Kokotewa

Monster Info

High Wizard Kathryne [G_KATRINN 1645]
Attributes
Demi-Human

This race does not have any special attributes.

Ghost 3
Neutral0%Poison50%
Water100%Holy100%
Earth100%Dark100%
Fire100%Ghost175%
Wind100%Decay100%
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
20.0%
Self Destruct
Self Destruct to consume all remaining HP and inflict fire magic damage and knockback to nearby entities. Ignores MDEF.
DMGother189,920
Knockback4 cells
AoE9x9 square
Self Destruct 1 2s - IF_HP ≤ 3
100.0%
Ganbantein
Dispel ground enchantments in an area of effect by chance.
Dispel100% chance
Range18 cells
AoE9x9 square
Ganbantein 1 0.5s 7s
100.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk5,920 ~ 10,795 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 20s
100.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk5,920 ~ 10,795 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 20s
20.0%
Fire Pillar
Set a Fire Pillar (trap). When an enemy touches the trap, it triggers inflicting fire magic damage to nearby enemies. Ignores MDEF.
DMGmatk41,299 ~ 69,379
Range9 cells
AoE1x1 square
Duration30.00 seconds
Fire Pillar 10 0.2s -
100.0%
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.
DMGmatk17,760 ~ 32,385 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 20s
20.0%
Heaven's Drive
Summon a Heaven's Drive to inflict earth magic damage to enemies in an area of effect.
DMGmatk5,920 ~ 10,795
Range9 cells
AoE5x5 square
Duration0.20 seconds
Heaven's Drive 5 - 20s
50.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk2,960 ~ 5,398 x 25
Range9 cells
Duration3.75 seconds
Waterball 5 - 3s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
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.
DMGmatk1,184 ~ 2,159 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 - - IF_RUDEATTACK
100.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk5,920 ~ 10,795 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 10s
100.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk5,920 ~ 10,795 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 10s
100.0%
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.
DMGmatk17,760 ~ 32,385 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 10s
5.0%
Sight
Temporarily reveal hidden players and monsters near the user.
AoE7x7 square
Duration10.00 seconds
Sight 1 - 5s
100.0%
Sight
Temporarily reveal hidden players and monsters near the user.
AoE7x7 square
Duration10.00 seconds
Sight 1 - 5s IF_SKILLUSE AS_GRIMTOOTH
50.0%
Fire Pillar
Set a Fire Pillar (trap). When an enemy touches the trap, it triggers inflicting fire magic damage to nearby enemies. Ignores MDEF.
DMGmatk41,299 ~ 69,379
Range9 cells
AoE1x1 square
Duration30.00 seconds
Fire Pillar 10 0.2s 2s

RMOVE_ST

Chance Skill LvCastDelayAI Condition
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.
DMGmatk1,184 ~ 2,159 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 - 5s IF_RUDEATTACK

RUSH_ST

Chance Skill LvCastDelayAI Condition
20.0%
Napalm Vulcan
Attack an enemy to inflict ghost magic damage and curse by chance to nearby enemies. Damage is divided between enemies.
DMGmatk5,920 ~ 10,795
Curse25% chance
Range9 cells
AoE3x3 square
Napalm Vulcan 5 1s 2s
100.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk5,920 ~ 10,795 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 10s IF_SKILLUSE MG_FIREWALL
100.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk5,920 ~ 10,795 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 10s IF_SKILLUSE MG_FIREWALL
100.0%
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.
DMGmatk17,760 ~ 32,385 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 10s IF_SKILLUSE MG_FIREWALL
100.0%
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk5,920 ~ 10,795 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10 1s 20s
100.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk5,920 ~ 10,795 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10 1s 20s
100.0%
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.
DMGmatk17,760 ~ 32,385 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 1s 20s
50.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk2,960 ~ 5,398 x 25
Range9 cells
Duration3.75 seconds
Waterball 5 - 3s
Ganbantein
Dispel ground enchantments in an area of effect by chance.
Dispel100% chance
Range18 cells
AoE9x9 square
Ganbantein 1
Napalm Vulcan
Attack an enemy to inflict ghost magic damage and curse by chance to nearby enemies. Damage is divided between enemies.
DMGmatk5,920 ~ 10,795
Curse25% chance
Range9 cells
AoE3x3 square
Napalm Vulcan 5
Sight
Temporarily reveal hidden players and monsters near the user.
AoE7x7 square
Duration10.00 seconds
Sight 1
Self Destruct
Self Destruct to consume all remaining HP and inflict fire magic damage and knockback to nearby entities. Ignores MDEF.
DMGother189,920
Knockback4 cells
AoE9x9 square
Self Destruct 1
Fire Pillar
Set a Fire Pillar (trap). When an enemy touches the trap, it triggers inflicting fire magic damage to nearby enemies. Ignores MDEF.
DMGmatk41,299 ~ 69,379
Range9 cells
AoE1x1 square
Duration30.00 seconds
Fire Pillar 10
Heaven's Drive
Summon a Heaven's Drive to inflict earth magic damage to enemies in an area of effect.
DMGmatk5,920 ~ 10,795
Range9 cells
AoE5x5 square
Duration0.20 seconds
Heaven's Drive 5
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.
DMGmatk17,760 ~ 32,385 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
DMGmatk5,920 ~ 10,795 x 10
Freeze200% chance
Knockback2 cells
Range9 cells
AoE9x9 square
Duration4.50 seconds
Storm Gust 10
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk5,920 ~ 10,795 x 4
Blind40% chance
Range9 cells
AoE15x15 square
Duration4.00 seconds
Lord of Vermilion 10
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk2,960 ~ 5,398 x 25
Range9 cells
Duration3.75 seconds
Waterball 5
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.
497 ~ 2,094 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
189,920 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.
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.
1,184 ~ 2,159 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.
10 + 42 ~ 45 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.
42
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.
88 + 244 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.
223
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
1,152 ms (142.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
302 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.
128
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
208 bEXP
Base Experience
The bEXP rewarded upon defeat.
18,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
89
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.
18.6 jEXP
Job Experience
The jEXP rewarded upon defeat.
10,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
93
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.
497 ~ 2,094 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
189,920
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.
1,184 ~ 2,159 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.
10 + 42 ~ 45
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.
88 + 244
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
384 ms (142.4) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
302
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
208
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.
18.6
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.
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.
42
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.
223
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.
128
bEXP
Base Experience
The bEXP rewarded upon defeat.
18,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
89
jEXP
Job Experience
The jEXP rewarded upon defeat.
10,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
93
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 Apple (0.015%) 2 Apple (0.015%)
3 Apple (0.015%) 4 Apple (0.015%)
5 Apple (0.015%) 6 Apple (0.015%)
7 Apple (0.015%) 8 Old Purple Box (0.115%)
Map Locations
lhz_dun03 (0.50)
143m
1special
msql4.3 ms
html0.3 ms

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