Kokotewa

Monster Info

Ktullanux [KTULLANUX 1779]
Attributes
Brute

This race does not have any special attributes.

Water 4
Neutral100%Poison25%
Water-50%Holy75%
Earth100%Dark75%
Fire0%Ghost25%
Wind200%Decay25%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
Mob
Initial0-
Summon4Ice Titan
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
10.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk16,800 ~ 103,600
Range7 cells
Water Attack 10 0.5s 5s
10.0%
Random Attack
Attack an enemy to inflict random element physical damage.
DMGatk13,440 ~ 82,880
Range7 cells
Random Attack 8 0.5s 5s
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 30s IF_SLAVENUM ≤ 3
100.0%
Frozen Heart
Inflict freeze by chance in an area of effect.
Freeze100% chance
AoE29x29 square
Frozen Heart 5 - 20s IF_HP ≤ 80
100.0%
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5 - 15s
20.0%
Break Armor
Attack an enemy to inflict physical damage and ArmorBreak by chance.
DMGatk2,100 ~ 12,950
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10 - 5s
50.0%
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.
DMGmatk2,070 ~ 3,750 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 20s
50.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk1,656 ~ 3,000 x 67
Range9 cells
Duration3.75 seconds
Waterball 10 - 20s
50.0%
Frost Nova
Inflict water magic damage and freeze by chance to nearby enemies. Frozen enemies are immune.
DMGmatk551 ~ 998
Freeze83% chance
AoE5x5 square
Duration0.20 seconds
Frost Nova 10 - 20s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew5,040 ~ 31,080
Flee95new625
Duration25.00 seconds
Power Up 5 - 1m40s
100.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew5,040 ~ 31,080
Flee95new625
Duration25.00 seconds
Power Up 5 - 25s IF_HP ≤ 30
20.0%
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new468
MSPDnew200 ms
Duration50.00 seconds
AGI Up 5 - 1m40s
100.0%
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new468
MSPDnew200 ms
Duration50.00 seconds
AGI Up 5 - 25s IF_HP ≤ 30

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - 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 30s IF_SLAVENUM ≤ 3
50.0%
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk2,070 ~ 3,750
Freeze100% chance
Freeze Duration30.00 s
Range9 cells
Frost Diver 10 1s 7s
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 - 20s IF_HP ≤ 80
100.0%
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5 - 15s
50.0%
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk2,070 ~ 3,750
Freeze100% chance
Freeze Duration30.00 s
Range9 cells
Frost Diver 10 1s 7s
50.0%
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.
DMGmatk2,070 ~ 3,750 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 20s
50.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk1,656 ~ 3,000 x 67
Range9 cells
Duration3.75 seconds
Waterball 10 - 20s
50.0%
Frost Nova
Inflict water magic damage and freeze by chance to nearby enemies. Frozen enemies are immune.
DMGmatk551 ~ 998
Freeze83% chance
AoE5x5 square
Duration0.20 seconds
Frost Nova 10 - 20s
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk2,070 ~ 3,750
Freeze100% chance
Freeze Duration30.00 s
Range9 cells
Frost Diver 10
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new468
MSPDnew200 ms
Duration50.00 seconds
AGI Up 5
Break Armor
Attack an enemy to inflict physical damage and ArmorBreak by chance.
DMGatk2,100 ~ 12,950
Break20% chance
Accuracy+20%
Range2 cells
Break Armor 10
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Power Up
Temporarily increase ATK and HIT.
ATKnew5,040 ~ 31,080
Flee95new625
Duration25.00 seconds
Power Up 5
Random Attack
Attack an enemy to inflict random element physical damage.
DMGatk13,440 ~ 82,880
Range7 cells
Random Attack 8
Summon Slave
Summon slave monsters.
Summon Slave 1
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk16,800 ~ 103,600
Range7 cells
Water Attack 10
Frozen Heart
Inflict freeze by chance in an area of effect.
Freeze100% chance
AoE29x29 square
Frozen Heart 5
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5
Frost Nova
Inflict water magic damage and freeze by chance to nearby enemies. Frozen enemies are immune.
DMGmatk551 ~ 998
Freeze83% chance
AoE5x5 square
Duration0.20 seconds
Frost Nova 10
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.
DMGmatk2,070 ~ 3,750 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk1,656 ~ 3,000 x 67
Range9 cells
Duration3.75 seconds
Waterball 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.
1,680 ~ 10,360 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
4,417,000 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.
98 STR
Strength
STR defines the duration of some status ailments.
85
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.
414 ~ 750 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.
40 + 30 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.
30
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
840 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.
42 + 140 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.
125
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
840 ms (158) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
350 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.
177
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
400 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
244 bEXP
Base Experience
The bEXP rewarded upon defeat.
2,720,050 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
126
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
216 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
22.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
1,120,020 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
112
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.
1,680 ~ 10,360 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
4,417,000
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.
414 ~ 750 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.
40 + 30
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
840 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.
42 + 140
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
840 ms (158) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
350
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
400 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
244
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
216 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
22.4
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.
98 STR
Strength
STR defines the duration of some status ailments.
85
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.
30
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.
125
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.
177
bEXP
Base Experience
The bEXP rewarded upon defeat.
2,720,050 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
126
jEXP
Job Experience
The jEXP rewarded upon defeat.
1,120,020 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
112
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 Ice Scale (90.010%) 2 Old Card Album (30.013%)
3 Survivor's Manteau (50.012%) 4 Sacred Mission (50.012%)
5 Old Purple Box (50.012%) 6 Yggdrasil Berry (50.012%)
7 Apple (0.015%) 8 Ktullanux 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 Yggdrasil Berry (55%)
55.000% Effective
2 Old Purple Box (50%)
22.500% Effective
3 Old Purple Box (50%)
11.250% Effective
Map Locations
ice_dun03
1special
Item Summons
msql4.7 ms
html0.3 ms

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