Insect
and Demon
monsters interact with hidden players as though they are not hidden.
Neutral | 100% | Poison | 125% |
---|---|---|---|
Water | 100% | Holy | 100% |
Earth | 100% | Dark | 100% |
Fire | 150% | Ghost | 100% |
Wind | 50% | Decay | 100% |
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 |
---|---|---|
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 |
---|---|---|
WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
inputType | outputType | outputState |
---|---|---|
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_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 |
This AI type does not have traits |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
✓ | 20.0% | Earth Attack | 1 | - | 5s |
Chance | Skill | Lv | Cast | Delay | AI | Condition | |||
---|---|---|---|---|---|---|---|---|---|
0.1% | Metamorphosis | 1 | 2s | 5s |
Earth Attack | 1 | |
Metamorphosis | 1 |
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 . | 8 ~ 11 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 63 | 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. | 2 | 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. | 0 ~ 0 | 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 + 4 | 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. | 4 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 116.4 (1,672 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. | 0 + 2 | 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. | 0 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 1,672 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 84 | 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. | 7 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 400 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 24 | bEXP Base Experience The bEXP rewarded upon defeat. | 3 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 2 | ||||||||||||
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. | 1.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 2 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 5 |
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 . | 8 ~ 11 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 63 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 0 ~ 0 | 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 + 4 | ||||||||||||
ASPD Attack Speed ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 116.4 (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. | 0 + 2 | ||||||||||||
RSPD Recovery Speed RSPD defines the minimum delay between attacks and skills. | 1,672 ms | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 84 | ||||||||||||
MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH ) AI state.
| 400 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 24 | ||||||||||||
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. | 1.0 | ||||||||||||
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. | 2 | 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. | 4 | ||||||||||||
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. | 0 | ||||||||||||
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. | 7 | ||||||||||||
bEXP Base Experience The bEXP rewarded upon defeat. | 3 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 2 | ||||||||||||
jEXP Job Experience The jEXP rewarded upon defeat. | 2 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 5 |
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 | Fluff (65.01%) | 2 | Feather (5.01%) | ||
---|---|---|---|---|---|
3 | Club [4] (0.81%) | 4 | Emerald (0.06%) | ||
5 | Green Herb (7.01%) | 6 | Clover (10.01%) | ||
7 | Club [3] (2.01%) | 8 | Fabre Card (0.02%) |
60 | instant |
50 | instant |
50 | instant |
20 | instant |
20 | instant |
20 | instant |
5 | 2m |
Dead Branch
6 entries |
msql | 145.9 ms |
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html | 0.2 ms |
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