
This race does not have any special attributes.
| Neutral | 0% | Poison | 50% |
|---|---|---|---|
| Water | 100% | Holy | 100% |
| Earth | 100% | Dark | 100% |
| Fire | 100% | Ghost | 175% |
| 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 |
|---|---|---|
| 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 | |||||||||||||
| ✓ | 100.0% | Ganbantein | 1 | 0.5s | 7s | ||||||||||||||
| ✓ | 100.0% | Storm Gust | 10 | 1s | 20s | ||||||||||||||
| ✓ | 100.0% | Lord of Vermilion Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
|
Lord of Vermilion | 10 | 1s | 20s | |||||||||||||
| 20.0% | Fire Pillar | 10 | 0.2s | - | |||||||||||||||
| ✓ | 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 | 10 | 1s | 20s | |||||||||||||
| 20.0% | Heaven's Drive | 5 | - | 20s | |||||||||||||||
| 50.0% | Waterball | 5 | - | 3s |
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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 | |||||||||||||
| ✓ | 100.0% | Storm Gust | 10 | 1s | 10s | ||||||||||||||
| ✓ | 100.0% | Lord of Vermilion Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
|
Lord of Vermilion | 10 | 1s | 10s | |||||||||||||
| ✓ | 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 | 10 | 1s | 10s | |||||||||||||
| 5.0% | Sight | 1 | - | 5s | |||||||||||||||
| 100.0% | Sight | 1 | - | 5s | IF_SKILLUSE AS_GRIMTOOTH | ||||||||||||||
| 50.0% | Fire Pillar | 10 | 0.2s | 2s |
![]() |
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% | Napalm Vulcan | 5 | 1s | 2s | ||||||||||||||
| ✓ | 100.0% | Storm Gust | 10 | 1s | 10s | IF_SKILLUSE MG_FIREWALL | |||||||||||||
| ✓ | 100.0% | Lord of Vermilion Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
|
Lord of Vermilion | 10 | 1s | 10s | IF_SKILLUSE MG_FIREWALL | ||||||||||||
| ✓ | 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 | 10 | 1s | 10s | IF_SKILLUSE MG_FIREWALL | ||||||||||||
| ✓ | 100.0% | Storm Gust | 10 | 1s | 20s | ||||||||||||||
| ✓ | 100.0% | Lord of Vermilion Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
|
Lord of Vermilion | 10 | 1s | 20s | |||||||||||||
| ✓ | 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 | 10 | 1s | 20s | |||||||||||||
| 50.0% | Waterball | 5 | - | 3s |
| Ganbantein | 1 | |||||||||||
| Napalm Vulcan | 5 | |||||||||||
| Sight | 1 | |||||||||||
| Self Destruct | 1 | |||||||||||
| Fire Pillar | 10 | |||||||||||
| Heaven's Drive | 5 | |||||||||||
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 | 10 | ||||||||||
| Storm Gust | 10 | |||||||||||
Lord of Vermilion Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
|
Lord of Vermilion | 10 | ||||||||||
| Waterball | 5 |
| 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. | 497 ~ 2,094 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 189,920 | 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. | 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. | 1,184 ~ 2,159 | 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 + 42 ~ 45 | 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. | 42 | ||||||||||||
| 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. | 88 + 244 | 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. | 223 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 1,152 ms (142.4) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 302 | 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. | 128 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 208 | 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. | 89 | ||||||||||||
| 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. | 18.6 | 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. | 93 | ||||||||||||
| 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. | 497 ~ 2,094 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 189,920 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 1,184 ~ 2,159 | 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 + 42 ~ 45 | ||||||||||||
| 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. | 88 + 244 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 384 ms (142.4) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 302 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 208 | ||||||||||||
| 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. | 18.6 | ||||||||||||
| 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. | 99 | 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. | boss | VIT Vitality VIT defines Soft DEF and influences Soft MDEF
and the success chance and duration of some status ailments. | 42 | ||||||||||||
| 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. | 223 | ||||||||||||
| 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. | 128 | ||||||||||||
| 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. | 89 | ||||||||||||
| 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. | 93 | ||||||||||||
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 | 13.1 ms |
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html | 0.4 ms |
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