Kokotewa

Monster Info

Atroce [ATROCE 1785]
Attributes
Brute

This race does not have any special attributes.

Dark 3
Neutral100%Poison0%
Water50%Holy175%
Earth50%Dark-50%
Fire50%Ghost25%
Wind50%Decay0%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
Mob
Initial0-
Summon3Galion
AI Type 21 (On Spawn)
×

AI Type 21 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

BERSERK_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTBERSERK_ST
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
CHARACTER_INSIGHT_INEXPEL_OUTRUSH_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
CHARACTER_INSIGHT_INEXPEL_OUTRUSH_ST
MOVE_RANDOM_END_INWAIT_START_OUTIDLE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RUSH_ST

inputType outputType outputState
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
CHARACTER_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
DESTINATION_ARRIVED_INSEARCH_OUTSEARCH_ST
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
Trait I

In the Idle (IDLE) AI state, the monster is not engaged with a player.

C

In the Chase (RUSH) AI state, the monster is chasing a player.

A

In the Attack (BERSERK) AI state, the monster is attacking a player.

Aggressive
Target Change ATK
Target Change Cast
Target Change Melee
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
20.0%
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew191 (180 ms)
Duration300 seconds
Two Hand Quicken 10 - 2m IF_HP ≤ 30
10.0%
Bleeding Attack
Attack an enemy to inflict neutral physical damage and bleed by chance.
DMGatk2,526 ~ 3,646
Accuracy+20%
Bleed100% chance
Range9 cells
Bleeding Attack 5 - 5s
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
5.0%
Dark Attack
Attack an enemy to inflict dark physical damage.
DMGatk7,578 ~ 10,938
Range7 cells
Dark Attack 3 0.8s 5s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew7,578 ~ 10,938
Flee95new417
Duration10 seconds
Power Up 2 - 25s IF_HP ≤ 30
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew7,578 ~ 10,938
Flee95new417
Duration10 seconds
Power Up 2 - 50s
20.0%
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk12,630 ~ 18,230
Knockback7 cells
AoE15x15 square
Pulse Strike 5 - 30s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 30s IF_SLAVENUM ≤ 0
10.0%
Bash
Attack an enemy to inflict physical damage.
DMGatk10,104 ~ 14,584
Accuracy+50%
Range1 cell
Bash 10 - 5s
100.0%
Magnum Break
Inflict fire physical damage and knockback to nearby enemies. Distant enemies receive reduced damage.
DMG1~3 cells15,156 ~ 21,876
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10 - 5s IF_ENEMYCOUNT ≥ 2

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
100.0%
Defender
Temporarily increase ranged physical damage resistance but decrease MSPD.
MSPDnew300 ms
Ranged Resist+87.5%
Duration15 seconds
Defender 1 - 5s IF_RANGEATTACKED
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 30s IF_SLAVENUM ≤ 0

RMOVE_ST

Chance Skill LvCastDelayAI Condition
50.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - 5s IF_RUDEATTACK
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew191 (180 ms)
Duration300 seconds
Two Hand Quicken 10
Bleeding Attack
Attack an enemy to inflict neutral physical damage and bleed by chance.
DMGatk2,526 ~ 3,646
Accuracy+20%
Bleed100% chance
Range9 cells
Bleeding Attack 5
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Dark Attack
Attack an enemy to inflict dark physical damage.
DMGatk7,578 ~ 10,938
Range7 cells
Dark Attack 3
Defender
Temporarily increase ranged physical damage resistance but decrease MSPD.
MSPDnew300 ms
Ranged Resist+87.5%
Duration15 seconds
Defender 1
Power Up
Temporarily increase ATK and HIT.
ATKnew7,578 ~ 10,938
Flee95new417
Duration10 seconds
Power Up 2
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk12,630 ~ 18,230
Knockback7 cells
AoE15x15 square
Pulse Strike 5
Summon Slave
Summon slave monsters.
Summon Slave 1
Bash
Attack an enemy to inflict physical damage.
DMGatk10,104 ~ 14,584
Accuracy+50%
Range1 cell
Bash 10
Magnum Break
Inflict fire physical damage and knockback to nearby enemies. Distant enemies receive reduced damage.
DMG1~3 cells15,156 ~ 21,876
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10
Stats
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
2,526 ~ 3,646 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,008,420 Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
82 STR
Strength
STR defines the duration of some status ailments.
100
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
98 ~ 130 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
25 + 56 ~ 60 Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
boss VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
56
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
170 (600 ms) MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
25 + 77 Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
49
RSPD
Recovery Speed
RSPD defines the minimum delay between skills.
576 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
246 Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
89
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
189 bEXP
Base Experience
The bEXP rewarded upon defeat.
295,550 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
87
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
240 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
14.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
118,895 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
72
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
2,526 ~ 3,646 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,008,420
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
98 ~ 130 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
25 + 56 ~ 60
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
170 (600 ms) MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
25 + 77
RSPD
Recovery Speed
RSPD defines the minimum delay between skills.
576 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
246
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
189
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
240 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
14.4
Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
82 STR
Strength
STR defines the duration of some status ailments.
100
Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
boss VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
56
Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
49
Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
89
bEXP
Base Experience
The bEXP rewarded upon defeat.
295,550 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
87
jEXP
Job Experience
The jEXP rewarded upon defeat.
118,895 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
72
Drops

When a monster is defeated, rewards spawn by chance at the defeat location. Each reward is rolled independently. When attempting to steal an item from a monster, each item is attempted successively. As item reward and steal attempts are performed with a ≤ operator, comparisons are 1/10,000 more likely to succeed than intended. Apple, an expected placeholder item, is excluded from 1/10,000 drop rolls but is included in steal rolls.

1 Bloody Rune (70.01%) 2 Yggdrasil Seed (10.01%)
3 Ring [1] (10.01%) 4 Old Purple Box (50.01%)
5 Yggdrasil Berry (50.01%) 6 Ulle's Cap [1] (1.01%)
7 Atlas Weapon [1] (1.01%) 8 Atroce Card (0.02%)
MVP Rewards

When a MVP monster is defeated, a MVP item reward is allocated to the inventory of the player who dealt and received the most damage (cumulative) to and from the monster. This reward is selected from successive rolls against the MVP loot table. In the event that a player fails to receive an item, the next item is rolled in sequence until a roll succeeds or the table is exhausted. The effective drop rate for each reward is shown reflective of the successive chance with the tooltip denoting the success drop chance.

1 Yggdrasil Berry (55.00%*)
55% drop chance
2 Old Purple Box (22.50%*)
50% drop chance
3 Old Purple Box (11.25%*)
50% drop chance
Map Locations
ve_fild01
13h ~ 3h10m
ve_fild02
16h ~ 6h10m
ra_fild03
13h ~ 3h10m
ra_fild02
14h ~ 4h10m
ra_fild04
15h ~ 5h10m
Item Summons
msql18.3 ms
html0.3 ms

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