Job: Corsair, Ranger, Red Mage, Monk
Family: Fomor
Crystal: Dark or Earth
Weak to: Light, Fire

Zone Level Drops Steal Spawns


Caedarva Mire


75 - 77


A, H, HP, JA, WS

Arrapago Reef



68 - 70


A, L, H, HP, JA

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


  • 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 do not link.
  • 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.
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