Kokotewa

Monster Info

Howard Alt-Eisen [HARWORD 1636]
Attributes
Demi-Human

This race does not have any special attributes.

Water 4
Neutral100%Poison25%
Water-50%Holy75%
Earth100%Dark75%
Fire0%Ghost25%
Wind200%Decay25%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
AI Type 19 (On Spawn)
×

AI Type 19 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
ENEMY_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
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.
DMGatk10,395 ~ 13,145
Range1 cell
Mammonite 9 - 5s
20.0%
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun70% chance
Range1 cell
AoE5x5 square
Hammer Fall 5 - 5s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew5,670 ~ 7,170
Flee95new437
Duration25.00 seconds
Power Up 5 - 1m40s
10.0%
Splash Attack
Attack an enemy to inflict physical damage to nearby enemies.
DMGatk1,890 ~ 2,390
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.
DMGatk2,363 ~ 2,988
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10 - 5s
10.0%
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk2,390
Range7 cells
Critical Attack 1 - 5s
10.0%
Fire Attack
Attack an enemy to inflict fire physical damage.
DMGatk18,900 ~ 23,900
Range7 cells
Fire Attack 10 - 5s
10.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk18,900 ~ 23,900
Range7 cells
Water Attack 10 - 5s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK

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.
Stun70% chance
Range1 cell
AoE5x5 square
Hammer Fall 5 - 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.
Stun70% chance
Range1 cell
AoE5x5 square
Hammer Fall 5
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.
DMGatk10,395 ~ 13,145
Range1 cell
Mammonite 9
Break Armor
Attack an enemy to inflict physical damage and ArmorBreak by chance.
DMGatk2,363 ~ 2,988
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk2,390
Range7 cells
Critical Attack 1
Fire Attack
Attack an enemy to inflict fire physical damage.
DMGatk18,900 ~ 23,900
Range7 cells
Fire Attack 10
Power Up
Temporarily increase ATK and HIT.
ATKnew5,670 ~ 7,170
Flee95new437
Duration25.00 seconds
Power Up 5
Splash Attack
Attack an enemy to inflict physical damage to nearby enemies.
DMGatk1,890 ~ 2,390
Range9 cells
AoE7x7 square
Splash Attack 1
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk18,900 ~ 23,900
Range7 cells
Water Attack 10
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.
1,890 ~ 2,390 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
78,690 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.
83 STR
Strength
STR defines the duration of some status ailments.
90
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.
59 + 99 ~ 114 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.
99
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.
10 + 84 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.
256 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.
98
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
180 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
165 bEXP
Base Experience
The bEXP rewarded upon defeat.
100,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
62
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.
13.2 jEXP
Job Experience
The jEXP rewarded upon defeat.
112,540 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
66
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.
1,890 ~ 2,390 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
78,690
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.
59 + 99 ~ 114
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.
10 + 84
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.
256
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
180 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
165
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.
13.2
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.
83 STR
Strength
STR defines the duration of some status ailments.
90
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.
99
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.
98
bEXP
Base Experience
The bEXP rewarded upon defeat.
100,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
62
jEXP
Job Experience
The jEXP rewarded upon defeat.
112,540 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
66
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 Handcuffs (30.013%) 2 Pauldron [1] (0.025%)
3 Vecer Axe [2] (0.025%) 4 Two-Handed Axe [2] (1.115%)
5 Buckler [1] (0.115%) 6 Lord's Clothes [1] (0.025%)
7 Old Blue Box (0.515%) 8 Howard Alt-Eisen Card (0.025%)
Map Locations
lhz_dun03 (21.04)
422m ~ 10m
Item Summons
Dead Branch
1 entry
msql5.0 ms
html0.3 ms

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