Kokotewa

Monster Info

Bring it on! [PORING_V 1502]
Attributes
Plant

This race does not have any special attributes.

Poison 1
Neutral100%Poison0%
Water100%Holy100%
Earth100%Dark50%
Fire100%Ghost100%
Wind100%Decay50%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
Mob
Initial0-
Summon16Dokebi
Baphomet Jr.
Deviruchi
AI Type 4 (On Spawn)
×

AI Type 4 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

ANGRY_ST

inputType outputType outputState
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTANGRY_ST
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_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

FOLLOW_SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST

FOLLOW_ST

inputType outputType outputState
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_SEARCH_ST
DESTINATION_ARRIVED_INSEARCH_OUTFOLLOW_SEARCH_ST
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

IDLE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_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_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_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 Melee
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
100.0%
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10 - 15s
100.0%
Fire Wall
Summon a Fire Wall that repels, and inflicts fire magic damage to, enemies.
DMGmatk148 ~ 250 x 12
Range9 cells
AoE3x1 line
Duration14.00 seconds
Fire Wall 10 - 10s
100.0%
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk80,000 ~ 240,000
Stun30% chance
Range1 cell
Sonic Blow 10 - 20s
100.0%
Magnum Break
Inflict fire physical damage and knockback to nearby enemies.
DMG1~4 cells60,000 ~ 180,000
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10 - 30s
100.0%
Magnum Break
Inflict fire physical damage and knockback to nearby enemies.
DMG1~4 cells60,000 ~ 180,000
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10 - 5s IF_ENEMYCOUNT ≥ 2
10.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,480 ~ 2,500 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 5s
10.0%
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
DMGmatk4,440 ~ 7,500 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 5s
10.0%
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.
DMGmatk1,480 ~ 2,500 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 5s
10.0%
Dark Blessing
Hex an enemy to reduce their HP to 1.
Range9 cells
Dark Blessing 1 2s 5s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 2s 10s IF_SLAVENUM ≤ 3
20.0%
Divest Armor
Inflict the divest armor status on an enemy by chance, disabling the armor equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Armor 5 - 3s
20.0%
Divest Helm
Inflict the divest helm status on an enemy by chance, disabling the helm equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Helm 5 - 3s
20.0%
Divest Shield
Inflict the divest shield status on an enemy by chance, disabling the shield equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Shield 5 - 3s
20.0%
Divest Weapon
Inflict the divest weapon status on an enemy by chance, disabling the weapon equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Weapon 5 - 3s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 2s
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 2s 10s IF_SLAVENUM ≤ 3

RMOVE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 2s

RUSH_ST

Chance Skill LvCastDelayAI Condition
100.0%
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10 - 15s
10.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,480 ~ 2,500 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 5s
10.0%
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
DMGmatk4,440 ~ 7,500 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 5s
10.0%
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.
DMGmatk1,480 ~ 2,500 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 5s
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk80,000 ~ 240,000
Stun30% chance
Range1 cell
Sonic Blow 10
Hammer Fall
Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
Stun100% chance
Range1 cell
AoE25x25 square
Hammer Fall 10
Fire Wall
Summon a Fire Wall that repels, and inflicts fire magic damage to, enemies.
DMGmatk148 ~ 250 x 12
Range9 cells
AoE3x1 line
Duration14.00 seconds
Fire Wall 10
Dark Blessing
Hex an enemy to reduce their HP to 1.
Range9 cells
Dark Blessing 1
Summon Slave
Summon slave monsters.
Summon Slave 1
Divest Armor
Inflict the divest armor status on an enemy by chance, disabling the armor equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Armor 5
Divest Helm
Inflict the divest helm status on an enemy by chance, disabling the helm equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Helm 5
Divest Shield
Inflict the divest shield status on an enemy by chance, disabling the shield equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Shield 5
Divest Weapon
Inflict the divest weapon status on an enemy by chance, disabling the weapon equipment slot.
Divest30% chance
Range1 cell
Duration135.00 seconds
Divest Weapon 5
Magnum Break
Inflict fire physical damage and knockback to nearby enemies.
DMG1~4 cells60,000 ~ 180,000
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
DMGmatk4,440 ~ 7,500 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 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.
DMGmatk1,480 ~ 2,500 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,480 ~ 2,500 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 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.
10,000 ~ 30,000 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
95,000,000 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.
99 STR
Strength
STR defines the duration of some status ailments.
100
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.
296 ~ 500 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 + 65 ~ 73 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.
65
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
672 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 + 132 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.
100
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
1,672 ms (116.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
429 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.
255
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
160 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
219 bEXP
Base Experience
The bEXP rewarded upon defeat.
87,250 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
100
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
51.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
27,895 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
255
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.
10,000 ~ 30,000 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
95,000,000
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.
296 ~ 500 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 + 65 ~ 73
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
672 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 + 132
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
672 ms (116.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
429
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
160 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
219
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
51.0
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.
99 STR
Strength
STR defines the duration of some status ailments.
100
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.
65
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.
100
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.
255
bEXP
Base Experience
The bEXP rewarded upon defeat.
87,250 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
100
jEXP
Job Experience
The jEXP rewarded upon defeat.
27,895 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
255
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 Poring Hat (100.000%) 2 Lucius's Volcano Armor (25.014%)
3 Saphien's Ocean Armor (25.014%) 4 Claytos Earth Armor (25.014%)
5 Aebecee's Typhoon Armor (25.014%) 6 Bloody Shackle Ball (40.013%)
7 Large Jellopy (100.000%) 8 Holy Guard (45.013%)
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 Grave Keeper's Sword (10%)
10.000% Effective
2 Santa Poring Card (1%)
0.900% Effective
3 Elven Ears (2%)
1.782% Effective
Map Locations

 This monster does not spawn on any map

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