
This race does not have any special attributes.
| Neutral | 100% | Poison | 100% |
|---|---|---|---|
| Water | 100% | Holy | 100% |
| Earth | 0% | Dark | 100% |
| Fire | 200% | Ghost | 50% |
| Wind | 0% | Decay | 50% |
| 75% | 100% | 100% | 100% | ||||
| 50% | 75% | 75% | 50% | ||||
| 100% | 100% | 100% | 50% | ||||
| 50% | 75% | 100% | 100% |
| inputType | outputType | outputState |
|---|---|---|
| CHANGE_NORMALST_IN | CHANGE_NORMALST_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| MILLI_ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
| inputType | outputType | outputState |
|---|---|---|
| DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| CHARACTER_INSIGHT_IN | EXPEL_OUT | RUSH_ST |
| WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| CHARACTER_INSIGHT_IN | EXPEL_OUT | RUSH_ST |
| MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| CHARACTER_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| DESTINATION_ARRIVED_IN | SEARCH_OUT | SEARCH_ST |
| ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| Trait | I In the |
C In the |
A In the |
|---|---|---|---|
| Aggressive | ✓ | ✓ | |
| Target Change ATK | ✓ | ||
| Target Change Cast | ✓ | ✓ | |
| Target Change Melee | ✓ |
| inputType | outputType | outputState |
|---|---|---|
| CHANGE_NORMALST_IN | CHANGE_NORMALST_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| inputType | outputType | outputState |
|---|---|---|
| DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| DESTINATION_ARRIVED_IN | SEARCH_OUT | SEARCH_ST |
| inputType | outputType | outputState |
|---|---|---|
| ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
| ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| This AI type does not have traits |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Stoneskin | 3 | - | 30s | ![]() |
IF_HP ≤ 50 | |||||||
| 100.0% | Summon Slave | 1 | - | 30s | IF_SLAVENUM ≤ 0 | ||||||||
| 100.0% | Call Slave | 1 | - | 30s | |||||||||
| 10.0% | Emotion | 1 | - | 5s | 1 | ![]() |
|||||||
| 20.0% | Waterball | 10 | - | 10s | |||||||||
| ✓ | 5.0% | Clashing Spiral | 1 | 3s | 10s | ||||||||
| ✓ | 100.0% | Two Hand Quicken Temporarily increase Two Handed Sword ASPD.
|
Two Hand Quicken | 10 | - | 2m | ![]() |
IF_HP ≤ 30 | |||||
| ✓ | 5.0% | Stunning Gaze | 1 | 0.8s | 30s | ![]() |
|||||||
| 5.0% | Provoke | 10 | 0.6s | 2m | IF_HP ≤ 80 | ||||||||
| ✓ | 20.0% | Fatal Wound | 2 | 0.7s | 1m | ||||||||
| ✓ | 5.0% | Earth Spike | 3 | - | 5s | ![]() |
|||||||
| 5.0% | Dragon Fear | 2 | - | 10s | IF_HP ≤ 50 | ||||||||
| ✓ | 100.0% | Earthquake | 2 | 2s | 30s | ![]() |
IF_HP ≤ 30 | ||||||
| ✓ | 30.0% | Ganbantein | 1 | - | 7s |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Teleport | 1 | - | - | IF_RUDEATTACK | ||||
| 100.0% | Stoneskin | 3 | - | 30s | ![]() |
IF_HP ≤ 50 | |||
| 100.0% | Summon Slave | 1 | - | 30s | IF_SLAVENUM ≤ 0 | ||||
| 100.0% | Call Slave | 1 | - | 30s | |||||
| 100.0% | Full Heal | 1 | 30s | 30s | IF_HP ≤ 80 |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 50.0% | Teleport | 1 | - | 5s | IF_RUDEATTACK |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Stoneskin | 3 | - | 30s | ![]() |
IF_HP ≤ 50 | |||
| 100.0% | Summon Slave | 1 | - | 30s | IF_SLAVENUM ≤ 0 | ||||
| 100.0% | Emotion | 1 | - | 5s | 21 | ![]() |
|||
| ✓ | 5.0% | Stunning Gaze | 1 | 0.3s | 30s | ![]() |
|||
| 5.0% | Provoke | 10 | 0.6s | 2m | IF_HP ≤ 80 | ||||
| ✓ | 20.0% | Fatal Wound | 2 | 0.5s | 1m | ||||
| ✓ | 100.0% | Earthquake | 2 | 2s | 30s | ![]() |
IF_HP ≤ 30 |
| Teleport | 1 | |||||
| Ganbantein | 1 | |||||
Two Hand Quicken Temporarily increase Two Handed Sword ASPD.
|
Two Hand Quicken | 10 | ||||
| Clashing Spiral | 1 | |||||
| Full Heal | 1 | |||||
| Call Slave | 1 | |||||
| Fatal Wound | 2 | |||||
| Dragon Fear | 2 | |||||
| Earthquake | 2 | |||||
| Emotion | 1 | |||||
| Stoneskin | 3 | |||||
| Summon Slave | 1 | |||||
| Stunning Gaze | 1 | |||||
| Provoke | 10 | |||||
| Earth Spike | 3 | |||||
| Waterball | 10 |
| 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. | 30,000 ~ 36,000 [2] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 4,137,000 | 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. | 115 | STR Strength STR defines the duration of some status ailments. | 115 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 46 ~ 66 | 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. | 50 + 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. | 1 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 660 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. | 60 + 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. | 30 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 1,000 ms (150) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 340 | 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. | 150 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 170 | bEXP Base Experience The bEXP rewarded upon defeat. | 827,400 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 35 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 588 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 3.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 413,700 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 15 | ||||||||||||
| 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. | 30,000 ~ 36,000 [2] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 4,137,000 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 46 ~ 66 | 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. | 50 + 1 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 660 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. | 60 + 30 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 660 ms (150) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 340 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 170 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 588 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 3.0 | ||||||||||||
| 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. | 115 | STR Strength STR defines the duration of some status ailments. | 115 | ||||||||||||
| 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. | 1 | ||||||||||||
| 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. | 30 | ||||||||||||
| 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. | 150 | ||||||||||||
| bEXP Base Experience The bEXP rewarded upon defeat. | 827,400 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 35 | ||||||||||||
| jEXP Job Experience The jEXP rewarded upon defeat. | 413,700 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 15 | ||||||||||||
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 |
![]() | Bone Head [1] (1.015%) | 2 |
![]() | Tournament Shield [1] (2.015%) |
|---|---|---|---|---|---|
| 3 |
![]() | Ivory Lance [1] (5.015%) | 4 |
![]() | Ivory Knife [2] (4.015%) |
| 5 |
![]() | Hard Skin (90.010%) | 6 |
![]() | Unicorn Horn (0.215%) |
| 7 |
![]() | Elunium (90.010%) | 8 |
![]() | Apple (0.015%) |
 This monster does not spawn on any map
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