Schah

From FFXI Wiki
General Notes
  • Initially spawns by itself but will begin summoning adds after 30 seconds.
    • Summons 14 adds in total: Bhata x7, Ashva x2, Gaja x2, Ratha x2, Mantri.
      • This seems to take around 7 minutes to summon the last add in the list. This leaves the fight timer at ~23:00 minutes.
    • Aside from a special second Mantri (see below), only one of each add can be alive at a time.
    • Schah gains a considerable DT-% while two or more of his adds are alive. Degree of the DT-% depends on the number of adds alive.
  • Bhata x7 (Pawn)
    • Sippoy variant.
    • Initially spawns 30 seconds into the fight. Subsequent spawns are 48 seconds after the previous death.
    • Casts Fire VI, Firaga IV, and Firaja.
    • Unique ability: Dark Arrivisme - AoE Knockback and dispels 3 enhancements.
    • Weakest of all the adds.
    • If a Bhata is left alive for over 2 minutes, it may transform into a second Mantri. A new Bhata will spawn soon after. A Bhata cannot transform if a transformed Mantri is already present.
  • Ashva x2 (Knight)
    • Kutharei variant.
    • Initially spawns 60 seconds into the fight, then again 48 seconds after the first death.
    • Casts Aero VI, Aeroga IV, Aeroja, and Silencega.
    • Unique ability: Banneret Charge - 20' AoE, sets HP to 1 and resets hate.
  • Gaja x2 (Bishop)
    • Yaanei variant.
    • Initially spawns 90 seconds into the fight, then again 78 seconds after the first death.
    • Casts Stone VI, Stonega IV, Stoneja, and Slowga.
    • 'Unique ability': Besieger's Bane - AoE Bio, Zombie, and Terror.
    • Weaker than other adds (excluding Bhata), however Stygian Sphere will provide Gaja with a special damage shield.
      • Significantly reduces physical damage dealt and magical damage will do 0 damage.
        • Continuing to hit with magical damage will remove the shield. Dealing physical damage will not remove it.
        • Special damage abilities such as Requiescat and Quick Draw will not remove the shield, but will bypass it.
  • Ratha x2 (Rook)
    • Iratham variant.
    • Initially spawns 120 seconds into the fight, then again 78 seconds after the first death.
    • Casts Water VI, Blizzard VI, Waterga IV, Blizzaga IV, Waterja, Blizzaja, Bindga, and Paralyga.
    • Unique ability: Shadow Wreck - AoE damage and 50% Defense Down. May give Ratha a powerful Dread Spikes-like buff after if this move goes off.
  • Mantri (Queen)
    • Rani variant.
    • Spawns 180 seconds into the fight. This Mantri will not respawn if killed.
    • Casts Thunder VI, Thundaga IV, Thundaja, Stun (AoE), and Sleepga.
    • Unique ability Enthrall - AoE Charm and costume party, used at ≤50%
    • Relatively resistant to magic damage, taking approximately 50% of the magic damage that a bhata takes.
    • A second, separate Mantri may spawn from a Bhata that is left alive for too long. This Mantri appears to be identical to the first and both may be alive at the same time. Due to the relative strength of a Mantri, it is strongly recommended to prevent any Bhata from transforming.
    • Because at least two of Schah's adds may be alive without granting him the effect of reduced damage taken, you may mantri alive if all other adds are slain assuming your group can sustain holding her.
  • Schah
    • Raja variant.
    • Casts every spell used by its adds.
    • Possesses high regain and all abilities from its adds, including Banneret Charge and Enthrall.
    • Unique ability: Royal Decree - AoE damage and resets all ability timers.
      • Unlike Raja's Royal Decree, this does not set player's subjobs to level 0.
        • Square Enix probably would have made it do this, but they can't place SJ Restriction on a player while a level restriction effect is already in place. (You have one every time you pop a Geas Fete NM.)
  • Time will likely be your largest concern in this fight due to the number of foes.
  • Similar to most Geas Fete NM's (barring Warder of Courage) Schah's adds spawn with hate on the person who first had hate on Schah; this is always the popper unless he has since gone passive. Schah himself at high HP is not particularly threatening, and can be held alone away from the group while another tank (the popper) deals with the adds exclusively.
    • This includes using the abilities Provoke, Flash, etc.
      • Using self target spells and abilities including Reprisal will not cause any problems.
  • Adds are very resistant to sleep, but not immune.

Schah
Caturae 5.png
Adversary
Type Arcana
Family Caturae
Job
Class Geas Fete NM
Resistances
Physical Damage Magical Damage Breath Damage Slashing Blunt H2H Piercing Ranged
100% 87.5% Question 100% 100% 100% 100% 100%
Element: Fire Element: Wind Element: Thunder Element: Light Element: Ice Element: Earth Element: Water Element: Dark
70% 70% 70% 100% 50% 50% 50% 20%
A: Absorbs · S: Susceptible · R: Resists
100% denotates that a monster takes full damage.
Tiers of 50% or less guarantee a spell resist.


Listings

Listings by Zone
Zone
  Reisenjima
FFXIDB Icon v3.png

     Forced: Examine ??? with a Schah's gambit.
All members require Tribulens or Radialens.
Level Behavior
150 This monster is passive. Links
HP MP DEF EVA M.DEF
CheckCheck 1586
Title
Schah Scraper
Assisted By
Schah's Bhata x7
Schah's Ashva x2
Schah's Gaja x2
Schah's Ratha x2
Schah's Mantri
Rewards
Abilities Spells
 


Abilities

Ability Y' Area Target Type Copy Image.png Condition
Afflicting Gaze Gaze 1P Magical Damage Ashva, Gaja, Ratha, Mantri, Schah
Strong (150tp/tick) Plague and Bind Effect
Banneret Charge 20' AoE None Ashva, Schah
Reduces HP to critical levels and resets hate
Besieger's Bane 15' AoE Magical Damage Gaja, Schah
Bio, Zombie, and Terror effect.
Dark Arrivisme 15' AoE Magical Damage Bhata, Schah
Damage, Knockback, and Dispel (3 buffs). Gains an Intimidation effect after use.
Deathly Diminuendo 15 Magical Damage Element: Dark Gaja, Ratha, Mantri, Schah
Curse (-50% HP/MP) and Bio effect
Diabolic Claw 15' 1P Single Physical Damage All
Three-hit damage and Magic Defense Down
Enthrall 15' AoE Magical Damage Element: Light Mantri, Schah
Charm and Caturae "Sippoy" costume
Hellish Crescendo 15' Magical Damage Element: Dark All
Damage and Paralysis
Interference 15' AoE Magical Damage Element: Dark Bhata, Ashva, Ratha, Mantri, Schah
Damage and Dispel
Malign Invocation 15' AoE Magical Damage Element: Dark Bhata, Ashva, Ratha, Mantri, Schah
Damage and Amnesia
Royal Decree 20' AoE Magical Damage Element: Dark Schah
Damage. Resets all job abilities.
Shadow Wreck 15' AoE Magical Damage Element: Dark Ratha, Schah
Damage and -50% Defense Down. Instant readying time
Stygian Sphere Self 1P None Gaja, Mantri, Schah
Heals (~2000 HP) and removes all enfeeble effects.
Gaja gain a magic shield, -99% PDT, and MAB boost. Magic damage removes the shield.
Stygian Cyclone 15' AoE Magical Damage Element: Dark All
Damage and Silence effect
Area: 1P, AoE, Gaze, Conal · Target: Player or Monster
Type: Physical-Magical-Breath-Buff · Element or Damage Type
Copy Image.png: Utsusemi shadows consumed (#), B Bypasses, but does not remove shadows, R Removes all shadows.

Backstory

Shah or "Schah" is the Persian (Iranian) word for King, Asvha is Sanskrit (Indian) for horse, Gaja is Sanskrit for elephant, Ratha is Sanskrit for chariot, Mantri is Sanskrit for minister or sage, and Bhata is Sanskrit for infantry, soldier, servant, slave, etc.

This NM is based off of the 6th century (CE) Indian strategy game of Chaturanga or modern day chess. The king, minister, chariots, elephants, horses, and infantry were set up according to battle formations described in ancient literature and poetry.

In the game though while the rest of the pieces are the same, Schah is not one of them. The king is named Raja, but since both Raja and Shah were already used for caturae NMs SE likely named it this way because "Egh, close enough." How one takes chess pieces and translates them to caturae behavior is also anyones guess.