This race does not have any special attributes.
Neutral | 100% | Poison | 25% |
---|---|---|---|
Water | -50% | Holy | 75% |
Earth | 100% | Dark | 75% |
Fire | 0% | Ghost | 25% |
Wind | 200% | Decay | 25% |
75% | 75% | 75% | 75% | ||||
100% | 75% | 100% | 100% | ||||
50% | 75% | 100% | 100% | ||||
75% | 75% | 100% | 100% |
inputType | outputType | outputState |
---|---|---|
CHANGE_NORMALST_IN | CHANGE_NORMALST_OUT | IDLE_ST |
inputType | outputType | outputState |
---|---|---|
ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | FOLLOW_ST |
ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | ANGRY_ST |
MILLI_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 |
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 |
---|---|---|
ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | ANGRY_ST |
NEAREST_CHARACTER_IN | EXPEL_OUT | FOLLOW_ST |
ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | FOLLOW_ST |
inputType | outputType | outputState |
---|---|---|
ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | ANGRY_ST |
NEAREST_CHARACTER_IN | EXPEL_OUT | FOLLOW_SEARCH_ST |
DESTINATION_ARRIVED_IN | SEARCH_OUT | FOLLOW_SEARCH_ST |
ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
inputType | outputType | outputState |
---|---|---|
CHARACTER_INSIGHT_IN | EXPEL_OUT | FOLLOW_ST |
WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
inputType | outputType | outputState |
---|---|---|
CHARACTER_INSIGHT_IN | EXPEL_OUT | FOLLOW_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_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
Trait | I In the |
C In the |
A In the |
---|---|---|---|
Aggressive | ✓ | ||
Target Change ATK | ✓ | ||
Target Change Melee | ✓ |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
✓ | 30.0% | Cold Bolt | 6 | 1s | 5s | ||||||||||
20.0% | Frost Diver Attack an enemy to inflict water magic damage and freeze by chance.
|
Frost Diver | 9 | 0.5s | 5s | ||||||||||
✓ | 10.0% | Water Attack | 3 | - | 5s | ||||||||||
✓ | 5.0% | Waterball | 3 | 1.5s | 5s |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
✓ | 30.0% | Cold Bolt | 6 | 1s | 5s | ||||||||||
✓ | 20.0% | Frost Diver Attack an enemy to inflict water magic damage and freeze by chance.
|
Frost Diver | 9 | 0.5s | 5s |
Cold Bolt | 6 | |||||||
Frost Diver Attack an enemy to inflict water magic damage and freeze by chance.
|
Frost Diver | 9 | ||||||
Water Attack | 3 | |||||||
Waterball | 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 . | 300 ~ 700 [3] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 8,200 | 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. | 44 | 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. | 173 ~ 269 | 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. | 0 + 5 | 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. | 5 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 128 (1,440 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. | 30 + 75 | 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. | 73 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 608 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 209 | 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. | 90 | ||||||||||||
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. | 94 | bEXP Base Experience The bEXP rewarded upon defeat. | 2,000 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 30 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 576 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 6.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 1,000 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 30 |
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 . | 300 ~ 700 [3] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 8,200 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 173 ~ 269 | 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. | 0 + 5 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 128 (1,440 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. | 30 + 75 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 608 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 209 | ||||||||||||
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. | 94 | ||||||||||||
FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 576 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 6.0 | ||||||||||||
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. | 44 | 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. | 5 | ||||||||||||
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. | 73 | ||||||||||||
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. | 90 | ||||||||||||
bEXP Base Experience The bEXP rewarded upon defeat. | 2,000 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 30 | ||||||||||||
jEXP Job Experience The jEXP rewarded upon defeat. | 1,000 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 30 |
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 | Scell (1.01%) | 2 | Gift Box#box (0.11%) | ||
---|---|---|---|---|---|
3 | 2 Carat Diamond (0.03%) | 4 | Blue Gemstone (1.01%) | ||
5 | Crystal Blue (0.36%) | 6 | Apple (0.01%) | ||
7 | Apple (0.01%) | 8 | Plasma Card (0.02%) |
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