Shadow Lord
Cutscene NPC


Involved in Missions

Involved in Quests

Battle Info

Job: Dark Knight/Black Mage
Family: Shadow Lords
Weak against: Light Light
Resistant to: Dark Dark

Mission Boss

Shadow Lord

Zone Level Drops Steal Spawns Notes
Throne Room
First Phase
60 1 A, S
~10,000 HP
??? MP
Throne Room
Second Phase
Unknown 1 A, S
~4,000 HP
??? MP
Throne Room (S)
See Shadow Lord (S)
Unknown 1 A, S
~36,000 HP
??? MP
Throne Room
★The Shadow Lord
113-121+ Damascus Ingot

Durium Sheet
Orichalcum Sheet
Rem's Tale, chapter 7
Rem's Tale, chapter 9

1 A, S
??? HP
??? MP
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

Spawn Conditions Companions/Summons

End boss of rank mission 5-2, entitled The Shadow Lord (San d'Oria), The Shadow Awaits (Windurst) or Xarcabard, Land of Truths (Bastok). Players of any allegiance may enter the same battlefield, as long as they are at or past this mission in their current nation's storyline.

  • N/A
Special Abilities Passive Traits
  • Phase one special attacks:
  • Phase two special attacks: Implosion - AOE damage, wide range, wipes and bypasses Utsusemi. Was hitting THF70 for approximately 120 HP per Implosion. Implosion damage for a THF can easily be regained by spamming Bloody Bolts.
  • Implosion can be avoided by pulling the Shadow Lord up the short staircase, and having lower level players and mages stand near the bottom of the stairs. Mages can continue to cast on the Shadow Lord or tanks/melee, as they will still be within range of them, but Implosion will be blocked by the difference in elevation.
  • Implosion can be Stunned (tested with Dancer's Violent Flourish), but you will want to keep dishing out damage. Consider Stunning Implosion every now and then rather than every time to maintain damage output. Note that Stun must hit before the animation/sound FX begin. Implosion has a long animation, so it is easy to mistakenly attempt to stun after it has begun.
  • Starting from approximately 50% health, the Shadow Lord will become immune to either physical damage or magical damage/spells. The immunity switches after it takes a certain amount of damage. The current immunity is indicated by the Shadow Lord's stance and behavior, and will end upon defeat of the first form:
  • it is immune to physical attacks when its sword is glowing and it is attacking physically
  • it is immune to magic when it is holding out a glowing fist and attacking only with magic.
Physical Qualities Magical Qualities
  • Second form will only use Implosion continuously (approximately every 10 seconds) until its HP reaches 0. The Shadow Lord will move next to whoever has hate, but it will not attack physically or cast any sort of magic in this form.

Casts elemental debuffs, tier 2 -ga nukes, Drain, Aspir, and Ice Spikes.

Further Notes
  • There is no opportunity for your party to rest or recover between the two phases; upon the first phase's defeat and a short cutscene, the second phase will attack your party immediately.
  • A Samurai of at least level 65+ using Sekkanoki and Meikyo Shisui will cause sufficient damage to defeat the second form.
  • Upon the second form reaching 0 HP, he will stay alive for approximately 15 more seconds (during this time it can still be attacked and damaged, but it is not necessary to do so). It will appear to be executing another Implosion, but the animation will differ slightly and it will not damage the party. The animation will then end with the Shadow Lord's defeat.
  • Killable by 6 level 50 players, although it is recommended to be 55+.

(see testimonials)

Nuvola apps important.png SPOILER WARNING: Details about the Final Fantasy XI in-game storyline follow.Nuvola apps important.png

The Shadow Lord is really Raogrimm.