recursal/Fanatic-Fandom huggingface dataset:
NPCs

Abbreviation for **Non-Player Character**.

NPCs are the characters that are created by Square-Enix and are controlled by a computer, not a real person. This generally includes monsters (i.e. the beasts that one fights), and Town/city residents and nomads (i.e. those NPCs with green names).

This page lists all the NPCs that fall under the latter and their role in Final Fantasy XI.

For information on specific types of NPC's, see:

* Armor Storer
* Allegiance Changer
* Assault Mission Giver
* Chocobo Renter
* Conquest Overseer
* Event Item Storer
* Guild Merchant
* Imperial Gate Guard
* Item Deliverer
* Map Marker
* Outpost Vendor
* Outpost Teleporters
* Past Event Watcher
* Regional Vendor
* Standard Merchant
* Tenshodo Merchant
* Title Changer
* Warp NPCs
* Weather Checker

Full List of the NPC categories:

* Al Zahbi NPCs
* Bastok NPCs
* Cut Scene NPCs
* Jeuno NPCs
* Kazham NPCs
* Mhaura NPCs
* Nashmau NPCs
* Norg NPCs
* Outland NPCs
* Party Associated NPCs
* Rabao NPCs
* Tavnazian Safehold NPCs
* San d'Oria NPCs
* Selbina NPCs
* Special Event NPCs
* Windurst NPCs
* Wings of the Goddess

* Southern San d'Oria (S)
* Bastok Markets (S)
* Windurst Waters (S)

See also Player Character and Adventuring Fellow Guide for further information, as well as Characters for background stories and Vanadiel history.

## Useful Tips

For keyboard users, you may hit F8 to select the nearest NPC. Repeated uses of F8 will not change the targeted NPC unless another NPC becomes closer.

A useful macro command for selecting only NPCs is <stnpc>, used in place of <t>. It allows you to tab between targetable NPCs before finishing the execution of the macro.
Template:CategoryTOC
Андрей Ветлов

**Андрей Ветлов** (также известен как "**Крыс**") (род. 05 ноября 1990, СССР) - исполнитель песен собственного сочинения, клубный промоутер, основатель группы "Крысиное Поле" (aka "Rat Field").

В 2012-м году Андрей по прозвищу "Крыс" записал дебютный альбом "Сонная Жопа - барыня", состоявший из песен в миди-сопровождении. На презентацию альбома в клубе "Швайн" исполнитель пригласил нескольких сильно-пьющих артистов и группу "Ледокол "Т."", которые, на удивление всех, после изнурительной поездки в Калугу выдали один из своих лучших сетов. С того момента Ветлов всячески поддерживал отношения с группой, в частности - с А. Кривовым, и пытался стать участником коллектива.

На концерте 27 июля 2012 в клубе "Дождь-Мажор" заменил заболевшего Никиту Машкина на перкуссии.

10 августа 2012 года участвовал в квартирнике, способствовавшем распаду "ледокольного" дуэта "Елфимов/Кривов". А. Кривов пригласил Ветлова заменить М. Елфимова. Тандем исполнил песни "Про Гуся" и "Вечный бег", затем - несколько сольных номеров Ветлова и каверов, после чего и исполнители, и гости погрузились с головой в атмосферу веселого алкогольного вечера.

В конце августа 2012, поругавшись с А. Кривовым, пытался стать вторым участником "Ледокол "Т."" уже с М. Елфимовым. Периодически выступал и подпевал на отдельных песнях.

В феврале 2013 вместе с М. Елфимовым записал техно-версию композиции "Про Гуся".

Стал инициатором скандала с группой "Бахыт-Компот", подставив группу на деньги и сорвав концерт. Пост Вадима Степанцова вызвал живой отклик у аудитории группы.

В 2015 - 2016 работал тур-менеджером группы "Печь".

В марте 2018 года помог "Ледокол "Т."" провести концерт-презентацию альбома "Ledokol "T."" в клубе "Бардак".

В 2019 году, под предлогом выпуска EP "On Air" на физическом носителе, взял у участников группы деньги, которые так и не вернул. Провел летний концерт "Ледокол "Т."" в клубе "Relax Lounge", вызвав проблемы и у участников группы, и у администрации клуба.

В медиа фигурирует под фамилией Мельников (фамилия бывшей девушки Андрея).

Основное музыкальное влияние оказали: Сектор Газа, Звуки Му.
San d'Oria Mission 5-2

### Walkthrough

* After completing 5-1, you will need roughly 3 stacks of crystals worth of Rank points before you can get 5-2.
* After accepting this mission, speak to Halver and then to Prince Trion for a cutscene.
* Form your party and travel to Xarcabard and then on to Castle Zvahl Baileys .
* Upon zoning into Castle Zvahl Baileys , go straight until you encounter the first intersection and make a left. Go down a small flight of stairs and then turn right and follow the left wall and you will enter the Orc section of the castle.
* Go through the area to the west again and eventually you will zone into Castle Zvahl Keep.
* Once you enter Castle Zvahl Keep, you will have to open several gates, very often in front of mobs that detect on sight.
* You will encounter a series of teleport devices. These devices will cancel the Invisible effect after they are used. Once you use the last device, run to the west exit of the map where you will find a zoneline to the Throne Room.
* When ready, gather in front of the door. When you enter, a cutscene will happen and the fight begins. Cast the prefight buffs before getting closer.
* This fight is level capped at level 75.
* The Shadow Lord has 2 forms. In the first form he alternates between physical and magic immunity. He has magic immunity until around 50% HP, then starts to switch to physical. From this point he will switch about every 5 minutes or 1000 damage.

* When Shadow Lord starts taking 0 damage from physical attacks, mages need to nuke repeatedly and rest when melee are able to deal damage again.
* When he's immune to magic, he uses a Dark Nova WS (AOE Darkness damage) and casts Black Mage spells.

* Dark Nova seems to indicate that he will switch to physical immunity very soon, after casting a spell or two. So use your TP quickly.

* When he's immune to physical, he uses a variety of WS (Giga Slash, Kick Back, Umbra Smash).

* After the first form is defeated, a cutscene will appear. The second form will show up after the cutscene and does not wait for you to rest.
* This form of Shadow Lord will do nothing but a AOE attack but only has 4000 HP and should go down quickly.

* Melees should use their 2 hour abilities and Icarus Wing if possible to have TP for their best weaponskill. Mages should cast their Curaga spells.

* After this form is defeated, another cutscene occurs. Once the cutscene ends, you will be transported back to the entrance of Castle Zvahl Baileys. Here you will receive the Key Item Shadow Fragment.
* The Shadow Lord gives experience points for a Level 60 mob.
* Speak to Halver for Rank 6 and your Gil.
* Report back to Prince Trion in the Great Hall for a cutscene.

### Game Description

Mission Orders
Head to Castle Zvahl in Xarcabard. Visit Chateau d'Oraguille to learn more.
Promathia Mission 1-1

## Walkthrough

* In order to activate this mission, you must enter Lower Delkfutt Tower after installing the Chains of Promathia expansion pack; upon doing so, you will be treated to a rather interesting cutscene.
* After the cutscene has finished you must head to Upper Jeuno where another cutscene awaits you.
* Once you have arrived in Upper Jeuno, head to Monberaux (G-10, inside the Infirmary) and you will be shown the final cutscene of this mission.

## Game Description

Mission Orders
Brilliant lights, fearsome beasts, a mysterious laboratory... What do all these have to do with the strange boy brought back to Doctor Monberaux's clinic in Upper Jeuno?
Toraimarai Canal

File:ToraimaraiCanal1.png
 File:ToraimaraiCanal2.png

Connecting Areas | Quests/Missions | NPCs
Fishing | Chests/Coffers | NMs | Mobs

This series of canals underneath Windurst is home to a wide variety of creatures. With multiple levels and a number of dead-ends, venturing in this frightful labyrinth often leads to certain death.
Connecting Areas
East Sarutabaruta at (J - 7): Escape
Full Moon Fountain at (F - 7)
Inner Horutoto Ruins at (F - 5)

## Involved in Quests/Missions

Fishing

 Gil: 8,400-12,840
Chrysoberyl
Evoker's Pigaches\*
Joker Card\*
Painite
Sunstone
Андрей Аликберов

**Андрей Аликберов** (род. 23 апреля 1996) - сессионный барабанщик, отыгравший на концерте "Ледокол "Т."" 27 января 2013 года.

С января 2013 по декабрь 2014 - барабанщик группы "Soul Kitchen Band".

Родной брат клавишницы Мариам Видан.

Играл песни "Ледокола" без какой-либо подготовки, параллельно с ним на перкуссии играл Никита Машкин.

В настоящее время работает инженером.
Nashmau Quests

**Table of Contents:**
Connecting Areas | Quests/Missions | Fishing | NPCs

After striking north from the Imperial capital, a perilous voyage across the roiling seas of the Cyan Deep will bring travelers to Azouph Isle. This mist-shrouded island is home to the solitary settlement of Nashmau. Once a supply base for the Imperial navy, it was abandoned after a plague descended upon its population; the Qiqirn have since taken the town as their own. The diminutive beastmen have reopened a section of the port in order to trade with fishermen and other visitors to the Arrapago Islands. To the east of Nashmau lies a stretch of mudlands known as the "Deadmist Marsh."

This area is only accessible if the Treasures of Aht Urhgan expansion is installed and The Road to Aht Urhgan quest is completed.
Connecting Areas
Aht Urhgan Whitegate via Ferry - Nashmau/Al Zahbi (Port Ephramad) at (I-5)
Behemoth's Dominion

Home to the Behemoths of Vana'diel, this cavernous subterranean dwelling is buried deep inside Qufim Island. In addition to the Behemoths, scores of undead also roam around seeking to surprise unsuspecting adventurers.

## Notorious Monsters Found HereEdit

**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

## Mobs Found HereEdit

**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
Promathia Mission 4-4

### Walkthrough

* Head to the top floor of the Tavnazian Safehold and go behind the Walnut Door towards Despachiaire (K-10) for a cutscene.
* Head to the basement of Tavnazian Safehold and zone into Sealion's Den. Inspect the Iron Gate at (H-6) inside Sealion's Den to end the mission.
* Speak with Despachiaire again for another cutscene. (Optional)

### Game Description

Mission Orders
Appalled that Prishe would even think of laying her hands on the statue of Promathia, the elder, Despachiaire, has called her to his quarters for punishment. If Prishe is banished from the safehold, you may be unable to retrieve the amulet you need to find the fourth mothercrystal.
San d'Oria Mission 2-1

### Walkthrough

* If you are a low-level character, for this mission, you may want Prism Powders and Silent Oils or some friends to help fight monsters on the way.
* Head to La Theine Plateau and walk down the road until you encounter Galaihaurat at (E-6). He will talk about some training mission.
* Now head east into the canyon. At (F-6) you will find Equesobillot, then Deaufrain as you walk down the embankment.
* Go down the lower level of the canyon; Poison Funguar aggro to sound. You will encounter other NPCs in the area. Talk to Vicorpasse, then Laurisse and Narvecaint near the zone to Ordelle's Caves. At (F-7) you will zone into Ordelle's Caves.
* Upon zoning, hug the left wall and you will find Ruillont hiding in a small pond next to a wall at (G-3). Speak to Ruillont, and he will demand his weapon.
* Now zone back into La Theine Plateau and talk to all NPCs in the canyon including Equesobillot and Galaihaurat, as a random one of these will give you a Bronze Sword.
* Return to Ruillont once the sword is obtained and trade it to him.
* Return to Vicorpasse to receive Key Item: Rescue Training Certificate.
* Return to a Mission NPC to complete the mission.

### Game Description

Mission Orders
Participate in the Temple Knights' rescue drill out on La Theine Plateau.
Northern San d'Oria

Connecting Areas | Quests/Missions | Fishing | NPCs

With access to the Royal palace, otherwise known as the Chateau d'Oraguille, and the Cathedral, much of the Northern section of the Kingdom of San d'Oria has an open, spread out feel. The Parade Grounds in the center provides a spectacular area for the Kingdom's many festivals and a beautiful backdrop for the consulates which line its paths. The western part of the district, however, is distinctly different. Laborman's way, which houses the Blacksmiths' and carpenters' Guilds, remains in a perpetual state of construction. Unaware adventures should be careful, as certain nondescript doors lead directly to dangerous mob infested areas.
Obtaining the Northern San d'Oria map
Connecting Areas
Carpenters' Landing at (F - 5)
Chateau d'Oraguille at (I/J - 6)
Port San d'Oria at (F - 3)
Southern San d'Oria at (I/J - 10)
Riverne-Site A01 Quests

Connecting Areas | Quests/Missions | BCNMs
NPCs | Weather | NMs | Mobs

Situated on the far western tip of the main island of Tavnazia, Cape Riverne was once a peaceful meadow where one could gaze out into the Nosteau Ocean while resting in the soft breeze. However, during a recent earthquake, large chunks of the area were ripped from the ground and now float alongside the clouds above the churning sea. A Tavnazian expedition is currently investigating the area, working from only a few notes taken by Goblin explorers. This area makes up the southern half of Cape Riverne.
**This is a level 40 capped area.**

Connecting Areas
Misareaux Coast at (M-9) (via Spatial Displacement).
Monarch Linn at (E-8) (via Spatial Displacement).

**es** = Quest is in game and working

**Yes but bugged** = Quest is in game but not working properly and being worked on or in que to be worked on.

**No** = Not in game yet but is planned
Undying Promise

**Zone:** Qu'Bia Arena
**Restrictions:**

**Level:** 40
**Members:** 3
**Time:** 15 minutes
**Orb:** Star Orb (40 Beastmen's Seals)

## Mobs

 Ghul-I-Beaban x 3 (Dark Knight)
 Ghul-I-Beaban x 2 (Black Mage)

## Notes

* All have the Skeleton special attacks.
* The 3 Dark Knight incarnations cast Fire, Thunder and Absorb Magic
* The 2 Black Mage incarnations cast Firaga, Blizzaga, Fire II and Blizzard II.
* Despite how it may appear in the index of monsters found in this BCNM, there are not 5 Skeletons. There is just 1 Skeleton which uses reraise 4 times, meaning it has to be fought 5 times in a row. The first 3 times, Ghul-I-Beaban is a DRK, the last 2 times, it is a BLM.
* Each time the Skeleton reraises, it starts out with 10% less HP than the one before it, starting at 100% with the original Skeleton.
Rise of the Zilart

Expansion pack to *Final Fantasy XI*.

It Japan it was released under the title, V*ision of Zilart* (*Vision of Jiraato*, literally).

*This expansion was included in the original North American release.*

	+ Dragoon
	+ Ninja
	+ Samurai

* 40+ new areas:
	+ Eastern Altepa Desert
	+ Western Altepa Desert
	+ Rabao
	+ Quicksand Caves
	+ Kazham
	+ Yuhtunga Jungle
	+ Yhoator Jungle
	+ Sea Serpent Grotto
	+ Korroloka Tunnel
	+ Cape Teriggan
	+ Gustav Tunnel
	+ Kuftal Tunnel
	+ Valley of Sorrows
	+ Temple of Uggalepih
	+ Den of Rancor
	+ Norg
	+ Ifrit's Cauldron
	+ The Sanctuary of Zi'Tah
	+ The Boyahda Tree
	+ Dragon's Aery
	+ Ro'Maeve
	+ Hall of the Gods
	+ Ru'Aun Gardens
	+ Ve'Lugannon Palace
	+ The Shrine of Ru'Avitau

* New quests & missions.

Sometimes abbreviated **Zilart** or **ZM** (**Z**ilart **M**issions).
Korroloka Tunnel

File:Korroloka Tunnel Composite.PNG.png
 File:Korroloka Tunnel Map 1.jpg
 File:Korroloka Tunnel Map 2.png
 File:Korroloka tunnel map 3.png
 File:Korroloka Tunnel Map 4.jpg
 File:Korroloka Tunnel Map 5.jpg

A long tunnel that connects the continent of Quon with the Kuzotz region, a region made up of a number of tiny islands, the largest being a desert-covered landmass known as Zepwell. This gloomy tunnel can wreak havoc on even the most experienced of adventurers.

This area is only accessible if the Rise of the Zilart expansion is installed.
Connecting Areas
Eastern Altepa Desert: B-8
Western Altepa Desert: C-4
Zeruhn Mines: N-7

## Involved in Quests/Missions

 Chasing Dreams | General
    Personal Hygiene
Legion XI Comitatensis

**Zone:** Chamber of Oracles
**Restrictions:**
          **Level:** 60
          **Members:** 6
          **Time:** 30 minutes
**Orb:** Moon Orb (60 Beastmen's Seals)

## Mobs

 Centurio XI-I (Ranger) x 1
 Hoplomachus XI-XXVI (Paladin) x 1
 Retiarius XI-XIX (Black Mage) x 1
 Secutor XI-XXXII (Warrior) x 1

## Treasure

* Evasion Torque
* Enfeebling Torque  Template:Verification
* Wind Torque
* Elemental Torque
* Guarding Torque
* Dark Torque
* Summoning Torque
* Healing Torque
* Parrying Torque
* Ninjutsu Torque
* Ebony Log
* Scroll of Raise II
* Dark Ore
* Earth Ore
* Fire Ore
* Ice Ore
* Light Ore
* Lightning Ore
* Water Ore
* Wind Ore
* Chrysoberyl
* Sunstone
* Moonstone
* Yellow Rock
* Platinum Beastcoin
* Vile Elixir +1

## Notes

* All have the Antican special attacks.
* Centurio XI-I has Eagle Eye Shot.
* Hoplomashus XI-XXVI has Invincible.
* Retiarius XI-XIX has Manafont.
* Secutor XI-XXXII has Mighty Strikes.

Source
Quicksand Caves

File:Quicksand-caves 1.png
 File:Quicksand-caves 2.png
 File:Quicksand-caves 3.png
 File:Quicksand-caves 4.png
 File:Quicksand-caves 5.png
 File:Quicksand-caves 6.png
 File:Quicksand-caves 7.png
 File:Quicksand-caves 8.png

 Gil: 6,490-11,880
Map of the Quicksand Caves \*\*
Myochin Haidate \*
Drachen Greaves \*
Painite
Chrysoberyl
Sunstone
Fluorite
\*\* This is automatically received if you do not already have the map.

Weather

Fishing
Knight of Gold

### Walkthrough

* To start this wait until after Japanese Midnight after you finished Aht Urhgan Mission 3: President Salaheem.
* Talk to Naja Salaheem for a cutscene.
* Talk to Cacaroon (G-11) for a cutscene.
* Trade Cacaroon either an Imperial Bronze Piece or 1000 gil for another cutscene with Raillefal.
* Go to the Walahra Temple (K-8), and a cutscene with Nadeey and Raillefal will occur when you speak to Nadeey.
* Head over to the Shararat Teahouse (K-12), 2nd floor for another cutscene.
	+ In the dialogue boxes, choose The Empire, Walahra Temple, and Salaheem's Sentinels each time you are asked what you have learned.
	+ After selecting all 3 items, Raillefal's secret will appear. Click this choice.
	+ Of the third list, choose any option in the list.
	+ Of the fourth list, choose any option in the list to complete the mission.

### Game Description

Mission Orders
Bring Raillefal back to Salaheem's Sentinels and help teach him the proper attitude for a mercenary.
### Notes

* If the quest Two Horn the Savage is active, just go back and talk to Naja Salaheem then return to Cacaroon again.
Sorcerer's Gloves +1

File:Sorcerers Gloves Plus 1.jpg

**Sorcerer's Gloves +1** Template:RareTemplate:Exclusive
**[Hands] All Races**
**DEF:** 16 **MP** + 24
**Dark Magic Skill** + 12 **Enmity** - 3  **Bonus Damage Added To Magic Burst**
**Lv.** 75 **BLM**
*Bonus Damage Added To Magic Burst*
* When landing a Magic Burst, it will be the equivalent of bursting with **Magic Atk. Bonus** +6

*View the entire Sorcerer's Attire Plus 1 Set*.
 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*
San d'Oria Mission 2-2

* As soon as you zone into Davoi, you will encounter a solider named Zantaviat who is hiding next to a tree. After talking to him, go south and you will find a huge lake.
* At the south end of the lake, a ! will appear. Inspecting the ! will give you the missing page.
* Return to Zantaviat who will then give you the report.
* Report to your gate guard, who gave you the mission.
* To finish the mission, enter the Papal Chambers on the third floor of the Cathedral in Northern San d'Oria.

### Game Description

Mission Orders
Retrieve the latest scouting report from the Temple Knight scout somewhere in Davoi.
Mithra

The **Mithra** are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity.

## The Playful Mithra

A race of humanoid cats. These cat-like people live alongside the Tarutaru in Windurst and in the small town of Kazham in the Outlands. Their home is somewhere far to the south (according to the Vana'diel Tribune and the Sin Hunters).

The tails of the Mithra give them an excellent sense of balance that no other race seems to be able to compare with. This gives them the highest dexterity and agility among the races of Vana'diel, however, due to their tribal hunter culture, their lack of social grace found in other races results in a penalty in their Charisma. Like all cats, they have unbelievable energy and curiosity. Being related to cats, Mithra are the only race able to eat raw fish. Thanks to the friendly relationship with the Tarutaru (whom many Mithra view as little brothers and sisters), Windurst enjoys a peace and prosperity that is only threatened by the Yagudo, with whom Windurst shares an uneasy truce.

Only females are available as playable characters as they predominate the race. Mithran men are presumed to live to the continent of Olzhirya to the far south, and are very seldom seen in public on the continents of Quon, Mindartia and Aradjiah.

## History of the Name: Mithra

"Mithra" is a term that Square Enix ironically opted to apply to an all-female playable race. The reason why it is so ironic is because the word "Mithra" is actually the name of a male/female god, Mithras, who belongs to a monotheistic cult that was contemporary with early Christian religions.

Not only this, but when one compares Christian religions to the Mithran cult, one learns that Mithranism far exceeds Christianity when it comes to being a patriarchal religion!

Note: "Patriarchal" means that the religion focuses predominately on male worshipers, and only permits male leadership.

## See Also

* Mithra Models
* Mithra: Guide to Job Selection
* Video demonstrations of Mithra/Emotes
Port Windurst

Connecting Areas | Quests/Missions | Fishing | NPCs

The port of the Federation of Windurst is home to the Fisherman's Guild and Air Travel Agency, which provides access to Jeuno. Also present in port are a number of shops providing especially good services to the new adventurer. The Orastery, located in Fishmonger Landing, is the department of Magic and home to Minister Ajido-Marujido. A nosy adventurer can stumble upon the terrifying Star Onion Brigade if they are not careful!
 File:Windurst-port.png
Connecting Areas
West Sarutabaruta: A-4
Windurst Waters: E-3
Windurst Woods: N-5
Windurst Walls: via Machu-Kuchu E-7
Samurai

# Job Overview

Available after completing the quest Forge Your Destiny, the Samurai (SAM) job focuses on the mastery of weapon skills and skillchains. Samurai excel at the use of Weapon Skills due to their ability to rapidly gain Tactical Points and use them to their advantage.

Abilities, Traits, Combat Skill Ratings

# Combat Skill Ratings

See Samurai Skill Caps for a by-level breakdown of weapon skill limits.

# Artifact Equipment

## Samurai Guides

* How-To Guide: Samurai
* Samurai: Guide to Races and Subjob Selection
* Samurai: A Guide by Atin
* Samurai Guide by Fae
* Samurai: Ultimate Guide by Gregedor
* Shattering Stars/Samurai

Template:Job Notes
Port Jeuno

Connecting Areas | Quests/Missions | Fishing | NPCs

The transportation capital of Vana'diel, the port of Jeuno provides round-the-clock access to the nations of San d'Oria, Windurst and Bastok, along with providing airship service to Kazham. With access by foot to both the Qufim region (via Qufim Island) and the Mindartia Continent (via Sauromugue Champaign, not to mention chocobo stables and access to the Jeuno Auction House, the Jeuno Port provides adventures with unprecedented access to both zones and items.
Obtaining the Port Jeuno map
Connecting Areas
Lower Jeuno at (E - 10)
Qufim Island at (E- 5)
Sauromugue Champaign at (K - 8)
Airship, Jeuno - Bastok at (H - 11) to Port Bastok
Airship, Jeuno - Kazham at (I - 5) to Kazham
Airship, Jeuno - San d'Oria at (G - 5) to Port San d'Oria
Pashhow Marshlands

File:PashowMarshlands.png

Connecting Areas | Quests/Missions | NPCs
Weather | Chocobo Digging | FishingNMs | Mobs

## Connecting Areas

Konschtat Highlands
Rolanberry Fields
Beadeaux
## Involved in Quests/Missions

 A Chocobo's Tale | General
 Garrison/Pashhow Marshlands | Garrison | --

## Mobs Found Here

**Garrison:** Garrison/Pashhow Marshlands

**Expeditionary Force:** EF: Pashhow Marshlands
Periqia

**Table of Contents:**
Connecting Areas | Missions | Maps

Located along the western expanse of the Arrapago Islands this network of caverns and niches is littered with hiding places of those who wish to keep their operations quiet. Surely among the crates and barrels hidden from prying eyes scattered throughout there must be something of value...

This area an Assault area. This area is only accessible if the Treasures of Aht Urhgan expansion is installed, The Road to Aht Urhgan quest is completed, and Aht Urhgan Mission 3: President Salaheem is completed.

## Connecting Areas

Caedarva Mire: Dvucca Isle Staging Point (I-9, map 2)

### Maps

Periqia1.pngPeriqia 1
Shooting Down the Baron
Stop the BloodshedPeriqia2.pngPeriqia 2
RequiemPeriqia3.pngPeriqia 3
Defuse the ThreatPeriqia4.pngPeriqia 4Periqia5.pngPeriqia 5Periqia6.pngPeriqia 6
Aht Urhgan Mission 31Periqia7.pngPeriqia 7
Saving Private Ryaaf
Building Bridges
Wake the PuppetPeriqia8.pngPeriqia 8
Seagull Grounded
Operation: Snake EyesPeriqia9.pngPeriqia 9Periqia10.pngPeriqia 10
The Worm's Turn

**Zone:** Waughroon Shrine
**Restrictions:**
          **Level:** 40
          **Members:** 6
          **Time:** 30 minutes
**Orb:** Star Orb (40 Beastmen's Seals)

## Mobs

 Flesh Eater x 15
 Flayer Franz x 1

## Notes

* All have the Worm special attacks:

Bind, Rasp, Stone II, Stonega and Stonega II.
* Flayer Franz does Draw In.
* The Flesh Eaters are susceptible to Sleep, Lullaby, and Charm.

Thanks go to ffxi.Somepage.com for this info.
Sacrarium

File:Sacrarium 1.png
 File:Sacrarium 2.png

Connecting Areas | Quests/Missions | NPCs
Chests | Weather | NMs | Mobs

Eerily reminiscent of the Phomiuna Aqueducts, this area is also part of the Tavnazian Cathedral. While there are fewer Fomor parties roaming around, the upper floor's hallways are patrolled by true-sight tauri. The lower floor is accessible only by navigating a trecherous maze.
**This is a level 50 capped area**

Connecting Areas
Misareaux Coast at (G-4)

## Involved in Quests/Missions

 Gil: 6,000~9,000

Elementals
Monastic Cavern

File:Monastic-cavern.png  {| width="50%" cellspacing="3" align="center"

**Table of Contents:**

Connecting Areas | Quests/Missions | NPCs

Weather | Chests/Coffers | NMs | Mobs

Deep within the recesses of the Orcish stronghold of Davoi is the Monastic Cavern, home to the leaders of the Orcs. The old peaceful Elvaan monastery, which used to welcome travelers from far and wide, is now dangerous for any and all adventurers to even step foot in.

## Connecting Areas

Davoi at (G-7, H-10, I-8, J-9, K-6)
Escapes to: Jugner Forest (G-12)
If you see a quest that is listed as **Yes** but is not working properly please report it on GitHub. Make sure to list as many details as possible when describing what is not working. If there happens to already be a report on that quest regarding your problem, just add your experience to that report.

#### **Legend**

**Yes** = Quest is in game and working

**Yes but bugged** = Quest is in game but not working properly and being worked on or in que to be worked on.

**No** = Not in game yet but is planned

## Involved in Quests/Missions

 Old Gauntlets\*
Chaos Flanchard\*
Hunter's Jerkin\*
Wizard's Coat \*
Physical Earring
Moonstone
Painite
Fluorite
Sunstone

Weather
The Boyahda Tree

Connecting Areas | Quests/Missions | NPCs

The "Boyahda Tree", the largest tree of Zi'Tah, is said to have lasted tens of thousands of years. The cave made by its decaying roots is now called the same name. The fantastic space is wrapped in light by the shining moss growing on the cave walls. Also a subspecies of the atrocious walking plant Mandragora comes to this region for nesting and food.

 File:Boyahda-tree 1.png   File:Boyahda-tree 2.png   File:Boyahda-tree 3.png   File:Boyahda-tree-4.png
## Connecting Areas

The Sanctuary of Zi'Tah
Cloister of Storms
Dragon's Aery
Promyvion - Dem

Connecting Areas | Quests/Missions | NMs | Mobs

Part of the Emptiness - an insidious phenomenon that has begun to gnaw away at the land. The Empty roam the scorched land in search of prey.
Connecting Areas
Hall of Transference, Dem at ( - ) to Konschtat Highlands

## Notorious Monsters Found Here

* Satiator Remnant
 Template:Monster Notes
Thunder

**Deals lightning damage to an enemy.**

**Spell cost**: 37 MP
**Spell element**: **Lightning**
**Magic skill**: Elemental Magic
**Jobs**:
* Black Mage lvl 21
* Red Mage lvl 29
* Dark Knight lvl 35
**Casting Time**: 3 seconds
**Recast Time**: 13 seconds

### Merchants

 Aroro | Port Windurst (H-8)
 Zaira | Bastok Markets (H-5)
No Strings Attached

* Note that the area you need to travel to Arrapago Reef is also the same area for unlocking Corsair. So you may want to start that quest as well: Luck of the Draw.
* Take the north dock ferry to Nashmau and go through North Gate to Caedarva Mire. Head NE/NW to the (I-6) zone to Arrapago Reef.
* Note: If you have access to Escape, you can take a shorter and much safer shortcut to Arrapago Reef. Go outside Nashmau's west gate from (F-10) to (E-9) Talacca Cove. Head generally north-east and you'll find a zone into Arrapago Reef. Cast escape, which will take you to (I-6) in Caedarva Mire, then go straight west to enter Arrapago Reef. Be warned that there are some undead and Lamia at night in the area you exit to.
* Use caution around imps as they have True Sight.
* Find the ??? at (H-10) on the first boat, hidden beneath the stairs, to receive a key item: Antique Automaton.
* Return to Ghatsad (I-7) in Aht Urhgan Whitegate. Talk to him to give him the Antique Automaton. Wait for the next game day and talk to him again.
* Return to Iruki-Waraki (K-9) to receive your Animator and to complete the quest. You will also be given a chance to pick your Automaton's name from a list.
* Puppetmaster will not show up on your list of Job Levels until you zone.
* A suggestion to try and obtain the Puppetmaster Job solo is to set your Home Point in Nashmau, then equip a Level 1 job, with a subjob which will provide Widescan. This will be useful in detecting Imps. You should be prepared by having a complete stack or more of Silent Oil and Prism Powder.

### Game Description

**Client:** Iruki-Waraki (Way of the Devout, Aht Urhgan Whitegate)

**Summary:**

If you want to learn how to become a puppetmaster, you must bring an automaton to Iruki-Waraki.
The Eldieme Necropolis

Connecting Areas | Quests/Missions | NPCs
Weather | Chests/Coffers | NMs | Mobs

## Connecting Areas

Batallia Downs
Escapes to: Batallia Downs (G-8)
## Involved in Quests/Missions

Eldieme Chest KeyChests 1  Chests 2
 Gil: 6,200-10,000
Falcastra
Sphene
Goshenite
Light Opal
Ametrine
Onyx  | Gil: 8,200-10,010
Old Gauntlets  \*
Wizard's Tonban \*
Vile Elixir +1
Chrysoberyl
Fluorite
Moonstone

Weather
South Gustaberg

Connecting Areas | Quests/Missions | NPCs

Spreading out to the south of Bastok is the rocky terrain of South Gustaberg. Plentiful with ore, hundreds of tunnels and mine shafts have been dug beneath the earth by Humes and Quadav alike. To the east, the Morhen Lighthouse can be found on the cliffs lining the Bastore Sea, its light guiding the way for the ferries and airships that traverse the area.
Connecting Areas
Bastok Markets: J-7
Bastok Mines: L-8
Dangruf Wadi: D-9
Spinel

Spinel is the main antagonist of Steven Universe: The Movie.

## Personality

Originally, Spinel had a goofy, fun-loving personality, being Pink Diamond's best friend to the point of being clingy.

In stark contrast to her original personality, upon being abandoned — and learning that Pink is gone (and that Steven has taken her place) and of Pink's other friends — Spinel is bitter, full of resentment towards Pink Diamond, Steven Universe, and all of their affiliates.

Due to her abandonment by Pink Diamond, Spinel is very mentally unhinged, being prone to psychotic laughter and outbursts of extreme anger when reminded even indirectly that Pink Diamond forgot about her. This is seen when her face contorts with fury after Steven asked Pearl who she was.

Despite her anger and psychosis, Spinel is somewhat trusting as she is willing to go along with Steven to stop her injector before she sees the Rejuvenator and believes he wanted to reset her. Fearing of being betrayed for a second time, Spinel immediately relapsed into insanity and decides that she hates Steven personally, before launching a preemptive attack on him.

Spinel is fueled by her vendetta against Pink Diamond and is willing and able to eliminate anyone who gets in her way. This is seen when she resets Pearl, Garnet, and Amethyst immediately after they just met, as they got between her and Pink, although she may have had every intention of erasing Pink's "new friends" that replaced her in her misplaced fit of rage. She displays a multitude of deeper emotions like when she shows remorse after Steven saves her and tearfully asks herself why she wants to hurt him and everyone else. Spinel is also mature enough to understand she will have some difficulty creating friendships after what Pink Diamond put her through, but is willing to start over with White, Blue, and Yellow.

Though being silly and goofy in her original form, Spinel has shown to be extremely intelligent and cunning in her altered state, originally defeating the Crystal Gems easily as well as understanding how the injector worked using it to kill Steven's organic form after using her rejuvenator to reset his gem, showing a great tactical knowledge
Lower Delkfutt's Tower

File:DelkfuttsTower0.png
 File:DelkfuttsTower1.png
 File:DelkfuttsTower2.png
 File:DelkfuttsTower3.png

**Table of Contents:**
Connecting Areas | Quests/Missions
NPCs | Weather | NMs | Mobs

This tower in the North of Qufim Island is overrun by a wide range of Gigas who were trapped there at the end of the Great War. Isolated in their gloomy tower, the Gigas are constantly searching for a way to get back to their homeland. The tower is split into three sections, **Lower Delkfutt's Tower** (Basement and Floors 1-3), Middle Delkfutt's Tower (Floors 4-9) and Upper Delkfutt's Tower (Floors 10-12).
Connecting Areas
Qufim Island at (H-11)
Escapes to Qufim Island at (H-6)
Middle Delkfutt's Tower at (G-6)
Uleguerand Range Quests

Connecting Areas | Quests/Missions | NPCs
Weather | NMs | Mobs

This mountainous region is the highest area above sea level on the Quon continent. An Orc-created pass over the range exists, but the steep climb, combined with the snowstorms that blow in from every angle of the convoluted landscape, provide a daunting challenge to intruders. In a time when the Orcs had little skill in navigating the seas, their army reached the northern cliffs by skirting a succession of islands, then marched over the Uleguerand Range to stage their incursions into Xarcabard. In an attempt to stem the tide of beastmen, the outnumbered knights of San d'Oria often clashed with the Orcish forces upon the mountain range itself. Thousandfall Ridge, mentioned in the histories of Warking Ashfarg, was famous as a site for the fiercest battles. Even now, there are daredevil explorers who test their luck by sliding down its sheer slopes.

## Connecting Areas

Xarcabard at (F-12)
Bearclaw Pinnacle at (G-8, H-6, I-7, J-7)
Silence

**Silences an enemy.**

**Spell cost**: 16 MP
**Spell element**: **Wind**
**Magic skill**: Enfeebling
**Jobs**:
* Level 15 White Mage
* Level 18 Red Mage
* Level 19 Puppetmaster Automaton Magic Skill 57‡

‡Note: Automatons learn this spell automatically once they have the requisite magic skill. They do not need to use a scroll.
**Casting Time**: 3 seconds
**Recast Time**: 10 seconds

Other Uses
**NPC Sell Price:** ~259 gil
Li'Telor

Located in the northeastern portion of the Mindartia contienent the massive, ageless trees found in Li'Telor seem to reach the heavens. Deep within these woods, the ancient ruins of Ro'Maeve serve as a reminder of a world-wide disaster, long since past.

## Outpost

The outpost of this region is located in The Sanctuary of Zi'Tah at G-10,H-10 border

## Regional Vendor

 GaldoBastok Markets E-6
* Holy Water 6440 - 7280
Stone IV

de:Erde IV
Stone IV

**Deals earth damage to an enemy.**

**Spell cost**: 138 MP
**Spell element**: **Earth**
**Magic skill**: Elemental
**Jobs**:
* Black Mage Level 68
* Puppetmaster Level 73‡

‡Note: Automatons learn this spell automatically with the following setup: Spiritreaver Head, Stormwaker Frame, Automaton Magic Skill 266. They do not need to use a scroll.
**Casting Time**: 7 seconds
**Recast Time**: 30.75 seconds
Sorcerer's Gloves

File:Sorcerer's Gloves.png

**Sorcerer's Gloves** Template:RareTemplate:Exclusive
**[Hands] All Races**
**DEF:** 15 **MP** +24
**Dark magic skill** +10 **Enmity** -2
**Bonus damage added to magic burst**
**Lv.** 72 **BLM**

*Bonus damage added to magic burst*
* Multiplies the magic burst bonus by 1.05

*View the entire Sorcerer's Attire Set.*
**Used in Quest:** Relic Armor +1

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

### Dynamis

* Windurst
* Buburimu
Monk

# Job Overview

With their bodies that double as deadly weapons, Monks (MNK) attack enemies with explosive strength. As one of the six standard jobs, Monk can be chosen by players at the very start of the game. Monk is designed as a Hand-to-Hand weapon specialist, and is capable of wreaking havoc with fast and furious punches. Preserving Final Fantasy tradition, Monk retains many classic abilities including Martial Arts, Chakra, Max HP Boost, and Counter. Complete with a full set of powerful weapon skills, Monks are a force to be reckoned with on the battlefield.

Abilities, Traits, Combat Skill Ratings

# Combat Skill Ratings

See Monk Skill Caps for a by-level breakdown of Weapon Skill limits.

# Monk Guides

* How-To Guide: Monk
* Monk: Guide to Playing the Job
* Monk: Guide to Weapons and Armor
* Monk Guide by Gisselle
* Shattering Stars/Monk
* The Way of the Monk, a comprehensive guide by Onorgul of Asura
* Monk-related in-depth articles at LiveJournal by Genome of Diabolos
* Mathematics for Monks

de:Mönch
fr:Moine
es:Monje
ja:モンク
Template:Job Notes
La Theine Plateau Quests

Connecting Areas | Quests/Missions | NPCs

The grasslands that make up the La Theine Plateau are located high above the surrounding areas. Once known for the flocks of wild chocobos that dotted the meadows, the plateau is now overrun with giant sheep that are herded by the local Elvaan. The area is also characterized by deep crevices that seem to tear apart the land; torrential rainfall is also common. As a result of the heavy precipitation, rainbows can frequently be spotted while traveling through the plateau.

## Connecting Areas

* West Ronfaure at (E-3)
* Ordelle's Caves at (F-7, H-7, H-10)
* Hall of Transference, Holla via Shattered Telepoint at (K-8)
* Al'Taieu via Dimensional Portal at (K-9)
* Valkurm Dunes at (I-13)
* Jugner Forest at (M-8)
Storms of Fate

* Head to the green Unstable Displacement on the west side of (E-7). This acts as a battlefield entrance similar to the mini-battlefield in Ghelsba Outpost.
	+ The island this Unstable Displacement is on is only accessible through another, "normal" Unstable Displacement; one Giant Scale will thus be required to reach it.
* Check the green Unstable Displacement once for a cutscene.
* Check it again and select the battle "Storms of Fate" when ready.

### Boss Battle for "Storms of Fate"

You will enter the battlefield facing the Wyrmking Bahamut. Up to 18 people (one full Alliance) may enter the battlefield. This battle is uncapped. You are given 30 minutes to defeat him. HP/MP will be fully restored upon entry.

Bahamut has about 26000 HP. He casts the following spells:

* Defensive: Protect V, Shell V, Stoneskin, Phalanx, Cure V
	+ He is fully buffed at the beginning of the fight.
* Offensive: Fire V, Flare II, Firaga IV, Silencega, Dispelga, Graviga

He uses the following special attacks:

* **Absolute Terror:** AoE Terror, absorbed by Utsusemi
* **Trample:** AoE damage (~200-500), Knockback and Bind, absorbed by Utsusemi
* **Sweeping Flail:** Large AoE (range 20) damage (~100-300) and Knockback, absorbed by Utsusemi
	+ Used when someone behind him gets hate
* **Touchdown:** AoE wind damage (~300) and Knockback
* **Tempest Wing:** Cone Attack wind(?) damage (~400)
* **Megaflare:** Wide Cone Attack fire damage (~800).
	+ He uses this every 10% HP he loses.
	+ He insults the players before he uses it: "Children of Vana'diel, what do you think to accomplish by fighting for your lives?"
	+ Don't bother stunning this, he'll just use it again when Stun wears off. Save your Stuns for his spells, particurlarly Firaga IV and Dispelga.
* **Gigaflare:** Wide Cone Attack fire damage (~1200)
	+ Used instead of Megaflare at 10% HP.
	+ Before this he says "Contemplate on the good your death will bring as your mortal form is consumed by my brilliance!"

When Bahamut is defeated, you will receive the Key Item Whisper of the Wyrmking. Return to Ru'Lude Gardens and enter the palace again for a final cutscene, where you are told to assemble "an army of adventurers" and challenge Bahamut again...

*(**Note:** The Key Item received from this quest is a required item for each Alliance member to have in order to enter the BCNM The Wyrmking Descends.)*

### Game Description

**Client:** Esha'ntarl (Audience Chamber, Ru'Lude Gardens)

**Summary:**

Bahamut returned to the heavens following the defeat of the Keeper of the Apocalypse, but recently he was witnessed descending upon Cape Riverne with an army of wyrms. Go to Bahamut and find out his intentions.
Sorcerer's Coat

File:SorcerersCoat.png

**Sorcerer's Coat** Template:RareTemplate:Exclusive
**[Body] All Races**
**DEF:** 41 **MP** +12
**Elemental magic skill** +5 **Enmity** -2
**Adds "Refresh" effect**
**Lv.** 74 **BLM**
*View the entire Sorcerer's Attire Set.*
**Used in Quests:** Relic Armor +1

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

### Dynamis

* Beaucedine
* Tavnazia
Up in Arms

**Zone:** Waughroon Shrine
**Restrictions:**
          **Level:** 60
          **Members:** 3
          **Time:** 15 minutes
**Orb:** Moon Orb (60 Beastmen's Seals)

## Notes

* Fe'e uses Sea Monk special attacks. It is susceptible to Lullaby, Bind, Blind, Gravity, and Sleep. (Even without Elemental Seal.)
* Has around 7000 to 7500 HP.
* As damage is dealt to Fe'e, its tentacles start to break. It will happen 6 times, saying each time in the chat log, *"One of the sea creature's tentacles has been wounded."* When it has happened for the last time it says, *"All of the sea creature's tentacles have been wounded."*

* At first, Fe'e has weak hits but is capable of hitting many times in one attack round. As its tentacles become wounded, his attacks become less numerous, but capable of more damage.
* When all of its tentacles are wounded, it will replace its standard physical attack with an attack that has the same animation as that of Ink Jet. This new attack is recorded in the log as a standard attack ("Fe'e hits Player for X points of damage"), but it will be treated as magical damage (it will bypass things like Invincible, Perfect Dodge, and Utsusemi) and also carry a knockback effect. This new attack can hit for upwards to approximately 200-300 damage. By this point, its rate of TP gain will also have increased tremendously, so beware.

* Bibiki Seashell can intimidate it tremendously. Having one can possibly intimidate him 10-15 times per battle. Extremely useful if using a straight tanking method.
* Defeated by WHM, NIN, and SAM, using Meikyo Shisui at 35% health.
* Update on Dec. 20, 2006 2:30 (PST) added the weapon Kraken Club to the BCNM reward table. Source

## Strategy

* Up in Arms Strategies
* Up in Arms Videos

### Historical Background

The Samoans had a very rich culture and mythology, believing that their islands and they themselves were the creation of the god Tagaoloa. They also had a diverse pantheon of other gods, including Fe'e, the War-God. Samoan mythology depicts Fe'e as a huge octopus, living under the sea with his tentacles reaching to the far corners of the known world like a huge compass. Believed to cause thunderstorms by his very voice, the Samoan
king's diviners would listen to thunder and discern if it was auspicious to go to war or not.
Shadows of the Departed

### Walkthrough

*After receiving Whisper of the Wyrmking and returning to Ru'Lude Garden Palace for cutscene, you must wait until the next Conquest update to activate this quest.*

* After the conquest tally walk back into the Ducal palace for a cutscene.
* Head into the Neptune's Spire and enter the Tenshodo for a cutscene.
* Walk into the palace in Ru'Lude Gardens for a cutscene and the Note Written by Esha'ntarl (key item).
* Visit the three Promyvions and get the following key items at the Memory Fluxes on the 4th floor:

* J-10 Promyvion - Holla - Promyvion - Holla Sliver
* K-4 Promyvion - Dem - Promyvion - Dem Sliver
* K-6 Promyvion - Mea - Promyvion - Mea Sliver

* Return to the palace in Ru'Lude Gardens for a final cutscene with Esha'ntarl.

### Game Description

**Client:** Esha'ntarl (Audience Chamber, Ru'Lude Gardens)

**Summary:**

Strange readings have been recorded from the Emptiness surrounding the mothercrystals. Travel to the crags of Holla, Dem, and Mea and investigate the coordinates where this phenomenon is occurring.
Red Rock

File:Red Rock.png

**Red Rock**
*Red gems are embedded in this rock.*

**Stackable:** Not Stackable

**Used in Quests**: *None*

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

Template:AH

* Uncomfirmed on Eden

*Can obtain only on Firesday.*

 Maze of Shakhrami | Very Rare

Choco Digging

*Can obtain only on Firesday.*

 Yughott Grotto | Very Rare

### Assault

**Disclaimer:** The listed ??? Item will not always appraise to the desired item.
Spire of Mea

Connecting Areas | Quests/Missions | ENMs | Goblin Footprint

This area is the entrance to one ENM battle, as well as a mission battle. You must enter the Web of Recollections to do battle. A Radiant Aureole at the exit will teleport you to either the entrance of the Spire or back to the Tahrongi Canyon.

## Goblin Footprint Cutscenes (Grumblix)

 Ancient Flames Beckon (pt.4)
Lebros Cavern

File:LebrosCavern1.png
 File:Lebroscavern2.png
 File:Lebroscavern3.png
 File:Lebroscavern4.png
 File:Lebroscavern5.png
 File:Lebroscavern6.png
 File:Lebroscavern7.png
 File:Lebroscavern8.png
 File:Lebroscavern9.png
 File:LebrosCavern10.png

Connecting Areas | Missions | Maps

## Connecting Areas

Mount Zhayolm: Halvung Staging Point at (K-6)
Shock Spikes

**Covers you with magical lightning spikes. Enemies that hit you takes lightning damage.**

**Spell cost**: 24 MP
**Spell element**: **Lightning**
**Magic skill**: Enhancing Magic
**Jobs**:
* Black Mage lvl 30
* Red Mage lvl 60

***(Self Only)***
**Casting Time**: 3 seconds
**Recast Time**: 10 seconds

### Merchants

 Hilkomu-Makimu | Windurst Waters (G-7)
 Mamaroon | Nashmau (H-7)

### Notes

* Enemies that hit you also have a chance of being Stunned.

Calculating Spikes Damage