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 Note: Reive Monsters become aggressive after a player takes one offensive action in Reive. They stay aggressive until all participating players are KO'd simultaneously, clearing all hate lists.
AoE weaponskills will damage Arimaspi if in range.
Red weakness may be triggered on this NM by triggering red weakness on one of the adds. This can be accomplished by using the typical elemental WS's on the adds. Both the particular add the weakness is triggered on and Arimaspi will receive the usual terror effect.
Blue weakness is likely also triggered the same way as red, but this needs verification.
Unlike red weakness, yellow weakness is triggered normally by casting spells directly on Arimaspi.
Dybbuks and Ghosts are near pop spot, suggested to move slightly NE, take care of blood aggro.
PLD/nin tank, BLMs, WHM (it casts break), RDM, and another party to handle the adds. Ranged DD recommended.
Can be Counter'd, and Counter hits can damage Arimaspi.
The Arimaspi were a legendary people of northern Scythia who lived in the foothills of the Riphean Mountains, variously identified with the Ural Mountains or the Carpathians. All tales of their struggles with the gold-guarding griffins in the Hyperborean lands near the cave of Boreas, the North Wind (Geskleithron), had their origin in a lost work by Aristeas, reported in Herodotus.