Ephramadian Shade
Revision as of 18:39, 29 April 2010 by *>Elfi Wolfe
Job: Corsair, Ranger, Red Mage, Monk |
Zone | Level | Drops | Steal | Spawns |
Notes |
---|---|---|---|---|---|
|
68 - 70 |
8
|
A, L, H, HP, JA, WS | ||
|
75 - 77 |
20 |
A, L, H, HP, JA, WS | ||
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.