Kokotewa

Monster Info

Sniper Cecil [G_SHECIL 1644]
Attributes
Demi-Human

This race does not have any special attributes.

Wind 4
Neutral100%Poison75%
Water0%Holy75%
Earth200%Dark75%
Fire100%Ghost25%
Wind-50%Decay25%
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.
DMGother209,000
Knockback4 cells
AoE9x9 square
Self Destruct 1 2s - IF_HP ≤ 3
20.0%
Double Strafe
Attack an enemy to inflict physical damage.
DMGatk7,190 ~ 19,429
Range9 cells
Double Strafe 10 - 3s
20.0%
Arrow Shower
Inflict physical damage and knockback to enemies in an area of effect.
DMGatk2,365 ~ 6,391
Knockback2 cells
Range9 cells
AoE3x3 square
Arrow Shower 10 - 3s
20.0%
Arrow Repel
Attack an enemy to inflict physical damage and knockback.
DMGatk2,838 ~ 7,670
Knockback6 cells
Range9 cells
Arrow Repel 1 - 3s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew5,676 ~ 15,339
Flee95new659
Duration25.00 seconds
Power Up 5 - 1m40s
20.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew5,676 ~ 15,339
Flee95new659
Duration25.00 seconds
Power Up 5 - 25s IF_HP ≤ 30
20.0%
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new578
MSPDnew50 ms
Duration50.00 seconds
AGI Up 5 - 1m40s
20.0%
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new578
MSPDnew50 ms
Duration50.00 seconds
AGI Up 5 - 25s IF_HP ≤ 30
20.0%
Focused Arrow Strike
Attack an enemy to inflict physical damage to nearby enemies. Can critical hit.
Critical Hit63.3% chance
DMGatk13,244 ~ 35,791
Range9 cells
AoE3x14 line
Focused Arrow Strike 5 0.5s 1.5s
5.0%
Land Mine
Set a Land Mine (trap). When an enemy touches the trap, it triggers inflicting earth physical damage and stun by chance. Ignores DEF and FLEE.
DMGother2,237
Stun10% chance
Trap HP3,500
Range3 cells
AoE1x1 square
Duration40.00 seconds
Land Mine 5 - 5s
5.0%
Ankle Snare
Set an Ankle Snare (trap). When an enemy touches the trap, it triggers inflicting knockback and snare.
Snare Duration20.00 s
Knockback1 cell
Trap HP3,500
Range3 cells
AoE1x1 square
Duration50.00 seconds
Ankle Snare 5 - 5s
5.0%
Blast Mine
Set a Blast Mine (trap). When an enemy touches the trap, it triggers inflicting wind physical damage to nearby enemies. Ignores DEF and FLEE.
DMGother1,223
AoEact3x3 square
Trap HP3,500
Range3 cells
AoE1x1 square
Duration6.50 seconds
Blast Mine 5 - 5s
10.0%
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk5,113
Range7 cells
Critical Attack 1 - 5s
10.0%
Stunning Attack
Attack an enemy to inflict neutral physical damage and stun by chance.
DMGatk2,270 ~ 6,136
Stun100% chance
Range7 cells
Stunning Attack 5 - 5s
10.0%
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk18,920 ~ 51,130
Range7 cells
Wind Attack 10 - 5s

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.
DMGmatk148 ~ 236 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 - - IF_RUDEATTACK
20.0%
Land Mine
Set a Land Mine (trap). When an enemy touches the trap, it triggers inflicting earth physical damage and stun by chance. Ignores DEF and FLEE.
DMGother2,237
Stun10% chance
Trap HP3,500
Range3 cells
AoE1x1 square
Duration40.00 seconds
Land Mine 5 - 1m
20.0%
Ankle Snare
Set an Ankle Snare (trap). When an enemy touches the trap, it triggers inflicting knockback and snare.
Snare Duration20.00 s
Knockback1 cell
Trap HP3,500
Range3 cells
AoE1x1 square
Duration50.00 seconds
Ankle Snare 5 - 1m
20.0%
Blast Mine
Set a Blast Mine (trap). When an enemy touches the trap, it triggers inflicting wind physical damage to nearby enemies. Ignores DEF and FLEE.
DMGother1,223
AoEact3x3 square
Trap HP3,500
Range3 cells
AoE1x1 square
Duration6.50 seconds
Blast Mine 5 - 1m

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.
DMGmatk148 ~ 236 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 - 5s IF_RUDEATTACK
Arrow Repel
Attack an enemy to inflict physical damage and knockback.
DMGatk2,838 ~ 7,670
Knockback6 cells
Range9 cells
Arrow Repel 1
Double Strafe
Attack an enemy to inflict physical damage.
DMGatk7,190 ~ 19,429
Range9 cells
Double Strafe 10
Arrow Shower
Inflict physical damage and knockback to enemies in an area of effect.
DMGatk2,365 ~ 6,391
Knockback2 cells
Range9 cells
AoE3x3 square
Arrow Shower 10
Ankle Snare
Set an Ankle Snare (trap). When an enemy touches the trap, it triggers inflicting knockback and snare.
Snare Duration20.00 s
Knockback1 cell
Trap HP3,500
Range3 cells
AoE1x1 square
Duration50.00 seconds
Ankle Snare 5
Blast Mine
Set a Blast Mine (trap). When an enemy touches the trap, it triggers inflicting wind physical damage to nearby enemies. Ignores DEF and FLEE.
DMGother1,223
AoEact3x3 square
Trap HP3,500
Range3 cells
AoE1x1 square
Duration6.50 seconds
Blast Mine 5
Land Mine
Set a Land Mine (trap). When an enemy touches the trap, it triggers inflicting earth physical damage and stun by chance. Ignores DEF and FLEE.
DMGother2,237
Stun10% chance
Trap HP3,500
Range3 cells
AoE1x1 square
Duration40.00 seconds
Land Mine 5
AGI Up
Temporarily increase FLEE and MSPD.
HIT100new578
MSPDnew50 ms
Duration50.00 seconds
AGI Up 5
Critical Attack
Attack an enemy to inflict physical damage. Ignores DEF, FLEE, and damage variance.
DMGatk5,113
Range7 cells
Critical Attack 1
Power Up
Temporarily increase ATK and HIT.
ATKnew5,676 ~ 15,339
Flee95new659
Duration25.00 seconds
Power Up 5
Self Destruct
Self Destruct to consume all remaining HP and inflict fire magic damage and knockback to nearby entities. Ignores MDEF.
DMGother209,000
Knockback4 cells
AoE9x9 square
Self Destruct 1
Stunning Attack
Attack an enemy to inflict neutral physical damage and stun by chance.
DMGatk2,270 ~ 6,136
Stun100% chance
Range7 cells
Stunning Attack 5
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk18,920 ~ 51,130
Range7 cells
Wind Attack 10
Focused Arrow Strike
Attack an enemy to inflict physical damage to nearby enemies. Can critical hit.
Critical Hit63.3% chance
DMGatk13,244 ~ 35,791
Range9 cells
AoE3x14 line
Focused Arrow Strike 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.
DMGmatk148 ~ 236 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1
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.
1,892 ~ 5,113 [14] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
209,000 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.
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.
148 ~ 236 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.
22 + 39 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.
39
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.
35 + 86 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.
67
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
384 ms (180.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
367 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.
193
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.
299 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.
180
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.
26.0 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.
130
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.
1,892 ~ 5,113 [14] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
209,000
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.
148 ~ 236 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.
22 + 39
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.
35 + 86
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
384 ms (180.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
367
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.
299
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.
26.0
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.
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.
39
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.
67
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.
193
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.
180
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.
130
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)
145m
1special
msql5.7 ms
html0.7 ms

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