Kokotewa

Monster Info

Stormy Knight [KNIGHT_OF_WINDSTORM 1251]
Attributes
Formless

This race does not have any special attributes.

Wind 4
Neutral100%Poison75%
Water0%Holy75%
Earth200%Dark75%
Fire100%Ghost25%
Wind-50%Decay25%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
AI Type 21 (On Spawn)
×

AI Type 21 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
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
CHARACTER_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
100.0%
Frozen Heart
Inflict freeze by chance in an area of effect.
Freeze100% chance
AoE29x29 square
Frozen Heart 5 1s 10s IF_HP ≤ 80
100.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew4,275 ~ 4,755
Flee95new489
Duration25.00 seconds
Power Up 5 - 30s IF_HP ≤ 30
20.0%
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk7,125 ~ 7,925
Range7 cells
Wind Attack 5 - 5s
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
20.0%
Smite
Attack an enemy to inflict physical damage, knockback, and stun by chance.
DMGatk2,850 ~ 3,170
Stun40% chance
Knockback9 cells
Range3 cells
Smite 5 - 20s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
20.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk520 ~ 880 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 0.5s 5s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
50.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - 5s IF_RUDEATTACK
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 10s IF_HP ≤ 50

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
100.0%
Frozen Heart
Inflict freeze by chance in an area of effect.
Freeze100% chance
AoE29x29 square
Frozen Heart 5 1s 10s IF_HP ≤ 80
20.0%
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk7,125 ~ 7,925
Range7 cells
Wind Attack 5 - 5s
5.0%
Illusion
Hex an enemy to inflict illusion by chance.
Illusion20% chance
Range9 cells
Duration30.00 seconds
Illusion 1 - 5s
20.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk520 ~ 880 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 0.5s 5s
100.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk520 ~ 880 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 0.5s 5s IF_SKILLUSE MG_FIREWALL
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Smite
Attack an enemy to inflict physical damage, knockback, and stun by chance.
DMGatk2,850 ~ 3,170
Stun40% chance
Knockback9 cells
Range3 cells
Smite 5
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Illusion
Hex an enemy to inflict illusion by chance.
Illusion20% chance
Range9 cells
Duration30.00 seconds
Illusion 1
Power Up
Temporarily increase ATK and HIT.
ATKnew4,275 ~ 4,755
Flee95new489
Duration25.00 seconds
Power Up 5
Summon Slave
Summon slave monsters.
Summon Slave 1
Frozen Heart
Inflict freeze by chance in an area of effect.
Freeze100% chance
AoE29x29 square
Frozen Heart 5
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk7,125 ~ 7,925
Range7 cells
Wind Attack 5
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk520 ~ 880 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 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.
1,425 ~ 1,585 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
240,000 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.
77 STR
Strength
STR defines the duration of some status ailments.
75
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.
104 ~ 176 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.
35 + 83 ~ 98 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.
83
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
468 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 + 96 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.
55
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
468 ms (176.6) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
282 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.
130
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
200 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
282 bEXP
Base Experience
The bEXP rewarded upon defeat.
64,350 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
185
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.
15.8 jEXP
Job Experience
The jEXP rewarded upon defeat.
21,450 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
79
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.
1,425 ~ 1,585 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
240,000
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.
104 ~ 176 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.
35 + 83 ~ 98
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
468 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 + 96
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
468 ms (176.6) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
282
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
200 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
282
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.
15.8
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.
77 STR
Strength
STR defines the duration of some status ailments.
75
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.
83
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.
55
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.
130
bEXP
Base Experience
The bEXP rewarded upon defeat.
64,350 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
185
jEXP
Job Experience
The jEXP rewarded upon defeat.
21,450 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
79
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 Zephyrus (1.515%) 2 Old Blue Box (30.013%)
3 Old Purple Box (40.013%) 4 Ring [1] (2.015%)
5 Manteau [1] (5.015%) 6 Elunium (45.603%)
7 Grand Circlet (0.025%) 8 Stormy Knight Card (0.025%)
MVP Rewards

When a MVP monster is defeated, a MVP item reward is allocated to the inventory of the player who dealt and received the most damage (cumulative) to and from the monster. This reward is selected from successive rolls against the MVP loot table. In the event that a player fails to receive an item, the next item is rolled in sequence until a roll succeeds or the table is exhausted.

1 Aquamarine (45%)
45.000% Effective
2 Boots [1] (5%)
2.750% Effective
3 Mystic Frozen (30%)
15.675% Effective
Map Locations
xmas_dun02 (0.20)
11h ~ 1h10m
Item Summons
msql4.8 ms
html0.3 ms

Ragnarok Online © Gravity Corp. & Lee Myoungjin
Kokotewa ©