Kokotewa

Monster Info

Ifrit [IFRIT 1832]
Attributes
Formless

This race does not have any special attributes.

Fire 4
Neutral100%Poison75%
Water200%Holy75%
Earth0%Dark75%
Fire-50%Ghost25%
Wind100%Decay25%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 100% 100%
Mob
Initial0-
Summon2Salamander
Kasa
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
100.0%
Power Up
Temporarily increase ATK and HIT.
ATKnew40,590 ~ 51,000
Flee95new671
Duration25.00 seconds
Power Up 5 - 30s IF_HP ≤ 20
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 1s 30s IF_SLAVENUM ≤ 1
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
20.0%
Full Divestment
Inflict the divest helm, shield, armor, and weapon status on an enemy by chance, disabling the helm, shield, armor, and weapon equipment slots.
Divest15% chance
Range1 cell
Duration135.00 seconds
Full Divestment 5 - 5s
20.0%
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk47,355 ~ 59,500
Stun12% chance
Range1 cell
Sonic Blow 1 - 5s
20.0%
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk135,300 ~ 170,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10 0.5s 5s IF_HP ≤ 80
50.0%
Magnetic Earth
Summon a Magnetic Earth to an area of effect. Magnetic Earth prevents and dispels most ground enchantments.
Range2 cells
AoE9x9 square
Duration210.00 seconds
Magnetic Earth 3 - 5s
20.0%
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.
DMGmatk13,785 ~ 24,510 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10 0.5s 5s IF_HP ≤ 90
100.0%
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew268.8 ms (186.56)
Duration270.00 seconds
Two Hand Quicken 9 - 1m40s IF_HP ≤ 30
100.0%
Earthquake
Summon an Earthquake to inflict neutral magic damage in an area of effect. Damage is divided between enemies and ignores MDEF.
DMGatk135,300 ~ 170,000 x 3
AoE27x27 square
Duration0.60 seconds
Earthquake 5 0.5s 20s IF_HP ≤ 40
100.0%
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk67,650 ~ 85,000
Knockback7 cells
AoE15x15 square
Pulse Strike 5 - 15s IF_HP ≤ 60
100.0%
Dragon Fear
Inflict stun, chaos, silence, or bleed by chance in an area of effect.
Status100% chance
Range6 cells
AoE29x29 square
Dragon Fear 5 - 10s

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
100.0%
Pneuma
Summon a Pneuma that temporarily nullifies ranged physical attacks.
Range9 cells
AoE3x3 square
Duration10.00 seconds
Pneuma 1 - 1s IF_RANGEATTACKED
100.0%
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10 - 5s IF_HP ≤ 50
100.0%
Heal
Restore the target's HP.
HealHP432
Range9 cells
Heal 1 - 10s IF_HP ≤ 99
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 1s 30s IF_SLAVENUM ≤ 1
100.0%
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1 - 30s
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.
DMGmatk4,595 ~ 8,170 x 6
Stun27% chance
Range9 cells
AoE7x7 square
Duration6.00 seconds
Meteor Storm 9 - 5s

RUSH_ST

Chance Skill LvCastDelayAI Condition
100.0%
Summon Slave
Summon slave monsters.
Summon Slave 1 1s 30s IF_SLAVENUM ≤ 1
20.0%
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk135,300 ~ 170,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10 0.5s 5s IF_HP ≤ 80
100.0%
Earthquake
Summon an Earthquake to inflict neutral magic damage in an area of effect. Damage is divided between enemies and ignores MDEF.
DMGatk135,300 ~ 170,000 x 3
AoE27x27 square
Duration0.60 seconds
Earthquake 5 0.5s 20s IF_HP ≤ 40
100.0%
Dragon Fear
Inflict stun, chaos, silence, or bleed by chance in an area of effect.
Status100% chance
Range6 cells
AoE29x29 square
Dragon Fear 5 - 10s
Heal
Restore the target's HP.
HealHP9,999
Range9 cells
Heal 10
Pneuma
Summon a Pneuma that temporarily nullifies ranged physical attacks.
Range9 cells
AoE3x3 square
Duration10.00 seconds
Pneuma 1
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Sonic Blow
Attack an enemy to inflict physical damage and stun by chance. Has a 2 second forced motion delay.
DMGatk47,355 ~ 59,500
Stun12% chance
Range1 cell
Sonic Blow 1
Two Hand Quicken
Temporarily increase Two Handed Sword ASPD.
ASPDnew268.8 ms (186.56)
Duration270.00 seconds
Two Hand Quicken 9
Call Slave
Recall monster slaves to unoccupied cells near the user.
Call Slave 1
Dragon Fear
Inflict stun, chaos, silence, or bleed by chance in an area of effect.
Status100% chance
Range6 cells
AoE29x29 square
Dragon Fear 5
Earthquake
Summon an Earthquake to inflict neutral magic damage in an area of effect. Damage is divided between enemies and ignores MDEF.
DMGatk135,300 ~ 170,000 x 3
AoE27x27 square
Duration0.60 seconds
Earthquake 5
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk135,300 ~ 170,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10
Power Up
Temporarily increase ATK and HIT.
ATKnew40,590 ~ 51,000
Flee95new671
Duration25.00 seconds
Power Up 5
Pulse Strike
Inflict physical damage and knockback to nearby enemies.
DMGatk67,650 ~ 85,000
Knockback7 cells
AoE15x15 square
Pulse Strike 5
Summon Slave
Summon slave monsters.
Summon Slave 1
Magnetic Earth
Summon a Magnetic Earth to an area of effect. Magnetic Earth prevents and dispels most ground enchantments.
Range2 cells
AoE9x9 square
Duration210.00 seconds
Magnetic Earth 3
Full Divestment
Inflict the divest helm, shield, armor, and weapon status on an enemy by chance, disabling the helm, shield, armor, and weapon equipment slots.
Divest15% chance
Range1 cell
Duration135.00 seconds
Full Divestment 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.
DMGmatk13,785 ~ 24,510 x 30
Stun30% chance
Range9 cells
AoE33x33 square
Duration30.00 seconds
Meteor Storm 10
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.
13,530 ~ 17,000 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
7,700,000 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.
120
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.
919 ~ 1,634 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.
40 + 25 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.
25
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.
50 + 202 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.
190
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.
373 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.
199
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
130 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
299 bEXP
Base Experience
The bEXP rewarded upon defeat.
3,154,321 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.
360 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
10.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
3,114,520 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
50
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.
13,530 ~ 17,000 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
7,700,000
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.
919 ~ 1,634 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.
40 + 25
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.
50 + 202
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.
373
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
130 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.
360 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
10.0
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.
120
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.
25
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.
190
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.
199
bEXP
Base Experience
The bEXP rewarded upon defeat.
3,154,321 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.
3,114,520 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
50
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 Flame Heart (100.000%) 2 Spiritual Ring (30.013%)
3 Ring of Flame Lord (2.015%) 4 Ring of Resonance (2.015%)
5 Hellfire (20.014%) 6 Fire Brand (20.014%)
7 Lucius's Volcano Armor [1] (1.015%) 8 Ifrit Card (0.025%)
MVP Rewards

When a MVP monster is defeated, a MVP item reward is allocated to the inventory of the player who dealt and received the most damage (cumulative) to and from the monster. This reward is selected from successive rolls against the MVP loot table. In the event that a player fails to receive an item, the next item is rolled in sequence until a roll succeeds or the table is exhausted.

1 Old Purple Box (55%)
55.000% Effective
2 Old Blue Box (50%)
22.500% Effective
3 Old Card Album (20%)
4.500% Effective
Map Locations
thor_v03 (0.29)
111h ~ 11h10m
Item Summons
msql8.7 ms
html0.8 ms

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