Ephramadian Shade

Revision as of 18:39, 29 April 2010 by *>Elfi Wolfe

Job: Corsair, Ranger, Red Mage, Monk
Family: Fomor
Crystal: See below
Weak to: Light, Fire

Ephramadian Shade (Red Mage)
Zone Level Drops Steal Spawns

Notes

Arrapago Reef

(Dark)

68 - 70

8

  • 16 Minute Respawn

A, L, H, HP, JA, WS

Caedarva Mire

(Dark)

75 - 77

20

A, L, H, HP, JA, WS

A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Notes:

  • The Hume-types using Hand-to-Hand weapons are Monks.
  • The Hume-types using daggers are Rangers.
  • The Elvaan-types using swords are Corsairs.
  • The Mithra-types using swords are Red Mages.
  • The MNK and RNG wear the same clothes.
  • Job Ability + Weapon Skill aggro has a longer range than Sound and Yellow HP Blood aggro.
  • Not all Job Abilities seem to draw aggro. For example, Berserk and Aggressor aren't detected, but Provoking a Shade will draw aggro from other Shades.
  • Any and all Weapon Skills will be detected by nearby Shades, leading to aggro.
  • The ones in Caedarva Mire seem to be very resistant to Lullaby.
  • In Caedarva Mire, shades are found primarily, if not exclusively, directly west of the tunnel leading to the Dvucca Isle Staging Point. Parties around 66-69 are said to have roaming potential here, and generally survive with ease.
This article uses material from the "Ephramadian_Shade" article on FFXIclopedia and is licensed under the CC-BY-SA License.