
This race does not have any special attributes.
| Neutral | 100% | Poison | 25% |
|---|---|---|---|
| Water | -50% | Holy | 75% |
| Earth | 100% | Dark | 75% |
| Fire | 0% | Ghost | 25% |
| Wind | 200% | Decay | 25% |
| 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_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| inputType | outputType | outputState |
|---|---|---|
| DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| MYOWNER_ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| MYOWNER_OUTSIGNT_IN | MOVETO_MYOWNER_OUT | RMOVE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MYOWNER_ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| DESTINATION_ARRIVED_IN | SEARCH_OUT | SEARCH_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| Trait | I In the |
C In the |
A In the |
|---|---|---|---|
| Assist Master | ✓ | ||
| Follow Master | ✓ |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ✓ | 20.0% | Self Destruct | 1 | 2s | - | IF_HP ≤ 3 | |||||||||
| 20.0% | Adrenaline Rush | 10 | - | 2m30s | |||||||||||
| 10.0% | Power Maximize | 1 | - | 1m | |||||||||||
| 20.0% | Mammonite | 10 | - | 5s | ![]() |
||||||||||
| 20.0% | 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.
|
Hammer Fall | 10 | - | 5s | ||||||||||
| 20.0% | Power Up | 5 | - | 1m40s | |||||||||||
| 20.0% | Power Up | 5 | - | 25s | IF_HP ≤ 30 | ||||||||||
| 10.0% | Splash Attack | 1 | - | - | IF_ENEMYCOUNT ≥ 2 | ||||||||||
| 10.0% | Break Armor | 10 | - | 5s | ![]() |
||||||||||
| 10.0% | Break Helm | 10 | - | 5s | ![]() |
||||||||||
| 10.0% | Break Shield | 10 | - | 5s | ![]() |
||||||||||
| 10.0% | Critical Attack | 1 | - | 5s | |||||||||||
| 10.0% | Water Attack | 10 | - | 5s |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Meteor Storm Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
|
Meteor Storm | 1 | - | - | IF_RUDEATTACK |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 50.0% | Meteor Storm Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
|
Meteor Storm | 1 | - | 5s | IF_RUDEATTACK |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 20.0% | Hammer Fall Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
|
Hammer Fall | 10 | - | 5s |
| Adrenaline Rush | 10 | |||||||||||
Hammer Fall Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
|
Hammer Fall | 10 | ||||||||||
| Power Maximize | 1 | |||||||||||
| Mammonite | 10 | |||||||||||
| Break Armor | 10 | |||||||||||
| Critical Attack | 1 | |||||||||||
| Break Helm | 10 | |||||||||||
| Power Up | 5 | |||||||||||
| Self Destruct | 1 | |||||||||||
| Break Shield | 10 | |||||||||||
| Splash Attack | 1 | |||||||||||
| Water Attack | 10 | |||||||||||
Meteor Storm Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
|
Meteor Storm | 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. | 4,822 ~ 5,033 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 310,000 | 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.
| 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. | 18,000 | 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. | 10,000 | 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. | 4,822 ~ 5,033 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 310,000 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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.
| 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. | 18,000 | 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. | 10,000 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 60 | ||||||||||||
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 |
![]() | Apple (0.015%) | 2 |
![]() | Apple (0.015%) |
|---|---|---|---|---|---|
| 3 |
![]() | Apple (0.015%) | 4 |
![]() | Apple (0.015%) |
| 5 |
![]() | Apple (0.015%) | 6 |
![]() | Apple (0.015%) |
| 7 |
![]() | Apple (0.015%) | 8 |
![]() | Old Purple Box (0.115%) |
 This is a summoned monster
msql | 11.4 ms |
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html | 0.7 ms |
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