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==Behavior/Mechanics==
==Behavior/Mechanics==
An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.
If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll's heading. Ill Gills do not charge or attempt to root enemy targets.
For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.
* If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill's root attack, the Ill Gill will always walk towards the player target.
* If the player target is within 35 units and within 25 degrees of the Ill Gill's heading, the Ill Gill will attempt to attack with its scythe.
* If the player target is within 50 units and within 19 degrees of the Ill Gill's heading, the Ill Gill will attempt to root the player.
* If the player target is within 50 units and within 40 degrees of the Ill Gill's heading, the Ill Gill will charge at the player regardless of its current HP.
Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.
When an Ill Gill's HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.
Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. [[Phantasmal World #4]] is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.
The Ill Gill scythe is similar to a player's weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see [[Weapons#Special_attacks]]). The freeze and shock status effects follow the same formula for player targets.
{| class="wikitable" style="text-align:center"
|+ style="white-space:nowrap"|Ice and Shock special tier
!Difficulty
!Normal
!One Person
|-
|Normal
|1
|1
|-
|Hard
|2
|2
|-
|Very Hard
|3
|3
|-
|Ultimate
|4
|4
|}
When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.
{| class="wikitable" style="text-align:center"
|+ style="white-space:nowrap"|
!Difficulty
!Normal
!One Person
|-
|Normal
|50 (100 vs enemies)
|50 (100 vs enemies)
|-
|Hard
|70 (120 vs enemies)
|70 (120 vs enemies)
|-
|Very Hard
|90 (140 vs enemies)
|100 (150 vs enemies)
|-
|Ultimate
|100 (150 vs enemies)
|100 (150 vs enemies)
|}
===Special activation===
===Special activation===
{{EnemySpecial|Ill Gill}}
{{EnemySpecial|Ill Gill}}

Revision as of 07:27, 11 February 2026

Ill Gill
イルギル
Ill Gill.png
Attribute:
Dark
Location: Control Tower

HP XP DAR Set Drop Weakness
800 58 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
1100336701902500
EFREICETHEDKELTESP
508989957542

HP XP DAR Set Drop Weakness
720 58 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
1100275701902500
EFREICETHEDKELTESP
508989957542

Ill Gill
イルギル
Ill Gill.png
Attribute:
Dark
Location: Control Tower

HP XP DAR Set Drop Weakness
1654 141 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
183555414031735815
EFREICETHEDKELTESP
608989957535

HP XP DAR Set Drop Weakness
1348 85 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
164044714027934315
EFREICETHEDKELTESP
608989957535

Ill Gill
イルギル
Ill Gill.png
Attribute:
Dark
Location: Control Tower

HP XP DAR Set Drop Weakness
2110 227 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
222774428036643530
EFREICETHEDKELTESP
459060859050

HP XP DAR Set Drop Weakness
1758 158 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
202564621034440830
EFREICETHEDKELTESP
609292957550

Ill Gill
イルギル
Ill Gill.png
Attribute:
Dark
Location: Control Tower

HP XP DAR Set Drop Weakness
4160 702 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
455013601750390100050
EFREICETHEDKELTESP
6495951058850

HP XP DAR Set Drop Weakness
3300 617 40 Sword icon.png Foie
ATPDFPMSTATAEVPLCK
4300114999037089045
EFREICETHEDKELTESP
6095951057550

Behavior/Mechanics

An Ill Gill always has a target player or enemy in memory. At each state change, the position of the target and the angle from the Ill Gill to the target are inspected to determine the next state.

If the target is not a player, the Ill Gill will continue walking towards its target and change to the Scythe attack state if the target is within 35 units and within 25 degrees of the Ill GIll's heading. Ill Gills do not charge or attempt to root enemy targets.

For player targets, the conditions are more complex and the Ill Gill chooses the first one that qualifies.

  • If the player is frozen or movement is disabled, which includes being disabled by an Ill Gill's root attack, the Ill Gill will always walk towards the player target.
  • If the player target is within 35 units and within 25 degrees of the Ill Gill's heading, the Ill Gill will attempt to attack with its scythe.
  • If the player target is within 50 units and within 19 degrees of the Ill Gill's heading, the Ill Gill will attempt to root the player.
  • If the player target is within 50 units and within 40 degrees of the Ill Gill's heading, the Ill Gill will charge at the player regardless of its current HP.

Because of the wider angle for the final check, standing close and not directly in front of an Ill Gill means it will usually end up charging at its target.

When an Ill Gill's HP is less than 25% of its max HP, it will always enter a charging state. In this state, the Ill Gill will always dash towards a position behind the player if the position is valid ground. A common tactic to cheese this enemy is to stand with your back against a wall such that the line from the Ill Gill to its dash target is out of bounds. The enemy will enter the dash animation, but will be unable to charge towards the target.

Additionally, an Ill Gill can be designated to always be in the charging state based on an initialization parameter in the quest. Phantasmal World #4 is an example of a quest where many Ill Gills are set to always charge, regardless of current HP.

The Ill Gill scythe is similar to a player's weapon that performs special attacks. The particle on the scythe matches the type of special attack, and the type is chosen randomly. The Ice and Shock special attacks share the same value in the battle parameters, and this designates the tier of the special as if the Ill Gill was a level 1 player (see Weapons#Special_attacks). The freeze and shock status effects follow the same formula for player targets.

Ice and Shock special tier
Difficulty Normal One Person
Normal 1 1
Hard 2 2
Very Hard 3 3
Ultimate 4 4

When the scythe has a small, purple megid particle, the attack will be an instakill special. The special powers are provided below. The distinction between player and enemy is provided because the special attack function subtracts 0.5 from the calculated rate at the final step if the defender is a player. Note that the power against enemies is is higher than the EDK of all enemies in the Control Tower in Ultimate, meaning a confused Ill Gill can instakill enemies that are normally immune to instakill specials and Megid.

Difficulty Normal One Person
Normal 50 (100 vs enemies) 50 (100 vs enemies)
Hard 70 (120 vs enemies) 70 (120 vs enemies)
Very Hard 90 (140 vs enemies) 100 (150 vs enemies)
Ultimate 100 (150 vs enemies) 100 (150 vs enemies)

Special activation

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -10% -15%
Hold 6% 9%
Seize 22% 33%
Arrest 38% 57%
Freezing
Ice -10% -15%
Frost 6% 9%
Freeze 22% 33%
Blizzard 38% 57%
Confusion
Panic -14% -21%
Riot 2% 3%
Havoc 18% 27%
Chaos 34% 51%
Instant kill
Dim -47% -70.5% -94%
Shadow -29% -43.5% -58%
Dark -17% -25.5% -34%
Hell -2% -3% -4%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -10% -15%
Hold 6% 9%
Seize 22% 33%
Arrest 38% 57%
Freezing
Ice -10% -15%
Frost 6% 9%
Freeze 22% 33%
Blizzard 38% 57%
Confusion
Panic -14% -21%
Riot 2% 3%
Havoc 18% 27%
Chaos 34% 51%
Instant kill
Dim -47% -70.5% -94%
Shadow -29% -43.5% -58%
Dark -17% -25.5% -34%
Hell -2% -3% -4%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -3% -4.5%
Hold 13% 19.5%
Seize 29% 43.5%
Arrest 45% 67.5%
Freezing
Ice -3% -4.5%
Frost 13% 19.5%
Freeze 29% 43.5%
Blizzard 40% 60%
Confusion
Panic -7% -10.5%
Riot 9% 13.5%
Havoc 25% 37.5%
Chaos 41% 61.5%
Instant kill
Dim -47% -70.5% -94%
Shadow -29% -43.5% -58%
Dark -17% -25.5% -34%
Hell -2% -3% -4%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -3% -4.5%
Hold 13% 19.5%
Seize 29% 43.5%
Arrest 45% 67.5%
Freezing
Ice -3% -4.5%
Frost 13% 19.5%
Freeze 29% 43.5%
Blizzard 40% 60%
Confusion
Panic -7% -10.5%
Riot 9% 13.5%
Havoc 25% 37.5%
Chaos 41% 61.5%
Instant kill
Dim -47% -70.5% -94%
Shadow -29% -43.5% -58%
Dark -17% -25.5% -34%
Hell -2% -3% -4%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -18% -27%
Hold -2% -3%
Seize 14% 21%
Arrest 30% 45%
Freezing
Ice -18% -27%
Frost -2% -3%
Freeze 14% 21%
Blizzard 30% 45%
Confusion
Panic -22% -33%
Riot -6% -9%
Havoc 10% 15%
Chaos 26% 39%
Instant kill
Dim -37% -55.5% -74%
Shadow -19% -28.5% -38%
Dark -7% -10.5% -14%
Hell 8% 12% 16%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -18% -27%
Hold -2% -3%
Seize 14% 21%
Arrest 30% 45%
Freezing
Ice -18% -27%
Frost -2% -3%
Freeze 14% 21%
Blizzard 30% 45%
Confusion
Panic -22% -33%
Riot -6% -9%
Havoc 10% 15%
Chaos 26% 39%
Instant kill
Dim -47% -70.5% -94%
Shadow -29% -43.5% -58%
Dark -17% -25.5% -34%
Hell -2% -3% -4%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -18% -27%
Hold -2% -3%
Seize 14% 21%
Arrest 30% 45%
Freezing
Ice -18% -27%
Frost -2% -3%
Freeze 14% 21%
Blizzard 30% 45%
Confusion
Panic -22% -33%
Riot -6% -9%
Havoc 10% 15%
Chaos 26% 39%
Instant kill
Dim -57% -85.5% -114%
Shadow -39% -58.5% -78%
Dark -27% -40.5% -54%
Hell -12% -18% -24%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind 12% 18%
Hold 28% 42%
Seize 44% 66%
Arrest 60% 90%
Freezing
Ice 12% 18%
Frost 28% 42%
Freeze 40% 60%
Blizzard 40% 60%
Confusion
Panic 8% 12%
Riot 24% 36%
Havoc 40% 60%
Chaos 56% 84%
Instant kill
Dim -57% -85.5% -114%
Shadow -39% -58.5% -78%
Dark -27% -40.5% -54%
Hell -12% -18% -24%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind -18% -27%
Hold -2% -3%
Seize 14% 21%
Arrest 30% 45%
Freezing
Ice -18% -27%
Frost -2% -3%
Freeze 14% 21%
Blizzard 30% 45%
Confusion
Panic -22% -33%
Riot -6% -9%
Havoc 10% 15%
Chaos 26% 39%
Instant kill
Dim -57% -85.5% -114%
Shadow -39% -58.5% -78%
Dark -27% -40.5% -54%
Hell -12% -18% -24%

Special Base Rate With Unit icon.pngV501 With Unit icon.pngV502
Paralysis
Bind 12% 18%
Hold 28% 42%
Seize 44% 66%
Arrest 60% 90%
Freezing
Ice 12% 18%
Frost 28% 42%
Freeze 40% 60%
Blizzard 40% 60%
Confusion
Panic 8% 12%
Riot 24% 36%
Havoc 40% 60%
Chaos 56% 84%
Instant kill
Dim -57% -85.5% -114%
Shadow -39% -58.5% -78%
Dark -27% -40.5% -54%
Hell -12% -18% -24%

Hunting

The following quests are recommended for hunting this enemy:

Category Quest Details Count
Quest category icon.pngExtermination Quest icon.pngSweep-up Operation #9 Clear quest 27
Quest category icon.pngExtermination Quest icon.pngPhantasmal World #4 Clear first spawn 1
Clear quest 72
Quest category icon.pngRetrieval Quest icon.pngLost CHARGE VULCAN Clear quest 54
Quest category icon.pngExtermination Quest icon.pngPenumbral Surge #6 Clear quest 57
Quest category icon.pngTower Quest icon.pngTwilight Sanctuary Clear quest 90

Notes

  • Scythe attack is dark-based. 100 EDK will give immunity to the insta-kill.

Rare Drops

Viridia Greenill Skyly Bluefull Purplenum Pinkal Redria Oran Yellowboze Whitill
Normal
Dragon/HP Resist/Light Resist/Light Resist/Flame Resist/Freeze Resist/Thunder Dragon/HP General/Mind General/Legs General/Arm
1/11703 1/11703 1/11703 1/11703 1/11703 1/11703 1/11703 1/11703 1/11703 1/11703
Hard
Meteor Smash Wals-MK2 Last Survivor Vjaya H&S25 Justice Ice Staff: Dagon Diska of Liberator Blade Dance Kaladbolg Diska of Liberator
1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160
Very Hard
Final Impact Justy-23ST Dragon Slayer Gae Bolg L&K14 Combat Gae Bolg Diska of Braveman Cross Scar Gae Bolg Diska of Braveman
1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160 1/160
Ultimate
Nei's Claw Flame Garment Yamigarasu Demonic Fork V502 Demonic Fork V502 Demonic Fork Yamigarasu V502
1/25206 1/1280 1/788 1/788 1/2048 1/788 1/2048 1/788 1/788 1/2048