Kokotewa

Monster Info

White Lady [BACSOJIN 1630]
Attributes
Demi-Human

This race does not have any special attributes.

Wind 3
Neutral100%Poison100%
Water0%Holy100%
Earth200%Dark100%
Fire100%Ghost50%
Wind-25%Decay50%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
Mob
Initial0-
Summon3Green Maiden
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%
Sanctuary
Summon a Sanctuary to restore HP to entities in an area of effect.
HealHP777 x 26
Knockback2 cells
Range9 cells
AoE5x5 cross
Duration31.00 seconds
Sanctuary 10 - 10s
100.0%
Assumptio
Temporarily reduce the target's damage received from attacks by 1/2.
Range9 cells
Duration100.00 seconds
Assumptio 5 0.5s 1m40s
100.0%
Morpheus Slumber
Inflict sleep by chance in an area of effect.
Sleep100% chance
AoE29x29 square
Morpheus Slumber 5 0.7s 25s IF_HP ≤ 80
10.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk920 ~ 1,490 x 25
Range9 cells
Duration3.75 seconds
Waterball 5 - 5s
20.0%
Stop
Hex an enemy to disable movement.
Stop100% chance
Range2 cells
Duration15.00 seconds
Stop 1 0.5s 15s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 - 5s IF_SLAVENUM ≤ 1

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Assumptio
Temporarily reduce the target's damage received from attacks by 1/2.
Range9 cells
Duration100.00 seconds
Assumptio 5 0.5s 1m40s
10.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - 30s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 - 5s IF_SLAVENUM ≤ 1

RUSH_ST

Chance Skill LvCastDelayAI Condition
20.0%
Invisible
Temporarily become invisible.
Duration60.00 seconds
Invisible 1 1s 30s
100.0%
Assumptio
Temporarily reduce the target's damage received from attacks by 1/2.
Range9 cells
Duration100.00 seconds
Assumptio 5 0.5s 1m40s
100.0%
Morpheus Slumber
Inflict sleep by chance in an area of effect.
Sleep100% chance
AoE29x29 square
Morpheus Slumber 5 0.7s 25s IF_HP ≤ 80
20.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk699 ~ 1,132 x 9
Range9 cells
Duration1.35 seconds
Waterball 3 1s 5s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 - 5s IF_SLAVENUM ≤ 1
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Assumptio
Temporarily reduce the target's damage received from attacks by 1/2.
Range9 cells
Duration100.00 seconds
Assumptio 5
Invisible
Temporarily become invisible.
Duration60.00 seconds
Invisible 1
Stop
Hex an enemy to disable movement.
Stop100% chance
Range2 cells
Duration15.00 seconds
Stop 1
Summon Slave
Summon slave monsters.
Summon Slave 1
Morpheus Slumber
Inflict sleep by chance in an area of effect.
Sleep100% chance
AoE29x29 square
Morpheus Slumber 5
Sanctuary
Summon a Sanctuary to restore HP to entities in an area of effect.
HealHP777 x 26
Knockback2 cells
Range9 cells
AoE5x5 cross
Duration31.00 seconds
Sanctuary 10
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk920 ~ 1,490 x 25
Range9 cells
Duration3.75 seconds
Waterball 5
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.
1,868 ~ 6,124 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
253,221 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.
85 STR
Strength
STR defines the duration of some status ailments.
52
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.
368 ~ 596 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.
20 + 44 ~ 47 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.
44
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
960 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.
55 + 134 Aggro R.
Aggressive Range
Aggro R. determines the maximum range the monster will scan for targets.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
112
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
960 ms (152) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
312 Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
152
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
130 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
170 bEXP
Base Experience
The bEXP rewarded upon defeat.
45,250 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
65
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
7.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
16,445 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
35
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.
1,868 ~ 6,124 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
253,221
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.
368 ~ 596 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.
20 + 44 ~ 47
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
960 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.
55 + 134
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
960 ms (152) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
312
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
130 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
170
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
7.0
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.
85 STR
Strength
STR defines the duration of some status ailments.
52
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.
44
Aggro R.
Aggressive Range
Aggro R. determines the maximum range the monster will scan for targets.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
112
Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
152
bEXP
Base Experience
The bEXP rewarded upon defeat.
45,250 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
65
jEXP
Job Experience
The jEXP rewarded upon defeat.
16,445 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
35
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 2 / 20,001 more likely to succeed than intended. Apple, an expected placeholder item, is excluded from 2 / 20,001 drop rolls but is included in steal rolls.

1 Black Hair (55.012%) 2 Old Blue Box (50.012%)
3 Tantan Noodle (0.515%) 4 Transparent Celestial Robe (30.013%)
5 Soft Silk (10.014%) 6 Red Silk Seal (1.015%)
7 Tiara (0.115%) 8 White Lady Card (0.025%)
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.

1 Yggdrasil Berry (55%)
55.000% Effective
2 Heavenly Maiden Robe [1] (20%)
9.000% Effective
3 Old Purple Box (50%)
18.000% Effective
Map Locations
lou_dun03 (0.48)
11h56m40s ~ 2h6m40s
Item Summons
msql4.0 ms
html0.4 ms

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