Kokotewa

Monster Info

Dark Lord [DARK_LORD 1272]
Attributes
Demon

Demons interact with hidden players as though they are not hidden.

Decay 4
Neutral100%Poison-100%
Water150%Holy200%
Earth50%Dark-100%
Fire200%Ghost175%
Wind100%Decay0%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
Mob
Initial0-
Summon3Dark Illusion
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%
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new420
MSPDnew50 ms
Duration50.00 seconds
AGI Up 5 - 30s IF_HP ≤ 30
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
100.0%
Hell's Judgement
Inflict physical damage and curse by chance in an area of effect.
DMGatk14,000 ~ 16,600
Curse100% chance
AoE29x29 square
Hell's Judgement 5 0.8s 10s
5.0%
Dark Blessing
Hex an enemy to reduce their HP to 1.
Range9 cells
Dark Blessing 1 0.8s 5s
20.0%
Break Helm
Attack an enemy to inflict physical damage and HelmBreak by chance.
DMGatk3,500 ~ 4,150
Break20% chance
Accuracy+20%
Range2 cells
Break Helm 10 0.5s 5s
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 0.7s 10s IF_SLAVENUM ≤ 3
50.0%
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.
DMGmatk5,610 ~ 9,705 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 0.5s 2s

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 10s IF_SLAVENUM ≤ 3

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
20.0%
Fire Wall
Summon a Fire Wall that repels, and inflicts fire magic damage to, enemies.
DMGmatk187 ~ 324 x 12
Range9 cells
AoE3x1 line
Duration14.00 seconds
Fire Wall 10 0.5s 5s
100.0%
Hell's Judgement
Inflict physical damage and curse by chance in an area of effect.
DMGatk14,000 ~ 16,600
Curse100% chance
AoE29x29 square
Hell's Judgement 5 0.8s 10s
50.0%
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.
DMGmatk5,610 ~ 9,705 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 0.5s 2s IF_SKILLUSE MG_FIREWALL
50.0%
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.
DMGmatk5,610 ~ 9,705 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 0.5s 2s
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Fire Wall
Summon a Fire Wall that repels, and inflicts fire magic damage to, enemies.
DMGmatk187 ~ 324 x 12
Range9 cells
AoE3x1 line
Duration14.00 seconds
Fire Wall 10
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new420
MSPDnew50 ms
Duration50.00 seconds
AGI Up 5
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Dark Blessing
Hex an enemy to reduce their HP to 1.
Range9 cells
Dark Blessing 1
Hell's Judgement
Inflict physical damage and curse by chance in an area of effect.
DMGatk14,000 ~ 16,600
Curse100% chance
AoE29x29 square
Hell's Judgement 5
Break Helm
Attack an enemy to inflict physical damage and HelmBreak by chance.
DMGatk3,500 ~ 4,150
Break20% chance
Accuracy+20%
Range2 cells
Break Helm 10
Summon Slave
Summon slave monsters.
Summon Slave 1
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.
DMGmatk5,610 ~ 9,705 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 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.
2,800 ~ 3,320 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
720,000 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.
80 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.
374 ~ 647 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.
30 + 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.
768 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.
70 + 133 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.
118
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
868 ms (156.6) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
254 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.
99
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.
220 bEXP
Base Experience
The bEXP rewarded upon defeat.
65,780 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
120
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.
12.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
45,045 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
60
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.
2,800 ~ 3,320 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
720,000
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.
374 ~ 647 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.
30 + 30
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
768 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.
70 + 133
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
768 ms (156.6) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
254
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.
220
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.
12.0
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.
80 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.
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.
118
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.
99
bEXP
Base Experience
The bEXP rewarded upon defeat.
65,780 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
120
jEXP
Job Experience
The jEXP rewarded upon defeat.
45,045 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
60
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 Evil Bone Wand (8.015%) 2 Kronos (1.015%)
3 Grimtooth (3.015%) 4 Mage Coat (3.015%)
5 Ancient Cape (1.015%) 6 Elunium (51.422%)
7 Oridecon (39.783%) 8 Dark Lord 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 Skull (60%)
60.000% Effective
2 Coif [1] (5%)
2.000% Effective
3 Old Purple Box (20%)
7.600% Effective
Map Locations
gl_chyard (0.18)
11h ~ 1h10m
Item Summons
msql4.2 ms
html0.3 ms

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