RENEWAL / MONSTERS
Vanilaqus
FormlessSmallWater 3
Elemental damage received Water 3 defense
- NeutralNeu
- 100%
- WaterWat
- 0%
- EarthEar
- 100%
- FireFir
- 70%
- WindWin
- 200%
- PoisonPoi
- 125%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 100%
- Level
- 230
- HP
- 25,505,670
- Base EXP
- 480,454
- Job EXP
- 334,636
Combat
- ATK
- 9,148–13,527
- MATK
- 1,708–2,885
- DEF
- 384
- MDEF
- 147
- 100% HIT
- 566
- 95% FLEE
- 514
Attributes
- STR
- 162
- AGI
- 136
- VIT
- 129
- INT
- 104
- DEX
- 139
- LUK
- 135
Vanilaqus drops
Your ratesEach entry is a separate drop slot.
More combat details
- SP
- 1
- Attack Range
- 2 cells
- Skill Range
- 10 cells
- Chase Range
- 12 cells
- Walk Speed
- 150 ms
- Attack Delay
- 1536 ms
- Attack Motion
- 3072 ms
- Damage Motion
- 576 ms
- Ai
- 4
- 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 Vanilaqus
1 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Amicitia1Town & interior · amicitia1 | 55 | No added delay | Map-wide |
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Vanilaqus skills
6| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
Frost NovaMagic · 88 | 5 | 15% | 0.5 s5 s recast | attackself · cancelable: no | always0 |
Frost NovaMagic · 88 | 5 | 15% | 0.5 s5 s recast | chaseself · cancelable: no | always0 |
Storm GustMagic · 89 | 5 | 15% | 0.5 s30 s recast | attacktarget · cancelable: no | always0 |
TeleportMagic · 26 | 1 | 100% | No added delayNo added delay recast | idleself · cancelable: yes | rudeattacked0 |
| Water Attribute AttackWeapon · 184 | 3 | 50% | No added delay5 s recast | attacktarget · cancelable: no | always0 |
WaterballMagic · 86 | 3 | 5% | 0.5 s10 s recast | attacktarget · cancelable: no | always0 |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.
















