Kokotewa

Monster Info

Green Plant [GREEN_PLANT 1080]
Attributes
Plant

This race does not have any special attributes.

Earth 1
Neutral100%Poison125%
Water100%Holy100%
Earth100%Dark100%
Fire150%Ghost100%
Wind50%Decay100%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
AI Type 6 (On Spawn)
×

AI Type 6 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
ATTACKED_INNONE_OUTIDLE_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.

Immobile
Inanimate
Skills
×

Monster Skill Detail

This monster does not have skills
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 ~ 2 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
10 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.
1 STR
Strength
STR defines the duration of some status ailments.
0
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.
100 + 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.
0
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
199.95 (1 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.
99 + 0 Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
7 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 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
76 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.
0
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
2,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
21 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.
0
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.0 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.
0
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 ~ 2 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
10
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.
100 + 1
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
199.95 (1 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.
99 + 0
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
1 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
76
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
2,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
21
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.0
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.
1 STR
Strength
STR defines the duration of some status ailments.
0
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.
0
Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
7 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.
0
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.
0
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.
0
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 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 Green Herb (70.01%) 2 Flower (10.01%)
3 Bitter Herb (0.21%) 4 Stem (30.01%)
5 Pointed Scale (15.01%) 6 Aloe (0.51%)
7 Aloe Leaflet (0.51%) 8 Romantic Leaf (0.03%)
Map Locations
yggdrasil01 (27.86)
261m
mjolnir_02 (4.61)
233m
gef_fild03 (3.30)
213m
prt_fild03 (3.89)
203m ~ 6m
yuno_fild01 (3.69)
2030m
mjolnir_04 (2.74)
173m
ein_fild03 (5.37)
151m
lhz_fild02 (5.25)
151m
pay_fild10 (2.25)
156m
prt_fild06 (3.37)
1515m
yuno_fild03 (2.07)
1530m
moc_fild03 (2.86)
143m
mjolnir_03 (2.83)
133m
mjolnir_11 (1.61)
113m
ayo_fild01 (3.04)
10instant
hu_fild04 (1.21)
10instant
yuno_fild06 (2.34)
10instant
ein_fild04 (1.87)
101m
lhz_fild01 (1.46)
101m
lhz_fild03 (3.36)
101m
pay_fild09 (1.56)
106m
hu_fild06 (1.73)
1010m
pay_fild08 (2.28)
101m
mjolnir_10 (1.30)
103m
um_fild01 (1.61)
103m
um_fild03 (1.15)
103m
yuno_fild05 (1.67)
103m
yuno_fild07 (3.46)
103m
yuno_fild08 (1.82)
103m
yuno_fild09 (1.32)
103m
yuno_fild11 (1.85)
103m
mjolnir_01 (1.79)
103m
pay_fild06 (2.43)
106m
yuno_fild02 (1.21)
1030m
yuno_fild04 (2.39)
1030m
gef_fild02 (1.32)
86m
glast_01 (1.06)
86m
pay_fild07 (1.11)
815m
pay_fild05 (2.65)
815m
mjolnir_07 (1.31)
73m
moc_fild02 (1.36)
73m
mjolnir_08 (1.04)
63m
gef_fild00 (1.16)
66m
gef_fild04 (1.83)
66m
gef_fild07 (1.49)
66m
prt_fild05 (0.73)
615m
gon_fild01 (1.48)
5instant
odin_tem01 (2.52)
51m
moc_fild10 (0.84)
53m
pay_fild01 (0.75)
53m
um_dun01 (2.35)
53m
gef_fild01 (1.28)
56m
pay_fild04 (1.09)
56m
prt_fild00 (0.74)
56m
prt_fild04 (1.30)
515m
cmd_fild01 (0.69)
530m
cmd_fild05 (0.75)
530m
pay_fild03 (1.20)
43m
pay_fild02 (0.96)
46m
gef_fild10 (0.41)
36m
prt_fild01 (0.38)
36m
gef_dun00 (0.97)
15m
pay_dun03 (0.39)
110m
Item Summons
Dead Branch
1 entry
msql21.2 ms
html0.3 ms

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