This race does not have any special attributes.
Neutral | 100% | Poison | 125% |
---|---|---|---|
Water | 175% | Holy | 100% |
Earth | 25% | Dark | 100% |
Fire | 0% | Ghost | 75% |
Wind | 100% | Decay | 75% |
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 |
MILLI_ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
inputType | outputType | outputState |
---|---|---|
DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
inputType | outputType | outputState |
---|---|---|
FRIEND_ATTACKED_IN | EXPEL_OUT | RUSH_ST |
CHARACTER_INSIGHT_IN | EXPEL_OUT | RUSH_ST |
WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
inputType | outputType | outputState |
---|---|---|
FRIEND_ATTACKED_IN | EXPEL_OUT | RUSH_ST |
CHARACTER_INSIGHT_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 |
ATTACKED_IN | CHANGE_ENEMY_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 |
---|---|---|---|
Aggressive | ✓ | ||
Assister | ✓ | ||
Target Change ATK | ✓ | ||
Target Change Melee | ✓ |
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 |
---|---|---|
WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
inputType | outputType | outputState |
---|---|---|
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_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 |
This AI type does not have traits |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
5.0% | Fire Attack | 3 | 0.5s | 5s |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
20.0% | Emotion | 1 | - | 5s | |||||
20.0% | Emotion | 1 | - | 5s | 13 |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
✓ | 2.0% | Emotion | 1 | - | 5s | 1 |
Emotion | 1 | |
Fire Attack | 3 |
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 . | 186 ~ 216 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 2,179 | 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. | 31 | 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. | 24 ~ 36 | 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. | 15 + 31 ~ 32 | 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. | 31 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 138.6 (1,228 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 + 35 | 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. | 20 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 1,228 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 194 | 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. | 88 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 300 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 82 | bEXP Base Experience The bEXP rewarded upon defeat. | 644 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 31 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 360 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 4.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 407 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 20 |
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 . | 186 ~ 216 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 2,179 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 24 ~ 36 | 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. | 15 + 31 ~ 32 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 138.6 (528 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 + 35 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 1,228 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 194 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 300 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 82 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 360 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 4.0 | ||||||||||||
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. | 31 | 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. | 31 | ||||||||||||
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. | 20 | ||||||||||||
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. | 88 | ||||||||||||
bEXP Base Experience The bEXP rewarded upon defeat. | 644 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 31 | ||||||||||||
jEXP Job Experience The jEXP rewarded upon defeat. | 407 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 20 |
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 | Red Blood (0.36%) | 2 | Steel (1.01%) | ||
---|---|---|---|---|---|
3 | Blue Hair (53.36%) | 4 | Zargon (2.01%) | ||
5 | Hammer [3] (0.06%) | 6 | Buckler [1] (0.04%) | ||
7 | Yellow Herb (1.01%) | 8 | Kobold Card (0.02%) |
Dead Branch
3 entries |
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