This race does not have any special attributes.
Neutral | 100% | Poison | 125% |
---|---|---|---|
Water | 100% | Holy | 100% |
Earth | 100% | Dark | 100% |
Fire | 150% | Ghost | 100% |
Wind | 50% | 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 |
---|---|---|
ENEMY_OUTATTACKSIGHT_IN | NONE_OUT | IDLE_ST |
ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
inputType | outputType | outputState |
---|---|---|
DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
inputType | outputType | outputState |
---|---|---|
ATTACKED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
CHARACTER_ATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
Trait | I In the |
C In the |
A In the |
---|---|---|---|
Aggressive | ✓ | ||
Immobile | ✓ | ✓ |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5.0% | Pierce | 5 | 0.7s | 5s | |||||||||||
10.0% | Blood Drain | 1 | - | 5s | |||||||||||
✓ | 10.0% | Earth Attack | 1 | - | 5s | ||||||||||
5.0% | Guided Attack | 3 | 1s | 20s | |||||||||||
✓ | 5.0% | Sleeping Attack Attack an enemy to inflict neutral physical damage and sleep by chance.
|
Sleeping Attack | 5 | - | 5s | |||||||||
10.0% | Close Confine | 1 | - | 30s |
Pierce | 5 | |||||||
Blood Drain | 1 | |||||||
Earth Attack | 1 | |||||||
Guided Attack | 3 | |||||||
Sleeping Attack Attack an enemy to inflict neutral physical damage and sleep by chance.
|
Sleeping Attack | 5 | ||||||
Close Confine | 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 . | 389 ~ 589 [7] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 7,221 | 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. | 46 | 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. | 21 ~ 26 | 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. | 10 + 27 ~ 28 | 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. | 27 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 156.8 (864 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. | 13 + 30 | 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. | 17 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 864 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 197 | 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. | 76 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 2,000 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 96 | bEXP Base Experience The bEXP rewarded upon defeat. | 2,612 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 30 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 336 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 8.2 | jEXP Job Experience The jEXP rewarded upon defeat. | 1,022 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 41 |
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 . | 389 ~ 589 [7] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 7,221 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 21 ~ 26 | 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. | 10 + 27 ~ 28 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 156.8 (576 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. | 13 + 30 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 864 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 197 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 2,000 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 96 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 336 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 8.2 | ||||||||||||
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. | 46 | 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. | 27 | ||||||||||||
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. | 17 | ||||||||||||
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. | 76 | ||||||||||||
bEXP Base Experience The bEXP rewarded upon defeat. | 2,612 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 30 | ||||||||||||
jEXP Job Experience The jEXP rewarded upon defeat. | 1,022 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 41 |
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 | Sticky Poison (30.01%) | 2 | Sticky Mucus (30.01%) | ||
---|---|---|---|---|---|
3 | Maneater Blossom (20.01%) | 4 | Maneater Root (20.01%) | ||
5 | Bitter Herb (0.04%) | 6 | Stem (10.01%) | ||
7 | Apple (0.01%) | 8 | Drosera Card (0.02%) |
Dead Branch
1 entry |
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