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Negalmuur is a Rare Game in Final Fantasy XII appearing in the Ward of the Sword-King area of the Stilshrine of Miriam. It is a weaker form of the Nightwalker and widely used as a way to auto-level, because it frequently summons undead enemies.

Bestiary entry[]

Derivation: Nightwalker

Nightwalker of such dark thirst, it is said to cull hallowed souls from the very altars of worship. This strain, as yet unrecorded in the Camp annals, is hunted in the Stilshrine of Miriam.

Stats[]

How to find[]

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FF12 Map - Stilshrine of Miriam
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Map of Negalmuur's approximate spawn point.

Once entering the Stilshrine, the player must spend at least thirty minutes within. Darkmare must also be hunted down (Ward of the Sword-King). After these requirements have been met, Negalmuur will spawn at the junction within the Ward of the Sword-King.

Battle[]

Negalmuur frequently (every two or three turns) uses a technique called Necromancy that summons a Ghast, an undead enemy.

Auto-leveling strategy[]

Final_Fantasy_XII_The_Zodiac_Age_-_Auto-leveling_Guide_(Negalmuur)

Final Fantasy XII The Zodiac Age - Auto-leveling Guide (Negalmuur)

Example of an auto-leveling trick with Negalmuur

By correctly setting up the party's gambits, it is possible to create an infinite loop, which allows the game to be left playing while the party continues to gain experience. Leaving the game for a long period of time, for example overnight, allows the party to gain several levels with only minor initial effort.

Gambits should be set up to ensure that only the summoned enemies are attacked, for example using "Foe: HP<3,000", since Negalmuur's HP is far in excess of that. The party leader also must not remain KO'd for long enough that the game is paused to select a new leader. This can be prevented with appropriate healing gambits and by using Decoy to attract attacks to other party members.

One early method for near infinite auto-leveling is to teleport back to Rabanastre and buy the gambit for Foe: HP <2000 (also the <3000 gambit, if the party doesn't already have it), plus Bone Mail. It's also good to grab a Flame Shield to farm some Oilings while waiting for the 30 min Negalmuur spawn time to pass.

Party leader gambits in order of priority top to bottom:

(1) Self: Remedy (must know Remedy Lore 3)
(2) Party health maintenance gambits (Vox, Raise, Curaga, Haste, ... , Esuna);
(3a) Foe: HP < 1000 → Attack (Optional - if there is enough available gambit space);
(3) Foe: HP < 2000 → Attack (If one does not want to steal, they can just use the HP < 3000 gambit);
(4) Foe: HP = 100% → Steal;
(5) Self → Charge.

Number (3) on the list should have higher priority than (4), as the aim is for turnover: the faster the Ghasts are killed, the faster Negalmuur spawns more, and the fewer Ghasts there are simultaneously present hitting the party. One wants to avoid having Negalmuur + four Ghasts with part-health spawned and to be stuck on raising, healing and buffing because of being under constant attack, also increasing the likelihood of the party leader ending up doomed.

The party should be equipped with weapons with stable damage instead weapons with high but unstable damage to get the Ghasts' health below 2000 on the first hit from the secondary characters. Alternatively, one could use the Foe: HP < 3000 gambit instead, but then the chances of stealing are reduced.

Secondary character gambits in order of priority top to bottom:

(1) Self → Decoy;
(2) Party health maintenance gambits (as per tank, but is a good idea to mix them up a bit so the characters aren't constantly interrupting their action/cast because another character has changed theirs);
(3a) Foe: HP < 1000 → Attack (as per tank, optional - if there is available gambit space);
(3) Foe: HP < 2000 → Attack (as per tank, if the player does not care about stealing, one should just use HP < 3000);
(4) Foe: party leader's target → Attack;
(5) Self → Charge

Both subs should have Decoy as it reduces the likelihood of the party leader becoming a target should one of the subs die and have to be raised. It helps to have the licenses for extended status effect time (to limit Haste, Decoy recasting) and to gain MP from dealing or taking damage. Finally, having Thief's Cuffs equipped increases the chance of a Paramina Crossbow steal.

The player can also equip the party leader with a Ribbon to prevent Doom status, as the Remedy method only lasts as long as the Remedies do. The party leader would then be stealing without having Thief's Cuffs equipped. However, Ribbon is not available until later in the game, and the player may want to do the auto-leveling as soon as Negalmuur is available to fight.

In the PlayStation 4 version, the player can connect the controller via cable and turn off power saving.

Gallery[]

Etymology[]

The monster's name probably comes from the combination of the Latin words nega, which means deny, and lemures, which translates to ghost or spirit. In Roman mythology, lemures were shades or spirits of the restless or malignant dead. They are cognate with an extended sense of other ghost called larvae (from Latin larva, "mask") as disturbing or frightening. Lemures may represent the wandering and vengeful spirits of those not afforded proper burial, funeral rites, or affectionate cult by the living; they are thus not attested by tomb or votive inscriptions, and yet, they are formless and liminal, associated with darkness and its dread.

Negalmuur may also can be related to Nergal, the ancient Mesopotamian god of war, plague, death, and disease.

Related enemies[]

External links[]

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