Kokotewa

Monster Info

Garden Watcher [GARDEN_WATCHER 1933]
Attributes
Angel

This race does not have any special attributes.

Neutral 4
Neutral100%Poison100%
Water100%Holy100%
Earth100%Dark100%
Fire100%Ghost0%
Wind100%Decay100%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
AI Type 24 (On Spawn)
×

AI Type 24 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

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
MYOWNER_ATTACKED_INEXPEL_OUTRUSH_ST
MYOWNER_OUTSIGNT_INMOVETO_MYOWNER_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
MYOWNER_ATTACKED_INEXPEL_OUTRUSH_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

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.

Assist Master
Follow Master
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
5.0%
Holy Attack
Attack an enemy to inflict holy physical damage.
DMGatk3,332 ~ 5,218
Range7 cells
Holy Attack 2 - 5s
10.0%
Safety Wall
Summon a Safety Wall that temporarily nullifies melee physical attacks.
Nullifys7 attacks
Range9 cells
AoE1x1 square
Duration25.00 seconds
Safety Wall 5 1s 5s
10.0%
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk2,700 ~ 4,506
Knockback6 cells
Range9 cells
Jupitel Thunder 4 1s 5s
100.0%
Heal
Restore the target's HP.
HealHP1,900
Range9 cells
Heal 9 0.5s 5s IF_COMRADEHP ≤ 50
100.0%
Heal
Restore the target's HP.
HealHP1,900
Range9 cells
Heal 9 0.5s 5s IF_HP ≤ 50
5.0%
Cursing Attack
Attack an enemy to inflict dark physical damage and curse by chance.
DMGatk1,999 ~ 3,131
Curse60% chance
Range7 cells
Cursing Attack 3 0.8s 5s
5.0%
Physical Breaker
Hex an enemy to reduce their HP by a percentage of their current HP by chance.
DMGlv10% HP
Phys. Breaker50% chance
Range9 cells
Physical Breaker 1 0.8s 5s
20.0%
Dark Cross
Attack an enemy to inflict dark physical damage.
DMGatk4,582 ~ 7,175
Range2 cells
Dark Cross 5 1.5s 10s
100.0%
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect19%
Duration300.00 seconds
Shield Reflect 3 - 6m40s

RUSH_ST

Chance Skill LvCastDelayAI Condition
5.0%
Holy Attack
Attack an enemy to inflict holy physical damage.
DMGatk3,332 ~ 5,218
Range7 cells
Holy Attack 2 - 5s
10.0%
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk2,700 ~ 4,506
Knockback6 cells
Range9 cells
Jupitel Thunder 4 1s 5s
100.0%
Heal
Restore the target's HP.
HealHP1,900
Range9 cells
Heal 9 0.5s 5s IF_COMRADEHP ≤ 50
100.0%
Heal
Restore the target's HP.
HealHP1,900
Range9 cells
Heal 9 0.5s 5s IF_HP ≤ 50
5.0%
Physical Breaker
Hex an enemy to reduce their HP by a percentage of their current HP by chance.
DMGlv10% HP
Phys. Breaker50% chance
Range9 cells
Physical Breaker 1 0.8s 5s
100.0%
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect19%
Duration300.00 seconds
Shield Reflect 3 - 6m40s
Heal
Restore the target's HP.
HealHP1,900
Range9 cells
Heal 9
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect19%
Duration300.00 seconds
Shield Reflect 3
Safety Wall
Summon a Safety Wall that temporarily nullifies melee physical attacks.
Nullifys7 attacks
Range9 cells
AoE1x1 square
Duration25.00 seconds
Safety Wall 5
Cursing Attack
Attack an enemy to inflict dark physical damage and curse by chance.
DMGatk1,999 ~ 3,131
Curse60% chance
Range7 cells
Cursing Attack 3
Physical Breaker
Hex an enemy to reduce their HP by a percentage of their current HP by chance.
DMGlv10% HP
Phys. Breaker50% chance
Range9 cells
Physical Breaker 1
Dark Cross
Attack an enemy to inflict dark physical damage.
DMGatk4,582 ~ 7,175
Range2 cells
Dark Cross 5
Holy Attack
Attack an enemy to inflict holy physical damage.
DMGatk3,332 ~ 5,218
Range7 cells
Holy Attack 2
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk2,700 ~ 4,506
Knockback6 cells
Range9 cells
Jupitel Thunder 4
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.
1,666 ~ 2,609 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
300,000 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.
81 STR
Strength
STR defines the duration of some status ailments.
30
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.
450 ~ 751 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.
55 + 56 ~ 59 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.
56
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
480 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.
55 + 154 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.
126
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
480 ms (176) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
301 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.
145
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.
175 bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
74
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
360 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
22.8 jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
114
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.
1,666 ~ 2,609 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
300,000
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.
450 ~ 751 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.
55 + 56 ~ 59
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
480 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.
55 + 154
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
480 ms (176) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
301
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.
175
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
360 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
22.8
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.
81 STR
Strength
STR defines the duration of some status ailments.
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.
56
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.
126
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.
145
bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
74
jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
114
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.

This monster does not drop items
Map Locations

 This is a summoned monster

Monster Summons
msql6.3 ms
html0.3 ms

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