expect it to take roughly twice as many clears as earlier Deep Dungeons, so treat it as a long-term project.
Weekly Objectives
Once a week the dungeon offers a chain of objectives called Take Me to Church I-V. They are tied to floors 20, 30, 50, 70, and 100, and they reward Luminous Oil and Sacks of First Light.
The objectives are tied to depth, and each next one asks for a more serious run than the last. If you play irregularly, do not try to close all five in one evening; aim for the floor you can realistically reach.
For anyone building a collection, the weekly cycle works as a rhythm: a few runs for oil and sacks, then back to a long-term goal like the mount.
The Floor 99 Boss and The Final Verse
Floor 99 brings you face to face with Eminent Grief. From that point The Final Verse opens as a practice mode: it has no effect on completing the dungeon and exists so you can rehearse the fight ahead of time.

The real challenge appears after you clear floor 100, in Quantum mode. These are its rules:
you need a party of exactly four players;
before the fight you pick offerings, from 15 to 40 in total;
you can bring up to eight of each of the five types;
offerings are consumed only after a victory.
Build your offerings up gradually: win with the minimum of 15 first, then add a few at a time as your party gets in sync. The 40 cap matters for the title.
Because offerings are consumed only after a win, a loss costs you no resources. A win with 40 offerings earns an achievement and the title Grief's Anointed.
Putting a Route Together
The most common mistake is aiming at floor 100 right away. The dungeon is built for gradual growth: every ten floors pay out, so there is always a clear next milestone.
Boiled down to a route, it looks like this. Unlock the dungeon and clear 30 floors for the Devoted Pilgrim title, since mistakes are forgiven there. Then take the Faerie Tale quest and choose a starting point that fits your confidence.
From there the goal decides everything. Saint of Sorrows and Illumed Invocations need a full run to floor 100. The mount needs several of those clears. Grief's Anointed calls for a regular party of four and a win with 40 offerings.
If you cannot spare the time for projects like these, the deep floors and Quantum mode are easier with an experienced team: it is easier not to lose a save to the KO counter.