FFXIclopedia
FFXIclopedia
Advertisement

Job: Dark Knight
Family: Vampyrs
Weak to:

Guardian of Asgarth

Vampyr jarl

Vampyr Jarl

Zone Level Drops Steal Spawns Notes
Ortlinde's Chamber 1 A, L, T(H), HP
??? HP
??? MP
Gerhilde's Chamber 1 A, L, T(H), HP
??? HP
??? MP
Brunhilde's Chamber 1 A, L, T(H), HP
??? 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

Notes[]

  • One of the possible bosses for Einherjar - Wing III chambers.
  • Can Draw In its current target.
  • Can use dreadspikes
  • He has 45,000 to 50,000 HP.
  • Casts Dark Knight magic such as: Stun, Absorb-VIT, etc.
  • Resistant to Stun; CS Stun is not recommended. Single Stuns for TP attacks and to prevent from transforming is a good idea.
  • Uses all the standard vampyr TP moves.
  • Every two minutes, he transforms to a swarm of bats or several hounds.
    • Not all can take damage until certain ones are defeated, perhaps one at a time.
    • Once all are defeated or nearly defeated, they converge back into the Vampyr Jarl (albeit with less HP than before transformation).
    • Chainspell - Stun can prevent him from transforming.

Historical Background[]

The word "vampyr" is the Scandinavian version of vampire. "Jarl" is a title granted Scandinavian chieftains set to rule a territory in the king's stead.

Advertisement