Kokotewa

Monster Info

Mastersmith Howard [B_HARWORD 1648]
Attributes
Demi-Human

This race does not have any special attributes.

Earth 4
Neutral100%Poison75%
Water100%Holy75%
Earth-25%Dark75%
Fire200%Ghost25%
Wind0%Decay25%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
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
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 10s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
100.0%
Summon Monster
Summon independent monsters.
Summon Monster 1 0.7s 16h40m IF_HP ≤ 30
20.0%
Adrenaline Rush
Temporarily increase the party's One Handed Axe, Two Handed Axe, and Mace ASPD.
ASPDnew268.8 ms (186.56)
Duration300.00 seconds
Adrenaline Rush 10 - 2m30s
10.0%
Power Maximize
Temporarily use the maximum attack value for weapon damage variance.
Duration10.00 seconds
Power Maximize 1 - 1m
20.0%
Mammonite
Attack an enemy to inflict physical damage.
DMGatk93,864 ~ 99,012
Range1 cell
Mammonite 10 - 5s
20.0%
Mammonite
Attack an enemy to inflict physical damage.
DMGatk93,864 ~ 99,012
Range1 cell
Mammonite 10 - - IF_HP ≤ 30
20.0%
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10 - 5s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew23,466 ~ 24,753
Flee95new545
Duration25.00 seconds
Power Up 5 - 1m40s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew23,466 ~ 24,753
Flee95new545
Duration25.00 seconds
Power Up 5 - 25s IF_HP ≤ 30
10.0%
Splash Attack
Attack an enemy to inflict physical damage to nearby enemies.
DMGatk7,822 ~ 8,251
Range9 cells
AoE7x7 square
Splash Attack 1 - - IF_ENEMYCOUNT ≥ 2
10.0%
Break Armor
Attack an enemy to inflict physical damage and ArmorBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10 - 5s
10.0%
Break Helm
Attack an enemy to inflict physical damage and HelmBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Helm 10 - 5s
10.0%
Break Shield
Attack an enemy to inflict physical damage and ShieldBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Shield 10 - 5s
15.0%
Full Divestment
Inflict the divest helm, shield, armor, and weapon status on an enemy by chance, disabling the helm, shield, armor, and weapon equipment slots.
Divest15% chance
Range1 cell
Duration135.00 seconds
Full Divestment 5 - 1s
10.0%
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk8,251
Range7 cells
Critical Attack 1 - 5s
10.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk78,220 ~ 82,510
Range7 cells
Water Attack 10 - 5s
100.0%
Change Element Earth
Permanently elemental property to earth.
ElementEarth 1
Change Element Earth 1 0.5s 1h40m IF_HP ≤ 70
100.0%
Change Element Holy
Permanently change elemental property to holy.
ElementHoly 1
Change Element Holy 1 0.5s 1h40m IF_HP ≤ 40
100.0%
Change Element Ghost
Permanently change elemental property to ghost.
ElementGhost 1
Change Element Ghost 1 0.5s 1h40m IF_HP ≤ 10

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 - 10s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3

RMOVE_ST

Chance Skill LvCastDelayAI Condition
50.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - 5s IF_RUDEATTACK

RUSH_ST

Chance Skill LvCastDelayAI Condition
20.0%
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10 - 5s
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Adrenaline Rush
Temporarily increase the party's One Handed Axe, Two Handed Axe, and Mace ASPD.
ASPDnew268.8 ms (186.56)
Duration300.00 seconds
Adrenaline Rush 10
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10
Power Maximize
Temporarily use the maximum attack value for weapon damage variance.
Duration10.00 seconds
Power Maximize 1
Mammonite
Attack an enemy to inflict physical damage.
DMGatk93,864 ~ 99,012
Range1 cell
Mammonite 10
Break Armor
Attack an enemy to inflict physical damage and ArmorBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Change Element Earth
Permanently elemental property to earth.
ElementEarth 1
Change Element Earth 1
Change Element Holy
Permanently change elemental property to holy.
ElementHoly 1
Change Element Holy 1
Change Element Ghost
Permanently change elemental property to ghost.
ElementGhost 1
Change Element Ghost 1
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk8,251
Range7 cells
Critical Attack 1
Break Helm
Attack an enemy to inflict physical damage and HelmBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Helm 10
Power Up
Temporarily increase ATK and HIT.
ATKnew23,466 ~ 24,753
Flee95new545
Duration25.00 seconds
Power Up 5
Break Shield
Attack an enemy to inflict physical damage and ShieldBreak by chance.
DMGatk9,778 ~ 10,314
Break20% chance
Accuracy+20%
Range2 cells
Break Shield 10
Splash Attack
Attack an enemy to inflict physical damage to nearby enemies.
DMGatk7,822 ~ 8,251
Range9 cells
AoE7x7 square
Splash Attack 1
Summon Monster
Summon independent monsters.
Summon Monster 1
Summon Slave
Summon slave monsters.
Summon Slave 1
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk78,220 ~ 82,510
Range7 cells
Water Attack 10
Full Divestment
Inflict the divest helm, shield, armor, and weapon status on an enemy by chance, disabling the helm, shield, armor, and weapon equipment slots.
Divest15% chance
Range1 cell
Duration135.00 seconds
Full Divestment 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.
7,822 ~ 8,251 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,460,000 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.
99 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.
60 ~ 84 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.
66 + 112 ~ 136 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.
112
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
384 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.
36 + 91 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.
35
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
384 ms (180.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
310 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.
136
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
100 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
192 bEXP
Base Experience
The bEXP rewarded upon defeat.
4,002,340 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
73
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
288 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
12.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
1,421,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
60
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.
7,822 ~ 8,251 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,460,000
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.
60 ~ 84 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.
66 + 112 ~ 136
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
384 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.
36 + 91
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
384 ms (180.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
310
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
100 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
192
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
288 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
12.0
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.
99 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.
112
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.
35
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.
136
bEXP
Base Experience
The bEXP rewarded upon defeat.
4,002,340 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
73
jEXP
Job Experience
The jEXP rewarded upon defeat.
1,421,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
60
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 Mistilteinn (35.013%) 2 Byeol-ungeom (25.014%)
3 Lord's Clothes [1] (90.010%) 4 Sabbath (35.013%)
5 Great Axe (35.013%) 6 Guillotine (25.014%)
7 Tomahawk (35.013%) 8 Mastersmith 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 Old Purple Box (55%)
55.000% Effective
2 Old Blue Box (50%)
22.500% Effective
3 3 Carat Diamond (20%)
4.500% Effective
Map Locations
lhz_dun03
1special
msql11.3 ms
html0.4 ms

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