RENEWAL / MONSTERS
Deep Sea Anolian
FishMediumWater 2
Elemental damage received Water 2 defense
- NeutralNeu
- 100%
- WaterWat
- 0%
- EarthEar
- 100%
- FireFir
- 80%
- WindWin
- 175%
- PoisonPoi
- 150%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 100%
- Level
- 151
- HP
- 700,000
- Base EXP
- 1,100
- Job EXP
- 1,210
Combat
- ATK
- 2,025–2,874
- MATK
- 495–682
- DEF
- 268
- MDEF
- 22
- 100% HIT
- 539
- 95% FLEE
- 494
Attributes
- STR
- 177
- AGI
- 188
- VIT
- 205
- INT
- 126
- DEX
- 198
- LUK
- 61
Deep Sea Anolian 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
- 190 ms
- Attack Delay
- 900 ms
- Attack Motion
- 500 ms
- Damage Motion
- 864 ms
- Ai
- 20
- Class
- Boss
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.
No static or resolved scripted spawn was found in the active configuration. This monster may be summoned or created dynamically by a script.
Deep Sea Anolian skills
7| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
BashWeapon · 5 | 5 | 5% | 0.8 s5 s recast | attacktarget · cancelable: no | always0 |
| Critical WoundsWeapon · 673 | 2 | 2% | No added delay5 s recast | attacktarget · cancelable: yes | always0 |
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | idleself · cancelable: yes | always0 · 22 |
| EmotionNone · 197 | 1 | 2% | No added delay5 s recast | chaseself · cancelable: yes | always0 · 19 |
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | idleself · cancelable: yes | always0 · 2 |
Sonic BlowWeapon · 136 | 10 | 5% | 0.8 s5 s recast | attacktarget · cancelable: no | always0 |
| Water Attribute AttackWeapon · 184 | 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.













