This race does not have any special attributes.
Neutral | 100% | Poison | 100% |
---|---|---|---|
Water | 100% | Holy | 100% |
Earth | 100% | Dark | 100% |
Fire | 100% | Ghost | 0% |
Wind | 100% | Decay | 100% |
100% | 75% | 75% | 100% | ||||
75% | 100% | 100% | 75% | ||||
75% | 100% | 100% | 100% | ||||
100% | 100% | 100% | 100% |
inputType | outputType | outputState |
---|---|---|
CHANGE_NORMALST_IN | CHANGE_NORMALST_OUT | IDLE_ST |
inputType | outputType | outputState |
---|---|---|
DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
inputType | outputType | outputState |
---|---|---|
ATTACKED_IN | NONE_OUT | IDLE_ST |
Trait | I In the |
C In the |
A In the |
---|---|---|---|
Immobile | ✓ | ||
Inanimate | ✓ |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
1.0% | Metamorphosis | 1 | 2s | 5s | IF_HP ≤ 99 |
Metamorphosis | 1 |
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 ~ 2 [0] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 18,322 | 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. | 43 | STR Strength STR defines the duration of some status ailments. | 1 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 148 ~ 236 | 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. | 78 + 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. | mob | 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. | 198.8 (24 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. | 60 + 95 | 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. | 67 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 24 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 119 | 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. | 1 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 1,000 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 64 | bEXP Base Experience The bEXP rewarded upon defeat. | 6,740 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 1 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 0 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 12.6 | jEXP Job Experience The jEXP rewarded upon defeat. | 0 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 63 |
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 ~ 2 [0] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 18,322 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 148 ~ 236 | 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. | 78 + 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. | 198.8 (0 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. | 60 + 95 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 24 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 119 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 1,000 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 64 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 0 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 12.6 | ||||||||||||
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. | 43 | STR Strength STR defines the duration of some status ailments. | 1 | ||||||||||||
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. | mob | 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. | 67 | ||||||||||||
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. | 1 | ||||||||||||
bEXP Base Experience The bEXP rewarded upon defeat. | 6,740 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 1 | ||||||||||||
jEXP Job Experience The jEXP rewarded upon defeat. | 0 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 63 |
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 | Elunium (0.06%) | 2 | Piece of Egg Shell (1.01%) | ||
---|---|---|---|---|---|
3 | 2 Carat Diamond (0.11%) | 4 | 3 Carat Diamond (0.06%) | ||
5 | Garnet (0.11%) | 6 | Aquamarine (0.11%) | ||
7 | Topaz (0.11%) | 8 | Dragon Egg Card (0.02%) |
Dead Branch
1 entry |
msql | 142.8 ms |
---|---|
html | 0.2 ms |
Ragnarok Online © Gravity Corp. & Lee Myoungjin
Kokotewa ©