|Final Fantasy XII Mark|
|Location||Tchita Uplands (Garden of Life's Circle)|
|Uncommon Steal||Ring Wyrm Scale|
|Rare Steal||Ring Wyrm Liver|
|Common Drop||Rusted scrap of armor|
|Very Rare Drop||None|
|Canopic Jar Drop||None|
|Attacks||Attack 11-hit max; may inflict Petrify, Rake|
|Abilities||Fireball, Fira, Blizzara, Thundara, Bio, Stone Breath, Lvl 2 Sleep, Lvl 4 Reverse, Restore, Greater Barrier|
|Innate abilities||Safety, Null Knockback, Adrenaline, Last Stand|
if HP <50% - Null Evade
If Greater Barrier on - Damage Resist
|Immune to||Death, Petrify, Stop, Doom, Confuse, Disease, Reverse, Disable, Immobilize, Poison, Oil, Sap, Lure, Berserk, Warp, Poach, Fractional Damage, Sight Unseeing, Syphon, Numerology, Charm, Achilles, Wither, Addle|
|Other Information||Has Protect and Shell.|
Has 50% Bravery and Faith.
Contrary to what the player may think, the Lindwyrm is not in the Highlands of the Tchita Uplands, but is located in the Garden of Life's Circle area. The misunderstanding is due to Fermon saying Lindwyrm is in the highlands of the Tchita Uplands, but he doesn't mean the area itself, but is speaking of the topographical traits of the uplands. The wyrm can be found when the weather is cloudy (no blue sky showing at all), but not when it is raining. If it is raining in the Circle, the player does not have to exit the Uplands completely, only leave the area and come back. However, the player must enter the Tchita Uplands when it is cloudy, and if not, exit the Uplands completely. The easiest way to trigger the cloudy weather is by zoning between Phon Coast and the Uplands till it gets cloudy, although this might take many tries.
Hunt 22: Old Legends, Decaying BondsEdit
Petitioner's Location: Old Archades
- Saw bill posted for the hunting of the Lindwyrm (Rank V). The petitioner is Fermon in the Alley of Muted Sighs in Old Archades.
- Hunt accepted. Fermon urges you to destroy the Lindwyrm now, or the entire world could be in grave peril. The Lindwyrm is to be found in the Tchita Uplands.
- Lindwyrm defeated! Report to Fermon in the Alley of Muted Sighs in old Archades.
- Hunt reported to Fermon. The armor fragment retrieved after the fight seemed to support a theory of his, which made him quite happy.
Genus: Rank V Mark
"Lindwyrm, World-Destroyer, Dragon of Ruin... thus was this fell Creature called in a kingdom now lost in Antiquity. According to noted tale-teller Fermon, the People of this forgotten Land challenged the Wyrm countless times, sealing it at last within a holy Shrine at the Cost of many lives. It was Fermon who posted a Bill for this Mark to ascertain the truth of his Theories."
Using the Nihopalaoa/Remedy strategy will make the battle with the Lindwyrm easier, as it is not immune to Blind, Silence, or Slow. The wyrm already has Haste, so the Slow will balance that. The Lindwyrm has a high hit rating, and attacks such as Lvl-2 Sleep, Fireball, Stone Breath, Restore, and Greater Barrier will ignore Silence. The party can cast Dispel on it to take away Lindwyrm's other positive buffs.
Once Lindwyrm loses about 50% of his health, it will cast Greater Barrier and Restore. This recasts Protect and Shell, as well as brings its health back up to 75% of his maximum. The player can recast Dispel to rid it of Shell and Protect. Once it is back as 50% of its health, Lindwyrm will begin using Lvl-4 Break regularly, instead of Lvl-2 Sleep. It will not use Greater Barrier again, but will use Restore once it reaches 25% health. Lindwyrm will not use it again after that.
Once the wyrm is near death, its natural defenses will raise; this is a good time to cast Bravery and/or Faith, if the buffs aren't in use already. The wyrm is also more likely to chain attacks, thankfully, it should still be blinded. Its Stone Breath also increases in damage. This may be a good spot in the battle to unleash a Quickening chain to finish Lindwyrm off. A good alternative in this final stage is to put the wyrm to Sleep with Nihopalaoa/Alarm Clock and bring the characters with highest magick power to blast it with Aeroga, since magicks do not wake up sleeping enemies; it has to be quick though, since the wyrm will be asleep for a relatively short time.
It is also interesting to note that if the party holds flee and runs a bit away from the wyrm, it will not pursue, even if it is still in sight. So if the battle gets out of hand, the party can just turn around and run a short distance away so they can heal and rebuff. Also, reflecting its attacks can greatly lower its HP.
The player will also receive a Rusted Scrap of Armor after the battle.
Lindworm in British heraldry, is a technical term for a wingless bipedal dragon often with a venomous bite. In modern Scandinavian languages, the cognate lindorm can refer to any serpent or monstrous snake. Generally, the word lindworm stood for the Latin word draco and thus could refer to any draconic creature.