
This race does not have any special attributes.
| Neutral | 100% | Poison | 100% |
|---|---|---|---|
| Water | 100% | Holy | 100% |
| Earth | 100% | Dark | 100% |
| Fire | 100% | Ghost | 0% |
| Wind | 100% | Decay | 100% |
| 75% | 100% | 100% | 100% | ||||
| 50% | 75% | 75% | 50% | ||||
| 100% | 100% | 100% | 50% | ||||
| 50% | 75% | 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 |
| inputType | outputType | outputState |
|---|---|---|
| DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| MYOWNER_ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| MYOWNER_OUTSIGNT_IN | MOVETO_MYOWNER_OUT | RMOVE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MYOWNER_ATTACKED_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 |
| 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 |
|---|---|---|---|
| Assist Master | ✓ | ||
| Follow Master | ✓ |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Shield Reflect | 10 | - | 5m | |||||||||||||
| 100.0% | Two Hand Quicken Temporarily increase Two Handed Sword ASPD.
|
Two Hand Quicken | 10 | - | 2m | IF_HP ≤ 50 | |||||||||||
| 10.0% | Smite Attack an enemy to inflict physical damage, knockback, and stun by chance.
|
Smite | 5 | - | 5s | ||||||||||||
| 15.0% | Stunning Attack Attack an enemy to inflict neutral physical damage and stun by chance.
|
Stunning Attack | 5 | - | 5s | ||||||||||||
| 15.0% | Combo Attack | 5 | - | 5s | |||||||||||||
| 100.0% | Bloody Party | 4 | - | 15s | IF_HP ≤ 40 |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Teleport | 1 | - | - | IF_RUDEATTACK | ||||
| 100.0% | Shield Reflect | 10 | - | 5m |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Spear Boomerang | 5 | - | 5s |
| Teleport | 1 | |||||||||
| Shield Reflect | 10 | |||||||||
Smite Attack an enemy to inflict physical damage, knockback, and stun by chance.
|
Smite | 5 | ||||||||
| Spear Boomerang | 5 | |||||||||
Two Hand Quicken Temporarily increase Two Handed Sword ASPD.
|
Two Hand Quicken | 10 | ||||||||
| Combo Attack | 5 | |||||||||
Stunning Attack Attack an enemy to inflict neutral physical damage and stun by chance.
|
Stunning Attack | 5 | ||||||||
| Bloody Party | 4 |
| 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. | 7,590 ~ 9,140 [2] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 152,533 | 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. | 86 | STR Strength STR defines the duration of some status ailments. | 110 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 146 ~ 234 | 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. | 60 + 54 ~ 57 | 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. | 54 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 384 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. | 33 + 92 | Aggro R. Aggressive Range Aggro R. determines the maximum range the monster will scan for targets. | 14 cells | INT Intelligence INT defines MATK and influences Soft MDEF
and the success chance and duration of some status ailments. | 65 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 384 ms (180.8) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 286 | Chase R. Chase Range Chase R. determines the maximum range the monster will chase targets. | 16 cells | DEX Dexterity DEX influences the flee required to reach 95% flee and the success chance of some status ailments. | 125 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 170 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 146 | bEXP Base Experience The bEXP rewarded upon defeat. | 155,013 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 40 | ||||||||||||
| 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. | 13.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 122,604 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 65 | ||||||||||||
| 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. | 7,590 ~ 9,140 [2] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 152,533 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 146 ~ 234 | 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. | 60 + 54 ~ 57 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 384 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. | 33 + 92 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 384 ms (180.8) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 286 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 170 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 146 | ||||||||||||
| 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. | 13.0 | ||||||||||||
| 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. | 86 | STR Strength STR defines the duration of some status ailments. | 110 | ||||||||||||
| 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. | 54 | ||||||||||||
| Aggro R. Aggressive Range Aggro R. determines the maximum range the monster will scan for targets. | 14 cells | INT Intelligence INT defines MATK and influences Soft MDEF
and the success chance and duration of some status ailments. | 65 | ||||||||||||
| Chase R. Chase Range Chase R. determines the maximum range the monster will chase targets. | 16 cells | DEX Dexterity DEX influences the flee required to reach 95% flee and the success chance of some status ailments. | 125 | ||||||||||||
| bEXP Base Experience The bEXP rewarded upon defeat. | 155,013 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 40 | ||||||||||||
| jEXP Job Experience The jEXP rewarded upon defeat. | 122,604 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 65 | ||||||||||||
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 |
![]() | Destroyed Armor (30.013%) | 2 |
![]() | Doom Slayer (0.315%) |
|---|---|---|---|---|---|
| 3 |
![]() | Claymore (0.515%) | 4 |
![]() | Zweihander (0.025%) |
| 5 |
![]() | Platinum Shield (0.115%) | 6 |
![]() | Muscle Cutter [2] (0.515%) |
| 7 |
![]() | Apple (0.015%) | 8 |
![]() | Sword Guardian Card (0.025%) |
 This is a summoned monster
![]() | Dead Branch
1 entry |
msql | 13.6 ms |
|---|---|
html | 0.4 ms |
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