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
Spawned by trading Vacant Bugard Eye to the ??? at (C-8)/(D-8). Right on the line. Flux 7.
Sable Breath - Deals conal darkness damage. Damage reduced by standing to the sides.
Spike Flail - Deals extreme damage in a threefold attack when attacking a player that is behind Azdaja. Easily survivable with cruor HP buffs.
This move is RADIAL from Azdaja, meaning that it will hit anyone in a wide circle around the entire NM, not just those standing behind. Players outside of the party will not be hit.
Absorbed by one to three shadow images.
Azdaja will use no other TP move except Spike Flail if its target is behind it. Therefore tanking from behind is recommended to avoid Baleful Roar and Cyclone Wing.
Baleful Roar - Enhanced version of Horrid Roar. AoE full Dispel and Hate Reset that removes all buffs including food. Soon after this move is executed, all cruor enhancements and Atma will be removed from the target as well. If the target is over 20' away and out of range for this move, their standard buffs will not be removed, however their cruor enhancements and Atma will still be removed regardless of how far away they are.
Infinite Terror - AoE Terror 20'. Seems to last between 10-30 seconds and may possibly break upon taking damage.
Physical Attacks have an added effect: Amnesia, Doom, Curse, Petrify, Paralyze, Bind or Dispel. The odds of an attack giving one of the aforementioned effects is roughly 50%. Curse and Doom cannot coexist; if you get Doomed, then another hit applies Curse, the Curse will overwrite the Doom effect.