Realm.wiki » INT Merc D
All Available Information
Enemy
DisplayId: Black Blade Ozuchi
Class: Character
HitSound: monster/abyss_brutes_hit
DeathSound: monster/abyss_brutes_death
Size: 130
MaxHitPoints: 50000
HealthBarBoss
Radius: 30
Defense: 30
Exp: 15000
BXP: 75000
TrackLoot
Projectile:
Id: 0
ObjectId: Abyss Sword Projectile
Damage: 80
Speed: 70
LifetimeMS: 1200
ArmorPiercing
Size: 160
Projectile:
Id: 35
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 40.0
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 800
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 36
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 51
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 800
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 37
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 43
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 1200
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 48
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 51
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 1200
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 49
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 45.00
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 1600
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 50
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 50
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 1600
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 41
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 45.00
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 2000
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 42
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 50
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 2000
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 43
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 46.00
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 2400
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 44
ObjectId: Blue Spinner Projectile
Damage: 120
Speed: 50
LifetimeMS: 10000
CircleTurnAngle: -60
CircleTurnDelay: 2400
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 45
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 46.39
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 2800
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 46
ObjectId: Red Spinner Projectile
Damage: 120
Speed: 50
LifetimeMS: 10000
CircleTurnAngle: 60
CircleTurnDelay: 2800
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 47
ObjectId: Big Pink Star Projectile
Damage: 120
Speed: 50
LifetimeMS: 3000
Size: 120
MultiHit
ArmorPiercing
FaceDir
ConditionEffect: Quiet
Duration: 2
Projectile:
Id: 25
ObjectId: Bilgewater Cannonball Spike S
Damage: 150
Speed: 0
LifetimeMS: 3500
Amplitude: 2.60
Frequency: 0.5
ArmorPiercing
Size: 100
MultiHit
ConditionEffect: Quiet
Duration: 3
Projectile:
Id: 38
ObjectId: Wind Spiral
Damage: 80
Speed: 0
LifetimeMS: 8600
Amplitude: 13
Frequency: 0.5
ArmorPiercing
Size: 100
MultiHit
Projectile:
Id: 39
ObjectId: Villager Gold Sword
Speed: 50
Damage: 120
LifetimeMS: 2250
MultiHit
PassesCover
Projectile:
Id: 40
ObjectId: Villager Gold Sword
Speed: 50
Damage: 120
LifetimeMS: 1335
MultiHit
PassesCover
Size: 80
StasisImmune
ParalyzeImmune
StunImmune
SlowImmune
AlwaysPositiveHealth
Animation:
Period: 0
Prob: 1
Id: attack2Startup
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Animation:
Period: 0
Prob: 1
Id: attack2
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Animation:
Period: 0
Prob: 1
Id: spawn
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Animation:
Period: 0
Prob: 1
Id: despawn
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Frame:
Time: 0.1
Presentation:
Style:
Id: SpawnAnim
StyleStep: SetAnimation
Id: spawn
Loop: 1
Period: 0
Style:
Id: DespawnAnim
StyleStep: SetAnimation
Id: despawn
Loop: 1
Period: 0
Style:
Id: startUp
StyleStep: SetAnimation
Id: attack2Startup
Loop: 1
Period: 0
Style:
Id: Attack
StyleStep: SetAnimation
Id: attack2
Period: 0