Kokotewa

Monster Info

Shadow of Morroc#angel [G_MOROCC_1 1922]
Attributes
Angel

This race does not have any special attributes.

Holy 1
Neutral100%Poison75%
Water75%Holy0%
Earth75%Dark125%
Fire75%Ghost75%
Wind75%Decay100%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 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
AI Type 4 (On Skill)
×

AI Type 4 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

ANGRY_ST

inputType outputType outputState
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTANGRY_ST
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_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

FOLLOW_SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST

FOLLOW_ST

inputType outputType outputState
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_SEARCH_ST
DESTINATION_ARRIVED_INSEARCH_OUTFOLLOW_SEARCH_ST
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

IDLE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_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
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_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 Melee
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
100.0%
Emotion
Display an emote icon.
Emotion 1 - 30s 4
100.0%
Slow Cast
Hex enemies to reduce their cast speed in an area of effect.
Slow Cast+100% Cast Time
AoE29x29 square
Duration30.00 seconds
Slow Cast 5 - 30s
20.0%
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk80,000 ~ 80,005
Knockback7 cells
AoE15x15 square
Pulse Strike 5 - 30s
100.0%
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew162 ms (191.9)
Duration300.00 seconds
Two Hand Quicken 10 0.8s 1m IF_HP ≤ 45
5.0%
Grand Darkness
Summon a Grand Darkness to inflict dark physical and magic damage to nearby enemies.
DMGatk48,000 ~ 48,003 x 3
DMGmatk2,415 ~ 4,428 x 3
AoE9x9 cross
Grand Darkness 5 2s 30s
1.0%
Expel
Teleport an enemy to a random location on the same map.
Range7 cells
Expel 1 1s 30s
5.0%
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5 - 30s
20.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,449 ~ 2,657 x 4
Blind20% chance
Range9 cells
AoE11x11 square
Duration4.00 seconds
Lord of Vermilion 5 0.7s 25s
30.0%
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk5,635 ~ 10,332
Knockback7 cells
Range9 cells
Jupitel Thunder 5 1s 20s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Emotion
Display an emote icon.
Emotion 1 - 30s 4

RUSH_ST

Chance Skill LvCastDelayAI Condition
100.0%
Emotion
Display an emote icon.
Emotion 1 - 30s 4
20.0%
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk80,000 ~ 80,005
Knockback7 cells
AoE15x15 square
Pulse Strike 5 - 30s
100.0%
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew162 ms (191.9)
Duration300.00 seconds
Two Hand Quicken 10 0.8s 1m IF_HP ≤ 45
100.0%
Magic Mirror
Temporarily reflect magic damage by chance.
Reflect20% chance
Duration30.00 seconds
Magic Mirror 1 - 30s
5.0%
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5 - 30s
50.0%
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,449 ~ 2,657 x 4
Blind20% chance
Range9 cells
AoE11x11 square
Duration4.00 seconds
Lord of Vermilion 5 0.7s 25s
50.0%
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk5,635 ~ 10,332
Knockback7 cells
Range9 cells
Jupitel Thunder 5 1s 20s
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew162 ms (191.9)
Duration300.00 seconds
Two Hand Quicken 10
Emotion
Display an emote icon.
Emotion 1
Expel
Teleport an enemy to a random location on the same map.
Range7 cells
Expel 1
Grand Darkness
Summon a Grand Darkness to inflict dark physical and magic damage to nearby enemies.
DMGatk48,000 ~ 48,003 x 3
DMGmatk2,415 ~ 4,428 x 3
AoE9x9 cross
Grand Darkness 5
Magic Mirror
Temporarily reflect magic damage by chance.
Reflect20% chance
Duration30.00 seconds
Magic Mirror 1
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk80,000 ~ 80,005
Knockback7 cells
AoE15x15 square
Pulse Strike 5
Slow Cast
Hex enemies to reduce their cast speed in an area of effect.
Slow Cast+100% Cast Time
AoE29x29 square
Duration30.00 seconds
Slow Cast 5
Dispel
Dispel most temporary enchantments and detriments from the target by chance.
Dispel100% chance
Range9 cells
Dispel 5
Jupitel Thunder
Attack an enemy to inflict wind magic damage and knockback.
DMGmatk5,635 ~ 10,332
Knockback7 cells
Range9 cells
Jupitel Thunder 5
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
DMGmatk1,449 ~ 2,657 x 4
Blind20% chance
Range9 cells
AoE11x11 square
Duration4.00 seconds
Lord of Vermilion 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.
16,000 ~ 16,001 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,200,000 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.
97 STR
Strength
STR defines the duration of some status ailments.
150
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.
805 ~ 1,476 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.
20 + 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.
540 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.
35 + 195 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.
180
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
576 ms (171.2) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
358 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.
186
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
110 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
269 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.
152
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
432 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
14.0 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.
70
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.
16,000 ~ 16,001 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
1,200,000
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.
805 ~ 1,476 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.
20 + 30
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
540 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.
35 + 195
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
540 ms (171.2) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
358
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
110 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
269
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
432 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
14.0
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.
97 STR
Strength
STR defines the duration of some status ailments.
150
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.
180
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.
186
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.
152
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.
70
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 Apple (0.015%)
Map Locations

 This is a summoned monster

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html0.5 ms

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