RENEWAL / MONSTERS
Drops
PlantMediumFire 1
Elemental damage received Fire 1 defense
- NeutralNeu
- 100%
- WaterWat
- 150%
- EarthEar
- 90%
- FireFir
- 25%
- WindWin
- 100%
- PoisonPoi
- 150%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 90%
- Level
- 2
- HP
- 46
- Base EXP
- 150
- Job EXP
- 45
Combat
- ATK
- 10–11
- MATK
- 2–3
- DEF
- 16
- MDEF
- 0
- 100% HIT
- 203
- 95% FLEE
- 153
Attributes
- STR
- 8
- AGI
- 1
- VIT
- 1
- INT
- 0
- DEX
- 6
- LUK
- 2
Drops drops
Your ratesEach entry is a separate drop slot.
More combat details
- SP
- 1
- Attack Range
- 1 cells
- Skill Range
- 10 cells
- Chase Range
- 12 cells
- Walk Speed
- 400 ms
- Attack Delay
- 1372 ms
- Attack Motion
- 672 ms
- Damage Motion
- 480 ms
- Ai
- 2
- Class
- Normal
ATK and MATK ranges include level and attributes, before skills, buffs and target defenses.
HIT and FLEE targets exclude skills, status changes and mobbing penalties. Element values are damage multipliers before other modifiers.
Where to find Drops
5 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Inside ValhallaTown & interior · sec_in02 | 5 | No added delay | 114, 47Area ±10, ±10 |
Payon Forest F4Field · pay_fild04 | 21 | 5 s | Map-wide |
Sograt Desert F12Field · moc_fild12 | 39 | 5 s | Map-wide |
Sograt Desert F7Field · moc_fild07 | 214 | 5 s | Map-wide |
Toy Factory WarehouseDungeon · xmas_dun01 | 12 | 5 s | Map-wide |
Scripted encounters 20 declarations
These encounters depend on quest branches, events or instance stages. Repeated declarations can belong to different branches and should not be added together.
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Drops skills
2| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | lootself · cancelable: yes | always0 · 2 |
| Fire Attribute AttackWeapon · 186 | 1 | 20% | No added delay5 s recast | attacktarget · cancelable: yes | always0 |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.





















