FFXIV Pilgrim's Traverse 91–100 Boost

FFXIV Pilgrim's Traverse 91–100 Boost

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Swift Order Start

24/7 Support

Safe Boost

Rewards

Floor 100 clear recorded on your save

All sacks from Accursed Hoard

Aetherpool gains earned during the run

Any materials/loot obtained remain on your character

Pilgrim's Traverse is the Dawntrail deep dungeon: 100 floors, “stones” instead of floors, traps, pomanders, and escalating modifiers. This service covers the 91–100 bracket and delivers a recorded floor-100 clear on your save. We run stable compositions, prioritize survival over greed, and take hoards when it's safe and efficient.

Platform

Boost method

Requirements

Level 91 Disciple of War or Magic with Pilgrim's Traverse available on your account. If it's not unlocked, choose Unlock Pilgrim's Traverse below. Stay logged out during the piloted session; keep the authenticator or SMS approval handy for the first access.

Additional Options

  • Unlock Pilgrim's Traverse: We complete Pilgrimage of Light and prepare your character to enter the dungeon.
  • Priority: Your order jumps the standard queue; we reserve the next available 91–100 window.
  • Stream: Private link to watch the run; UI elements with sensitive data are hidden.
  • Aetherpool: We raise your Aetherpool to the target needed for a safe 91–100 push.
  • 20,000,000 Gil: Optional and separate from the Pilgrim's Traverse. Delivered in-game to the character and World you specify, using a safe method at an agreed time.

Piloted

We log in and clear 91–100 on your save using conservative routing, safety pomanders, and disciplined pull sizes. No self-play/remote for this product.

Why Choose Us

Professional Team

We strictly select every booster after confirming that they have years of experience in both boosting and the game.

Premium VPN

To guarantee the security of your account, all your data traffic is routed through an encrypted virtual tunnel to match your specific geographic location.

Quality and Speed

Our workflow refers to a high-tier boosting standards that provide services as fast as possible without losing in quality.

24/7 Customer Support

Our dedicated support team is ready to help you with any question or issues. Ask it in the live-chat and get an answer!

No Forbidden Software

We strictly stick to fair play principles, ensuring a gaming experience without cheats, bots and exploits.

How It Works

1.

Choose a service and desired additional options

2.

Proceed to checkout and complete your purchase

3.

After payment you will get access to order chat with your booster

4.

For Self-Play schedule gaming sessions with your booster at your convenience

5.

For Piloted if you have 2FA, share access code with your booster accordingly

6.

Make sure you provide accurate account details for either Boost Methods

Completion Time

The timeframe can vary due to several factors:

  • Chosen additional options
  • Our current workload
  • Game updates, server maintenance etc.

About FFXIV Pilgrim's Traverse

Pilgrim's Traverse is the fourth Deep Dungeon, added in Patch 7.35, with 100 procedural floors called stones and a unique save slot that you continue between sessions. You start at level 91 on floor 1 or at level 100 from floor 21. Unlike earlier Deep Dungeons, you can attempt the entire run in a Matched Party, and if a late wipe happens you can restart from 51 or 71 instead of only 1 or 31. Votive Candelabras add floor-wide effects, and Juniper Incense lets you summon Feo Ul for temporary help. The route still revolves around reading traps, patrols, and affixes, because one bad chain can end the run.

Progression is tied to Illumed Aetherpool Arm and Armour. Silver coffers raise both up to plus ninety-nine, and you can convert stored power to Illumed Aetherpool Glass fragments outside the duty to buy Pilgrim's Potions or other rewards. Accursed Hoard still appears and is revealed by Intuition, but treasure pickup is only net positive when the path and patrols are stable. Weekly Challenge Log entries now reward Luminous Oil and Sacks of First Light for floorsets including 20, 30, 50, 70, and 100, which nudges consistent floor-set clears rather than risky rushes.

The upper bracket changes the pressure. Floors 91 to 100 hit the hardest and punish greedy pulls, so routing is information first and risk controlled. Sight or Safety to map and neutralize traps, Serenity for lethal floor effects, Strength or Steel when it cleanly closes a floor or boss, Flight or Affluence or Alteration to shrink kill counts or normalize enemy sets. Witching or Rage stay as insurance when a luring trap collapses space. Melee uptime plans avoid risky baits, tanks and healers stagger mitigation around floor-wide hits, and ranged kites stay tight to prevent extra links.

Floor ninety-nine has its own boss encounter, and clearing it also unlocks The Final Verse, a separate duty where you can practice or power up that boss by feeding offerings gathered from Hoards, up to a total of forty. Reaching floor one hundred awards Illumed Invocations for turn-in rewards, and there are new titles for key milestones including a solo no-KO clear from floor one. The net result is a Deep Dungeon that values read, plan, and control over speed, with modern checkpoints and matched-party support that reduce time lost to late wipes.

FAQ

How do you handle saves for 91–100?

We use your existing Pilgrim’s Traverse save slot. If it already points to the 91–100 bracket, we continue; if it’s earlier or empty, we create a fresh run and push it to 100 within this service. Deep Dungeons use dedicated save slots per character, so we never overwrite a slot without your confirmation. 

What Aetherpool level do I need for a safe push?

High floors expect strong Illumed Aetherpool Arm and Armor. If your pool is behind a safe range for your job, select “I need Aetherpool” and we’ll raise it first; otherwise we assess on login and, if needed, propose an upgrade path before starting 91–100. 

What happens on dangerous affix floors like Gloom or No Items?

We evaluate exits and kill counts first. If an affix meaningfully raises wipe risk or time-to-clear, we burn Serenity or Flight; if neither is optimal, we re-enter to roll a new floor state rather than risk a late KO. 

Do you pick up every Accursed Hoard?

We take hoards when it’s safe and net-positive. Intuition marks hidden sacks, but we only route to them when patrols, debuffs, and trap density won’t compromise survival; you appraise everything after the run.

How do you deal with luring traps and accidental overpulls?

We keep Witching or Rage in reserve on 91–100. On a luring proc we either witch and kite, rage and clear, or reposition to reset—whichever ends the danger with the least risk and time loss. (Deep Dungeon emergency pomander usage is standard practice.

What’s the plan for the floor 100 segment and bossing?

Pilgrim’s Traverse places the major boss at 99, with 100 as the reward chamber. We use a conservative boss script—mitigation ladder, potion timings, and a planned LB—so we avoid last-pull wipes before the finish. 

What if a total party KO happens?

A full KO ends the attempt. Our pathing minimizes that outcome; if it happens, we re-queue and finish the order within the purchased scope rather than abandon the run because of one bad floor. 

Can you chase the solo “no-KO” style achievements in this service?

No. This product covers a group clear of 91–100. Solo titles and no-KO achievements use different routing and expectations and are a separate service. 

Can I watch the run live?

Yes. Add Live stream and we’ll share a private link shortly before entry. Sensitive data stays hidden.