RENEWAL / MONSTERS
Elusive Minorous
BruteLargeFire 2
Elemental damage received Fire 2 defense
- NeutralNeu
- 100%
- WaterWat
- 175%
- EarthEar
- 80%
- FireFir
- 0%
- WindWin
- 100%
- PoisonPoi
- 150%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 80%
- Level
- 58
- HP
- 8,645
- Base EXP
- 2,495
- Job EXP
- 6,690
Combat
- ATK
- 271–346
- MATK
- 126–147
- DEF
- 100
- MDEF
- 10
- 100% HIT
- 300
- 95% FLEE
- 264
Attributes
- STR
- 65
- AGI
- 42
- VIT
- 36
- INT
- 43
- DEX
- 61
- LUK
- 25
Elusive Minorous 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
- 200 ms
- Attack Delay
- 1360 ms
- Attack Motion
- 960 ms
- Damage Motion
- 432 ms
- Ai
- 19
- 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 Elusive Minorous
1 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Inside Pyramid B1Town & interior · moc_pryd05 | 2 | 3 min | Map-wide |
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Elusive Minorous skills
6| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
| EmotionNone · 197 | 1 | 2% | No added delay5 s recast | chaseself · cancelable: yes | always · 19 |
| EmotionNone · 197 | 1 | 20% | No added delay5 s recast | idleself · cancelable: yes | always · 6 |
| Fire Attribute AttackWeapon · 186 | 3 | 5% | 0.5 s5 s recast | attacktarget · cancelable: no | always |
HammerfallWeapon · 110 | 3 | 5% | 1.5 s5 s recast | attacktarget · cancelable: no | always |
Heaven's DriveMagic · 91 | 3 | 5% | 1.2 s5 s recast | attacktarget · cancelable: yes | always |
TeleportMagic · 26 | 1 | 100% | No added delayNo added delay recast | idleself · cancelable: yes | rudeattacked |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.














