Monsters of Lumoria



Lumoria is the region of sea that everyone strives so hard to get access to. People wanting new areas sure got more than they bargained for. In addition to totally new looking landscapes and monsters, everything here just seems to follow different rules. These monsters don't aggro and fight like normal enemies. Discovering the mysteries of this strange land is half the fun, and here is all the information I've been able to assemble on these new foes.

This page is for normal enemies only. CoP notorious monsters are covered in their respective mission pages. Sea gods and Limbus trigger mobs and such aren't covered at all here.

Let us all take a small moment to remember the thousands of exp I lost getting killed to these enemies in order to bring you this info... ... ... okay, that's enough.

Monster quick jump
Family
Zones present
Aern
Al'Tiaeu, Hu'Xzoi, Ru'Hmet
Hpemde
Al'Tiaeu
Phuabo
Al'Tiaeu
Xzomit
A'Tiaeu
Yovra
Al'Tiaeu
Euvhi
Hu'Xzoi, Ru'Hmet
Ghrah
Hu'Xzoi, Ru'Hmet
Zdei
Hu'Xzoi, Ru'Hmet



The Basics

Okay, take everything you know about avoiding monsters. Got it? Toss the vast majority of it out the window! Start with sneak and invisibility. Neither of those spells will help you at all in Lumoria. All the monsters have "true sight" or "true hearing" or whatever. So you won't need powders and oils at all. Next, forget about magic aggro and blood aggro. You will never attract the attention of a Lumoria mob with magic or low HP. Even the pot-like monsters don't aggro to magic. Nothing does, end of story.

What you WILL have to worry about is a little more concerning. None of the monsters are invisible but some pop up from under the water and others drop from the sky. Still others change between an aggro form and a non-aggro form sporadically. Others sit in place and spin around. You will need timing, patience, and attention to your surroundings to avoid monster aggression. Despite all this, the monsters still detect with either a sight cone or a sound radius. I will explain which have which.

Most of the monsters have a prefix and a family name. Aerns are a type of monster, but you will never see an "Aern" mob. Instead you see "Ul'aern" or "Om'aern". The prefix tells you the general strength of the monster. In increasing monster level, the prefixes are Ul -> Om -> Eo -> Aw. "Ru" is a prefix used  mostly for notorious monsters.

All monsters have a (very low) chance to drop a Lumin tissue (except the Ghrahs, which drop a chip, and Zdeis, which drop nothing unique). Most of the monsters also have a (somewhat better) chance to drop an "organ" item as well. Some monsters in certain areas of certain zones drop a High-Quality organ. These drops are for various sea-related quests such as In the Name of Science and the spawning of sea gods. In addition to all that the mobs can drop a totally random crystal cluster as well.

A lot of information on this page is lacking. I'm a white mage trying to research monsters I cannot fight solo. The few times I've seen them fought are by black mages that don't let them get off very many moves. What I CAN promise you is that, if it's on here, I'm sure about it.




Aern


Detect by:
sound
Aggro:
no
Link:
yes
Change forms:
special (see below)

Name
Zone
Level Range
Ul'aern
Al’Taieu 70-73
Om'aern
Al’Taieu 75-78
Eo'aern
Hu'Xzoi
77-80 (?)
Aw'aern
Ru'Hmet
79-83



The most common monsters in Lumoria, Aerns are the only normal monster to appear in all three large zones of Lumoria. They sort of resemble pastel deformed angels, or maybe Shiva the avatar. They can often be seen floating around in large open areas. They link but don't aggro, making them relatively harmless unless you're looking for a fight with them.

Aerns are often called the "beastmen" of Lumoria because they have player jobs. Specifically, they have any of the 15 jobs in the game. You won't know what job an Aern is until you attack it. It will then draw a weapon of its job and summon an pet if a dragoon or a beastmaster. Mages will cast spells, ninjas use ninjitsu, bards sing (n a very odd bubbly voice), rangers shoot these little balls of energy, and melee jobs get up close and thwack you. Listing all the possible moves for each job of an Aern isn't necessary here. Just be prepared for anything when attacking these guys.



Aerns have the unique ability among all monsters in the game to possibly reraise themselves after being dead a few seconds. The reraise is completely random and independent of the job; even melee jobs can spring back to life. A reraised Aern is at full hit points and attack power (reraise IV?) as if you just entered battle with it and is the same job as it was before death. It will resummon a pet if that job can do so. In my tests Aerns reraised themselves about 40% of the time, so it's pretty common. Defeating a reraised Aern gives you the experience you got when you killed it the first time and also a second chance of dropping tissues, organs, or clusters. An Aern will only reraise once; smiting the same Aern again defeats it for good.

Move Name
Effect
Crystalline Cocoon
Protect + Shell
Depuration
Removes all status effects on Aern
Auroral Wind
Directional AoE damage + silence
Impact Stream
AoE damage + def down + stun + ANNOYING
{job specfic moves}
All sorts of wacky stuff

If your aern holds a...
then it's job is...
and it's weapon skill will be...
which does...
Dagger
THF, BRD, or BLM
Disseverment Damage + nasty poison
Sword
RDM, PLD, or DRK
Glacier Splitter Directional AoE damage + paralyze
Polearm
DRG or SAM
Medusa Javelin Damage + petrify
Axe
BST, RNG, or WAR
Biotic Boomerang AoE damage + plague
Staff
WHM or SMN
none
nothing
No weapon
MNK or NIN
none
nothing
 




Hpemde

Detect by:
sound
Aggro:
yes (special, see below)
Link:
no
Change forms:
yes

Name
Zone
Level Range
Ul'hpemde
Al’Taieu 68-72
Om'hpemde
Al’Taieu 68-76



The happy floating goldfish of Al'Tiaeu. Hpemdes are common and are some of the weakest monsters in Lumoria. They've also easily got the strangest attack patterns I've ever seen. While Hpemdes will detect you and move up to you, as long as you don't HURT them in any way, they'll just follow you around. You can even cast spells on them such as Paralyze and Slow and they won't attack you. However, hitting them with a weapon, a spell (even AoE damage), or any damage over time affect (in other words, lowering their HP at all) will cause them to stop following happily and actually attack you. Not hurting them for a time causes them to eventually lose interest and return to wherever they were before spotting you.


Meleeing Hpemdes for a little bit will cause their face to open up, making them hideously ugly and dropping their defense to basically nothing but boosting their attack tremendously. It's like a super berserk. All attacks and spells will do massive damage at this point. A single strong weapon skill or spell will cause them to close back up and regain their defense, but will do massive damage in the process. Continued meleeing will force them open again. They have no real dangerous damage moves but have Rapid Molt, a move that removes all negative status effects you've placed on them, and a very annoying AoE stun.

Ul’Hpemdes wander around aimlessly on the surface of the water. Om’Hpemdes start underwater and will pop up from under water when they detect you (see Phuabos, below, for how this works), but both forms follow the same strange “won’t attack until hurt” pattern.

A word of warning to summoners: any summoner worth their salt knows a summoned avatar will rush to attack any monster that aggros the summoner. Remember that these things actually aggro even if they don't attack. A summoned Carby will believe his or her master in danger and attack the Hpemdes following a player, thus starting an actual battle. Be careful keeping Carby out while traveling through Al'Tiaeu.

Move Name
Effect
{face opens}
Defense DRASTICALLY drops
Offense DRASTICALLY improves
Rapid Molt
Removes all status effects on Hpemde
Temporal Shift
AoE stun
Ichor Stream
Directional AoE poison
Sinulate Rush
AoE minor damage, blinkable, all shadows
Tail Thrust
Damage, blinkable, one shadow

 





Phuabo

Detect by:
sight
Aggro:
yes
Link:
no
Change forms:
no

Name
Zone
Level Range
Ul'phuabo
Al’Taieu 76
Om'phuabo
Al’Taieu 79-81




Phuabos are one of the two hazards in Al'Taieu travelers need to worry about. Phuabos, known as “sharks” or “stingrays” by sea-goers, lurk under the surface of the water in some of the open areas of Al'Taieu. Although clearly visible, their names cannot be read under water nor can they be targeted. They have a sight cone that can see a fair distance in front of them but is very narrow. Stepping into the sight cone or over the top of the Phuabo’s body will cause them to spring into the open air and attack the detected character, where it can be targetted and battled as normal. Phuabos can mostly be avoided by sticking to the edges of the areas and watching which way they are facing.

Phuabos aren’t terribly weak, being the second most powerful monster in Al'Taieu (and the strongest one a party can hope to beat on their own). In addition to a powerful physical attack and a decent amount of HP, they also have an AoE silence move on their list. They don’t change forms or anything though, so a party can defeat them straight up if they’re moderately prepared.

Move Name
Effect
Plasma Charge
Shock Spikes
Voiceless Storm
AoE silence
Aerial Collision
Directional AoE, goes through shadows
Spine Lash
Plague, lose TP each tic
Vapor Spray
Damage, goes through shadows
Tidal Wave
AoE damage + gravity
Can only be used if fighting over water





Xzomit

Detect by:
sound
Aggro:
no
Link:
special (see below)
Change forms:
no

Name
Zone
Level Range
Ul'xzomit
Al’Taieu 68-71
Om'xzomit
Al’Taieu 76




Xzmoits are yet another quirky sea mob that are always on the move. While non-aggro adventurers may wish to fight them for organs or tissues. Of all monsters in Lumoria, the difference between the Ul and the Om versions of these monsters is most pronounces with Xzmoits. Ul’xzmoit mobs travel in packs of three: one “mother” leader and two “babies” following. The followers are weaker (at the lower end of the level range?) and are physically smaller and all three mobs are named Ul’Xzomit.  Attacking the leader will cause both babies to link and attack as well. Attacking a follower will only start a battle with that follower. Defeating the follower Ul’Xzomits will yield experience but very absurdly rarely drop an organ. Defeating the leader Ul’Xzomit will always yield an organ drop and possibly a tissue as well, but you’ll have to deal with the two linking followers. Defeated followers will eventually respawn and seek out their leader to follow.

Om’Xzomits are always alone and have no followers in the normal areas of Al’Taieu. Defeating them has a normal random chance of dropping organs or tissues. In the Limbus areas of Al'Tiaeu they sometimes have one follower but still don't have a 100% drop rate.

In combat all Xzomits, regardless of prefix or leader/follower status, behave the same.

Those seeking drops from Xzomits often sleepga the leader and followers, kill the leader quickly, and then make a run for the Auroral Updraft to zone and shed hate from the followers. Since the leader always drops an organ repeating this can be used to secure necessary organs quickly.

Move Name
Effect
Ink Cloud
AoE Blind
Molluscous Mutation
defense bonus
Siphon Discharge
damage
Saline Coat
magic defense




Yovra

Detect by:
sound
Aggro:
yes
Link:
no (well maybe, but who's been insane enough to TRY?)
Change forms:
no

Name
Zone
Level Range
Ul'yovra
Al’Taieu 82
Om'yovra
Al’Taieu unknown (higher)



Yovras (called jellyfish or UFOs, it actually took some time for me to discover their real name) are the true terrors of Al'Taieu. Ridiculously powerful monsters, they hover high in the sky and drift lazily over ranges of the Al'Taieu landscape. These things in the sky combined with Phuabos underwater means adventurers need to keep an eye both above and below themselves while wandering the waters, a truly daunting and nerve-racking task. Like Phoabos you can't target them until they drop down.

You need to be directly under a Yovra for it to drop on you. If you spot one in the sky they are easy to avoid. The terrifying part of them is when you AREN’T paying attention and one drops on you clear out of nowhere. Unless you or your party is right on the ball sleeping it the detected player is basically doomed to death. They build sleep resistance over time but the first few sleeps stick very easily.

In combat they hit absurdly hard. They also have an AoE move that unequipps the gear from everyone within range as well as an AoE charm. Seeing a galka paladin go completely naked was not a sight I was hoping to see, but was worth it for sheer amusement factors. I have killed an Ul'yovra with as little as 10 people (and did a scary amount of damage with Banish III to get the kill). Om'yovras, the harder ones, take most of an alliance to safely fight. A single Yovra organ is needed, along with more easily obtained items, to get certain items from the In the Name of Science quest that melee fighters would be very interested in.

Many Brimahs were killed and/or scared half to death to bring you this information.

Move Name
Effect
Fluorescence
Boost
Ion Shower
AoE damage
Asthenic Fog
AoE drown
Luminous Drape
Small AoE charm
Have sleepga ready!
Primal Drill
AoE damage + bind
Vitriolic Barrage AoE damage + poison
Torrential Torrent
AoE water(?) damage + "stripga"
Anyone in range has all equipment removed
Wacky fun
Concussive Oscillation massive AoE damage + gravity
 




Euvhi

Detect by:
sound
Aggro:
only in open form
Link:
only in closed form
Change forms:
no

Name
Zone
Level Range
Eo'euvhi
Grand Palace of  Hu'Xzoi 74-76
Aw'euvhi
Garden of Ru'Hmet
78-80




Euvhis inhabit the inner areas of Lumoria. Their “closed” form (ball with a stalk) doesn’t aggro but links and their “open” form (the flower) does aggro but doesn't link. They never switch forms (see Ghrahs, below) though if you attack a closed Euvhi it will open up and attack back. Fortunately their open forms aren’t in the way of major pathways through the Grand Palace or Garden, so you could avoid fighting Euvhis entirely if you want.

Although most webpages say it's possible for them to drop organs in the Grand Palace, I've never seen it in over 100 kills. Those that want organs are better off going to the Garden of Ru'Hmet. There are several close by rooms with a few euvhis. Remember, if there's a closed euvhi and an open one, pull the CLOSED one first. the closed one links, open aggros.

The euhvi changes forms sporadically in combat much like the hpemde. Closed up it has fairly substantial damage resistance.

Move Name
Effect
Axial Bloom AoE bind
Morning Glory AoE damage
Stupor Spores AoE damage + sleep
Vertical Cleave High damage. Unblinkable.
Viscid Nectar Directional AoE slow
(unknown)
Silence + blind





Ghrah

Detect by:
sound
Aggro:
yes
Link:
no
Change forms:
yes

Name
Zone
Level Range
Eo'ghrah
Grand Palace of  Hu'Xzoi
75-76
Aw'ghrah
Garden of Ru'Hmet
79-81



Yeech. Ghrahs are one of the two major nuisances in the indoor areas of Lumoria. Composed entirely out of hexagons, Ghrahs don’t have a chance of dropping the Lumin tissues like every other mob in his area.


Ghrahs always have two possible forms: a ball form, and an “open” form. The “open” form either resembles a bird, a spider, or a humanoid. The open form for Ghrahs is not random and is dependant on where you find them. Birds are most common and weakest, followed by spiders, and humanoids are only in certain areas (specifically, the 3rd floor of the “light” towers in Ru’Hmet)

Ghrahs will not aggro at all in their ball form. In their open form, however, they aggro via sound. They will switch sporadically between the two forms, staying in one or the other form for about 30 seconds. Players that only pass them in ball form will not get aggro. Being detected by a Ghrah in its alternate form starts a battle.


Much like the empty mobs from Promyvion, Ghrahs have an elemental color that determines their spellcasting.  That spider Ghrah above somewhat is actually preparing to Flare me. Ghrahs can be silenced and stunned as normal, but keep in mind that their element may be immune to either of those spells. Stun is thunder based, so a thunder (purple) or earth (yellow) ghrah will be immune. Check your colors before casting, mages!

Ghrahs can switch forms in battle at will. Switching to ball form doesn’t make them lose aggro against you. Bird-form Ghrahs use bird like moves such as Helldive and have high evasion. Spider-form Ghrhas use spider moves (sickle slash…) and have high attack. Humanoid forms use Vorpral Blade and have high defense. Both forms can use a self-destruct move for high damage and cast magic.

Move Name
Effect
{ancient magic of element}
Quake, Flare, etc. All forms.
{elemental debuff of element)
Frost, Choke, ect. All forms.
{damage magic etc of element}
Ice IV, Firaga III, Sleepga,  whatever. All forms.
Actinic Burst AoE "flashga" (low duration strong blind). All forms.
Helldive
Damage. Bird form only
Sickle Slash
High damage. Spider form only. Unblinkable
Vorpral Blade
Damage. Human form only.
Hexidisks
Directional high damage AoE. Ball form only
???
Self destruct. All forms.





Zdei

Detect by:
sight
Aggro:
yes
Link:
no
Change forms:
sort of

Name
Zone
Level Range
Eo'zdei
Grand Palace of  Hu'Xzoi
77
Aw'zdei
Garden of Ru'Hmet
76-80



Zdeis are the other annoying mob inhabiting interior Lumoria. While Ghrhas can be avoided with patience, Zdeis require timing.


Zdeis are always stationary in one spot. They can be either fixed in one direction (first picture) or spinning in the middle of a room or alcove (picture above). They detect via their “big eye” as shown in all the pictures I’ve taken of them. There is a smaller eye on their back, but that doesn’t see to detect, and is likely there mainly to mess with people.

Stationary fixed Zdeis can’t be avoided if you need to access the alcove they are sitting on. The spinning ones, however, can. Some spin slowly enough so that if your timing is good you can run behind them and avoid being seen. This takes practice to get good at. Some Zdeis spin so fast that dodging them becomes a matter of luck rather than skill and they are often best just attacked outright (or slept and fled from)


In addition, several rooms in the Garden of Ru’Hmet contain four Zdei mobs that are all on pressure plates; aggroing one aggros all four and closes an exit to the room. Only when the Zdeis return to their original positions does the door open. Not an easy fight. Mission 8-3 explains this in more detail.

Their weapon skill depends on what form they are in: polls, rings, or neither. Some of these can be pretty nasty. That said, a party doing the missions can take them without too much trouble if a member can’t figure out the whole “run behind them” thing.


Move Name
Effect
Optic Indruation
Directional AoE damage + petrify
The more damage Zdei takes while charging, the more damage this does
IT HURTS A LOT IF YOU DON'T STOP ATTACKING!
Used with neither bars nor rings
Reactor Cool Ice Spikes + Defense Bonud
Defense dispellable, Ice Spikes is not
Used in bars mode.
Static Filament Damage + stun
Used in bars mode
Decayed Filament AoE damage + poison
Used in bars mode
Reactor Overload AoE damage + silence
Used in rings mode.



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