Monster icon

ガウシカAntekaAntekaAntekaAntekaAntekaАнтекаAntekaAnteka가우시카雪鹿雪鹿أنتيكا

Description

寒冷地に生息する草食モンスター。
普段はおとなしいが危害を加えられると、
巨大な角を振り立てて攻撃してくる。
良質な毛皮は利用価値が高く、
角はギルドでも珍重される。Herbivores that live in cold climates. Generally
docile, though they have been known to attack
when threatened. Their high-quality pelts have
many uses, and their antlers are highly prized
by the Guild. Simply stun the creatures
to easily harvest one.Un herbivore vivant dans les zones froides. Il est
plutôt docile mais attaque parfois quand il est
menacé. Sa peau a une grande valeur et ses cornes
sont prisées par la Guilde. Étourdissez la créature
pour les lui prendre.Erbivori dei climi freddi. Generalmente docili,
attaccano però se minacciati. La pelle di alta
qualità ha molti usi e le loro corna sono apprezzate
dalla Gilda. Per raccoglierle basta stordirli.Ein friedlicher, in kalten Gegenden lebender
Pflanzenfresser, der nur angreift, wenn er
provoziert wird. Sein hochwertiger Pelz findet
vielerlei Verwendung und sein Riesengeweih wird
von der Gilde sehr geschätzt. Betäube ihn einfach,
um sein Geweih zu ernten.Herbívoros que viven en climas fríos. Dóciles por
naturaleza, pero pueden ser hostiles si se les
ataca. Su piel es de gran valor y tiene varios usos.
Sus astas también son de gran valor para el gremio.
Atúrdelos antes para conseguirla.Травоядные, обитающие в холодном климате. Обычно
спокойны, но, почуяв угрозу, могут напасть.
Их отличные шкуры находят много применений
в быту, их рога высоко ценятся
Гильдией. Чтобы добыть шкуру и рога, достаточно
оглушить животное.Roślinożerne stworzenia zamieszkujące w chłodnych
klimatach. Zwykle są łagodne, ale w sytuacji
zagrożenia mogą zaatakować. Ich wyjątkowa skóra ma
wiele zastosowań, a rogi są cenione przez Gildię.
Aby łatwo je zdobyć,
wystarczy ogłuszyć stworzenie.Herbívoros que vivem em climas frios. Geralmente
dóceis, embora se saiba que eles atacam quando
ameaçados. Sua pele de alta qualidade tem muitos
usos, e seus chifres são valorizados pela Guilda.
Atordoe a criatura para colher um facilmente.한랭지에 서식하는 초식 동물.
평소에는 얌전하지만 위협을 느끼면
큰 뿔을 휘두르며 공격해 온다.
양질의 모피는 이용 가치가 높고
뿔은 길드에서도 귀중히 여긴다.生活在寒冷地區的草食魔物。
雖然平常個性溫和,但如果遭遇到危險,
便會揮動巨大的角進行攻擊。
其優質毛皮利用價值很高,
那對大角也相當受到公會重視。栖息于寒冷地带的草食性怪物。
平时较为温顺,但若受到侵犯,
就会晃起巨角进行反击。
上好的毛皮有较高的利用价值,
其角在公会中也备受珍视。مخلوقات آكلة للنباتات تعيش في البيئات الباردة. وهي
طيّعة عامةً، على الرغم من أنه معروف عنها أنها تهاجم
عند تعرضها للتهديد. لفرائها عالية الجودة
العديد من الاستخدامات، وتحظى قرونها
بتقدير النقابة. قم بصعقها لاصطياد
واحد بسهولة.

Basic data

Base HP(LR/HR) 100, (MR) 100

Limping threshold(village) 30% / (LR) 25% / (HR) 18% / (MR) 12%

Capturing threshold(village) 35% / (LR) 25% / (HR) 21% / (MR) 12%

Sleep recovering90 seconds / recover 5% HP

Threat level0

Type-, (internal)-

GimmickVital(S) 100 / (M) 100 / (L) 100 / (KB) -1

Riding HP(S) 100 / (M) 100 / (L) 100

WeightNormal

Caution to combat timer5

Caution to normal timer10

Combat to normal timer5

Enrage threshold(LR) 0 / (HR) 0 / (Rampage) 0 / (MR) 0

Enrage timer100

Rampage enrage timer10

Enrage motion multiplier1

Enrage attack multiplier1

Enrage defense multiplier1

Enrage compensation rate[1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0]

Enrage compensation rate (rampage)[1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0]

Enrage add staying time30

life_area_timer_rate0.1

Quests

QuestSizeHPAttackPartsDefenseElementStunExhaustRideParalyzeSleepStamina

Hitzone data

Monster hitzone diagram
HitzonePhaseNameSlashImpactShotFireWaterIceThunderDragonDizzy
[0]A:頭0858580808080800100
[1]B:胴体0858580808080800100
[2]0000000000
[3]0000000000
[4]0000000000
[5]0000000000
[6]0000000000
[7]0000000000
[8]0000000000
[9]0000000000
[10]0000000000
[11]0000000000
[12]0000000000
[13]0000000000
[14]0000000000
[15]0000000000

Parts

Monster parts diagram
PartStaggerBreakSeverExtract
[0]Group0_頭, ダメージアタリ_頭20Orange
[1]Group1_胴体, ダメージアタリ_胴体20Orange
[2]-1None
[3]-1None
[4]-1None
[5]-1None
[6]-1None
[7]-1None
[8]-1None
[9]-1None
[10]-1None
[11]-1None
[12]-1None
[13]-1None
[14]-1None
[15]-1None

Multi-part vital

IndexPartpriorityAttributesHP
System0 (Apex knockdown?)4Unique
System1 (Riding initiate?)4Unique
System2 (Apex related?)4Unique

Abnormal status

ThresholdDecayMax stockActive timeAdd tired timeDamageAdditional information
Paralyze20 (+10) → 4020 (+10) → 405 / 10 sec5 / 10 sec015 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset=5
Sleep30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 3
Stun25 (+25) → 9525 (+25) → 955 / 10 sec5 / 10 sec05 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 5
Exhaust0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 0, Preset=0
Paralyze20 (+10) → 4020 (+10) → 405 / 10 sec5 / 10 sec015 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset=6
Sleep30 (+20) → 7030 (+20) → 705 / 10 sec5 / 10 sec040 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 4
Stun45 (+25) → 9545 (+25) → 955 / 10 sec5 / 10 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 6
Exhaust225 (+75) → 900180 (+720) → 9005 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStamina reduction = 150, Preset=3
Flash0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec030 sec (-5 sec) → 10 sec+0 sec0 / 0 sec
Activate count = 0, Active time = 0
Activate count = 0, Active time = 0

Ignore refresh stance =
Distance = 3 ~ 8, Angle = 90
Preset = 1
Flash0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-3 sec) → 3 sec+0 sec0 / 0 sec
Activate count = 9999, Active time = 30
Activate count = 9999, Active time = 30

Ignore refresh stance = stand, fly, diving, wall, ceiling
Distance = 3 ~ 8, Angle = 120
Preset = 4
Poison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec10 / 2 secPreset = 5
Blast0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 0, Preset = 3
Poison40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec035 sec (-0 sec) → 0 sec+0 sec10 / 1 secPreset = 7
Blast30 (+10) → 5030 (+10) → 505 / 10 sec5 / 10 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secBlast damage = 100, Preset = 6
Ride0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 seccommon, Nora first limit = 0
Water40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec020 sec (-0 sec) → 0 sec+0 sec0 / 0 secMelee hzv adjust: hard = 25, soft = 3, judge = 60
Shot hzv adjust: hard = 25, soft = 3, judge = 60
Preset = 0
Fire40 (+30) → 10040 (+30) → 1005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec2 / 15 secHit-damage rate = 2, Preset = 0
Ice0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 1, Preset = 0
Thunder0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secStun hzv adjust: rate = 1, min = 0, max = 0, default = 1
Normal hzv adjust: rate = 1, min = 0, max = 0, default = 1
Stun active limit = 0, Preset = 0
Fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 secPreset = 0
Quick sand0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Buddy fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0, Preset = 1
Shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 3 sec+5 sec0 / 0 secPreset = 0
Buddy shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Capture0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec03.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Dung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 0
Steel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Preset = 2, Unique target param = false
Distance = 0 ~ 0, Angle = 0
Water180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMelee hzv adjust: hard = 25, soft = 3, judge = 60
Shot hzv adjust: hard = 25, soft = 3, judge = 60
Preset = 2
Fire180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec020 sec (-0 sec) → 0 sec+0 sec15 / 2 secHit-damage rate = 1.5, Preset = 2
Ice180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secMotion speed rate = 0.9, Preset = 2
Thunder180 (+130) → 570180 (+720) → 9005 / 10 sec5 / 10 sec030 sec (-0 sec) → 0 sec+0 sec0 / 0 secStun hzv adjust: rate = 0.5, min = 1, max = 40, default = 1
Normal hzv adjust: rate = 0.2, min = 1, max = 20, default = 1
Stun active limit = 1, Preset = 2
Fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Quick sand0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec010 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Buddy fall trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secPoison stacking = 0, Preset = 1
Shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Buddy shock trap0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec08 sec (-2 sec) → 3 sec+5 sec0 / 0 secPreset = 1
Capture150 (+0) → 00 (+0) → 05 / 5 sec0 / 0 sec2003.402823e38 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Dung0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec0120 sec (-0 sec) → 0 sec+0 sec0 / 0 secPreset = 1
Steel fang0 (+0) → 00 (+0) → 00 / 0 sec0 / 0 sec00 sec (-0 sec) → 0 sec+0 sec0 / 0 secActive limit = 0, Preset = 2, Unique target param = false
Distance = 0 ~ 0, Angle = 0

Low rank reward

Target rewardsProbability
Capture rewardsProbability
PartBroken part rewardsProbability
PartDropped materialsProbability

High rank reward

Target rewardsProbability
Capture rewardsProbability
PartBroken part rewardsProbability
PartDropped materialsProbability

Master rank reward

Target rewardsProbability
Capture rewardsProbability
PartBroken part rewardsProbability
PartDropped materialsProbability

Move set

Internal nameDamageStatusGuardingPowerTypeType valueTo objectTo other monsterFlags
頭突き
  • Raw 10
  • Stun 1
Guardable10FallDown0NoneNoneCalcHitDirectionBasedRootPos
突き上げ
  • Raw 15
  • Stun 2
Guardable11Buttobi0NoneNoneCalcHitDirectionBasedRootPos
突進
  • Raw 15
  • Stun 2
Guardable11FallDown0NoneNoneCalcHitDirectionBasedRootPos
足蹴り
  • Raw 10
  • Stun 1
Guardable10FallDown0NoneNoneCalcHitDirectionBasedRootPos