Kokotewa

Monster Info

Kasa [KASA 1833]
Attributes
Formless

This race does not have any special attributes.

Fire 3
Neutral100%Poison100%
Water200%Holy100%
Earth0%Dark100%
Fire-25%Ghost50%
Wind100%Decay50%
Large
75% 100% 100% 100%
50% 75% 75% 50%
100% 100% 100% 50%
50% 75% 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
100.0%
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect13%
Duration300.00 seconds
Shield Reflect 1 - 5m
20.0%
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk30,300 ~ 35,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10 1.5s 15s
50.0%
Fireball
Attack an enemy to inflict fire magic damage to the target and nearby enemies.
DMG1~3 cells14,750 ~ 27,500
Range9 cells
AoE7x7 square
Fireball 10 0.5s 10s
10.0%
Sightrasher
Inflict fire magic damage and knockback to nearby enemies.
DMGmatk4,425 ~ 8,250
Knockback2 cells
AoE15x15 square
Sightrasher 10 - 20s
20.0%
Clashing Spiral
Attack an enemy to inflict physical damage and snare. Ignores DEF and partially ignores FLEE.
DMGatk15,150 ~ 17,500
Snare Duration1.00 s
Range4 cells
Clashing Spiral 1 1s 10s
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.
DMGmatk1,475 ~ 2,750 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 1s 10s
50.0%
Ganbantein
Dispel ground enchantments in an area of effect by chance.
Dispel100% chance
Range18 cells
AoE9x9 square
Ganbantein 1 0.5s 5s IF_HP ≤ 20

IDLE_ST

Chance Skill LvCastDelayAI Condition
100.0%
Teleport
Teleport to a new location.
LocationRandom
Teleport 1 - - IF_RUDEATTACK
100.0%
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect13%
Duration300.00 seconds
Shield Reflect 1 - 5m
100.0%
Fire Pillar
Set a Fire Pillar (trap). When an enemy touches the trap, it triggers inflicting fire magic damage to nearby enemies. Ignores MDEF.
DMGmatk16,905 ~ 29,400
Range9 cells
AoE1x1 square
Duration30.00 seconds
Fire Pillar 5 0.5s 30s
100.0%
Fireball
Attack an enemy to inflict fire magic damage to the target and nearby enemies.
DMG1~3 cells14,750 ~ 27,500
Range9 cells
AoE7x7 square
Fireball 10 0.5s 10s

RUSH_ST

Chance Skill LvCastDelayAI Condition
100.0%
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect13%
Duration300.00 seconds
Shield Reflect 1 - 5m
20.0%
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk30,300 ~ 35,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10 1.5s 15s
100.0%
Fireball
Attack an enemy to inflict fire magic damage to the target and nearby enemies.
DMG1~3 cells14,750 ~ 27,500
Range9 cells
AoE7x7 square
Fireball 10 0.5s 10s
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.
DMGmatk1,475 ~ 2,750 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1 1s 10s
Teleport
Teleport to a new location.
LocationRandom
Teleport 1
Shield Reflect
Temporarily reflect a portion of physical melee damage received.
Reflect13%
Duration300.00 seconds
Shield Reflect 1
Ganbantein
Dispel ground enchantments in an area of effect by chance.
Dispel100% chance
Range18 cells
AoE9x9 square
Ganbantein 1
Clashing Spiral
Attack an enemy to inflict physical damage and snare. Ignores DEF and partially ignores FLEE.
DMGatk15,150 ~ 17,500
Snare Duration1.00 s
Range4 cells
Clashing Spiral 1
Fireball
Attack an enemy to inflict fire magic damage to the target and nearby enemies.
DMG1~3 cells14,750 ~ 27,500
Range9 cells
AoE7x7 square
Fireball 10
Fire Breath
Attack an enemy to inflict fire physical damage to nearby enemies.
DMGatk30,300 ~ 35,000
Accuracy+100%
Range6 cells
AoE7x14 line
Fire Breath 10
Fire Pillar
Set a Fire Pillar (trap). When an enemy touches the trap, it triggers inflicting fire magic damage to nearby enemies. Ignores MDEF.
DMGmatk16,905 ~ 29,400
Range9 cells
AoE1x1 square
Duration30.00 seconds
Fire Pillar 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.
DMGmatk1,475 ~ 2,750 x 2
Stun3% chance
Range9 cells
AoE7x7 square
Duration2.00 seconds
Meteor Storm 1
Sightrasher
Inflict fire magic damage and knockback to nearby enemies.
DMGmatk4,425 ~ 8,250
Knockback2 cells
AoE15x15 square
Sightrasher 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.
3,030 ~ 3,500 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
80,375 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.
85 STR
Strength
STR defines the duration of some status ailments.
45
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.
1,475 ~ 2,750 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.
23 + 31 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.
31
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
600 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.
70 + 265 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.
250
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.
300 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.
140
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
215 bEXP
Base Experience
The bEXP rewarded upon defeat.
49,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
110
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.
6.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
38,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
30
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.
3,030 ~ 3,500 [2] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
80,375
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.
1,475 ~ 2,750 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.
23 + 31
AMT
Attack Motion Time
AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill.
600 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.
70 + 265
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
600 ms (160) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
300
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
215
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.
6.0
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.
85 STR
Strength
STR defines the duration of some status ailments.
45
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.
31
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.
250
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.
140
bEXP
Base Experience
The bEXP rewarded upon defeat.
49,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
110
jEXP
Job Experience
The jEXP rewarded upon defeat.
38,000 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
30
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 Burning Heart (30.013%) 2 Burning Hair (25.014%)
3 Flame Heart (0.315%) 4 Lesser Elemental Ring (0.025%)
5 Lucius's Volcano Armor (0.115%) 6 Burning Bow [1] (0.115%)
7 Piercing Staff (0.115%) 8 Kasa Card (0.025%)
Map Locations
thor_v01 (18.00)
45instant
thor_v03 (11.59)
40instant
Item Summons
Dead Branch
1 entry
msql16.1 ms
html0.4 ms

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