Kokotewa

Monster Info

Lord Knight Seyren [B_SEYREN 1646]
Attributes
Demi-Human

This race does not have any special attributes.

Fire 4
Neutral100%Poison75%
Water200%Holy75%
Earth0%Dark75%
Fire-50%Ghost25%
Wind100%Decay25%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
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
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 10s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
100.0%
Summon Monster
Summon independent monsters.
Summon Monster 1 0.7s 16h40m IF_HP ≤ 30
20.0%
Clashing Spiral
Attack an enemy to inflict physical damage and snare. Ignores DEF and partially ignores FLEE.
DMGatk36,190 ~ 55,200
Snare Duration1.00 s
Range4 cells
Clashing Spiral 5 - 5s IF_HP ≤ 60
100.0%
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew115.2 ms (194.24)
Duration300.00 seconds
Two Hand Quicken 10 - 5m
10.0%
Bash
Attack an enemy to inflict physical damage.
DMGatk28,952 ~ 44,160
Accuracy+50%
Range1 cell
Bash 10 - 5s
20.0%
Bash
Attack an enemy to inflict physical damage.
DMGatk28,952 ~ 44,160
Accuracy+50%
Range1 cell
Bash 10 - - IF_HP ≤ 30
10.0%
Magnum Break
Inflict fire physical damage and knockback to nearby enemies.
DMG1~4 cells43,428 ~ 66,240
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10 - - IF_ENEMYCOUNT ≥ 2
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew21,714 ~ 33,120
Flee95new533
Duration25.00 seconds
Power Up 5 - 1m40s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew21,714 ~ 33,120
Flee95new533
Duration25.00 seconds
Power Up 5 - 25s IF_HP ≤ 30
10.0%
Provoke
Provoke an enemy to target the user while increasing its ATK and decreasing its defense (DEF and/or sDEF) by chance.
Provoke100% chance
ATK+32%
sDEF100%
Range9 cells
Duration30.00 seconds
Provoke 10 - 5m
10.0%
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk11,040
Range7 cells
Critical Attack 1 - 5s
10.0%
Stunning Attack
Attack an enemy to inflict neutral physical damage and stun by chance.
DMGatk8,686 ~ 13,248
Stun100% chance
Range7 cells
Stunning Attack 5 - 5s
10.0%
Fire Attack
Attack an enemy to inflict fire physical damage.
DMGatk72,380 ~ 110,400
Range7 cells
Fire Attack 10 - 5s
100.0%
Change Element Fire
Permanently elemental property to fire.
ElementFire 1
Change Element Fire 1 0.5s 16h40m IF_HP ≤ 70
100.0%
Change Element Holy
Permanently change elemental property to holy.
ElementHoly 1
Change Element Holy 1 0.5s 16h40m IF_HP ≤ 40
100.0%
Change Element Ghost
Permanently change elemental property to ghost.
ElementGhost 1
Change Element Ghost 1 0.5s 16h40m IF_HP ≤ 10

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 - 10s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
100.0%
Spear Boomerang
Attack an enemy to inflict physical damage.
DMGatk25,333 ~ 38,640
Range11 cells
Spear Boomerang 5 - -

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%
Spear Boomerang
Attack an enemy to inflict physical damage.
DMGatk25,333 ~ 38,640
Range11 cells
Spear Boomerang 5 - - IF_SKILLUSE MG_FIREWALL
20.0%
Clashing Spiral
Attack an enemy to inflict physical damage and snare. Ignores DEF and partially ignores FLEE.
DMGatk36,190 ~ 55,200
Snare Duration1.00 s
Range4 cells
Clashing Spiral 5 - 5s IF_HP ≤ 60
10.0%
Provoke
Provoke an enemy to target the user while increasing its ATK and decreasing its defense (DEF and/or sDEF) by chance.
Provoke100% chance
ATK+32%
sDEF100%
Range9 cells
Duration30.00 seconds
Provoke 10 - 5s
20.0%
Endure
Temporarily negate flinching caused by damage while increasing MDEF. Endure is dispelled after negating 7 flinches.
MDEF+10
Skill Delay10.00 s
Duration37.00 seconds
Endure 10 - 30s IF_RANGEATTACKED
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Spear Boomerang
Attack an enemy to inflict physical damage.
DMGatk25,333 ~ 38,640
Range11 cells
Spear Boomerang 5
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew115.2 ms (194.24)
Duration300.00 seconds
Two Hand Quicken 10
Clashing Spiral
Attack an enemy to inflict physical damage and snare. Ignores DEF and partially ignores FLEE.
DMGatk36,190 ~ 55,200
Snare Duration1.00 s
Range4 cells
Clashing Spiral 5
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Change Element Fire
Permanently elemental property to fire.
ElementFire 1
Change Element Fire 1
Change Element Holy
Permanently change elemental property to holy.
ElementHoly 1
Change Element Holy 1
Change Element Ghost
Permanently change elemental property to ghost.
ElementGhost 1
Change Element Ghost 1
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk11,040
Range7 cells
Critical Attack 1
Fire Attack
Attack an enemy to inflict fire physical damage.
DMGatk72,380 ~ 110,400
Range7 cells
Fire Attack 10
Power Up
Temporarily increase ATK and HIT.
ATKnew21,714 ~ 33,120
Flee95new533
Duration25.00 seconds
Power Up 5
Stunning Attack
Attack an enemy to inflict neutral physical damage and stun by chance.
DMGatk8,686 ~ 13,248
Stun100% chance
Range7 cells
Stunning Attack 5
Summon Monster
Summon independent monsters.
Summon Monster 1
Summon Slave
Summon slave monsters.
Summon Slave 1
Bash
Attack an enemy to inflict physical damage.
DMGatk28,952 ~ 44,160
Accuracy+50%
Range1 cell
Bash 10
Endure
Temporarily negate flinching caused by damage while increasing MDEF. Endure is dispelled after negating 7 flinches.
MDEF+10
Skill Delay10.00 s
Duration37.00 seconds
Endure 10
Magnum Break
Inflict fire physical damage and knockback to nearby enemies.
DMG1~4 cells43,428 ~ 66,240
Accuracy+900%
Knockback2 cells
AoE9x9 square
Magnum Break 10
Provoke
Provoke an enemy to target the user while increasing its ATK and decreasing its defense (DEF and/or sDEF) by chance.
Provoke100% chance
ATK+32%
sDEF100%
Range9 cells
Duration30.00 seconds
Provoke 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.
7,238 ~ 11,040 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,647,590 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.
120
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.
72 + 81 ~ 96 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.
81
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.
37 + 105 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.
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.
304 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.
130
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
100 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
229 bEXP
Base Experience
The bEXP rewarded upon defeat.
4,835,600 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
110
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.
10.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
1,569,970 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
52
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.
7,238 ~ 11,040 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,647,590
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.
72 + 81 ~ 96
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.
37 + 105
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.
304
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
100 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
229
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.
10.4
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.
99 STR
Strength
STR defines the duration of some status ailments.
120
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.
81
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.
65
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.
130
bEXP
Base Experience
The bEXP rewarded upon defeat.
4,835,600 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
110
jEXP
Job Experience
The jEXP rewarded upon defeat.
1,569,970 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
52
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 Edge (25.014%) 2 Legion Plate Armor [1] (35.013%)
3 Greaves [1] (90.010%) 4 Brionac (35.013%)
5 Longinus' Spear (30.013%) 6 Dragon Slayer (25.014%)
7 Brocca (15.014%) 8 Lord Knight 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 Old Purple Box (55%)
55.000% Effective
2 Old Blue Box (50%)
22.500% Effective
3 3 Carat Diamond (20%)
4.500% Effective
Map Locations
lhz_dun03
1special
msql4.7 ms
html0.4 ms

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