Kokotewa

Monster Info

Hydra [HYDRA 1068]
Attributes
Plant

This race does not have any special attributes.

Water 2
Neutral100%Poison75%
Water0%Holy100%
Earth100%Dark100%
Fire25%Ghost75%
Wind175%Decay75%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
AI Type 10 (On Spawn)
×

AI Type 10 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

BERSERK_ST

inputType outputType outputState
ENEMY_OUTATTACKSIGHT_INNONE_OUTIDLE_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTBERSERK_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
ATTACKED_INREVENGE_ENEMY_OUTBERSERK_ST
CHARACTER_ATTACKSIGHT_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
Immobile
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
5.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk44 ~ 56
Range7 cells
Water Attack 2 0.5s 5s
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk44 ~ 56
Range7 cells
Water Attack 2
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.
22 ~ 28 [7] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
660 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.
14 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.
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.
0 + 14 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.
14
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
432 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.
40 + 7 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.
0
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
800 ms (160) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
129 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.
40
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
1,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
48 bEXP
Base Experience
The bEXP rewarded upon defeat.
59 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
14
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
600 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
40 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
2
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.
22 ~ 28 [7] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
660
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.
0 + 14
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
432 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.
40 + 7
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
432 ms (160) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
129
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
1,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
48
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
600 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.4
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.
14 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.
mob VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
14
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.
0
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.
40
bEXP
Base Experience
The bEXP rewarded upon defeat.
59 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
14
jEXP
Job Experience
The jEXP rewarded upon defeat.
40 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
2
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 Emveretarcon (0.265%) 2 Tentacle (55.012%)
3 Sticky Mucus (15.014%) 4 Detrimindexta (0.215%)
5 Panacea (0.065%) 6 Meat (7.015%)
7 Apple (0.015%) 8 Hydra Card (0.025%)
Map Locations
treasure01 (166.55)
713m ~ 5m22s
iz_dun02 (10.78)
40instant
iz_dun03 (16.77)
10instant
304m42s ~ 5m23s
pay_dun02 (16.75)
314m35s ~ 6m14s
beach_dun3 (16.15)
30instant
iz_dun01 (11.15)
30instant
iz_dun04 (4.73)
184m54s ~ 5m21s
treasure02 (40.35)
185m
pay_dun03 (6.56)
1710m
iz_dun00 (2.62)
15instant
bra_dun01 (6.07)
155s
bra_dun02 (4.93)
155s
ama_fild01 (3.07)
141m ~ 1m12s
beach_dun2 (4.86)
10instant
in_moc_16
8special
job_wiz
4special
Item Summons
Dead Branch
5 entries
msql4.8 ms
html0.2 ms

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