
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.
| 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.

| 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 |


| 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 |

| 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 |

| 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 |

| 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 |

| 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 |

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 |
| 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 |
| 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 |

| 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 |

| 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!
| 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. |

| 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
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. |