
This race does not have any special attributes.
| Neutral | 100% | Poison | 100% |
|---|---|---|---|
| Water | 100% | Holy | 100% |
| Earth | 100% | Dark | 100% |
| Fire | 100% | Ghost | 0% |
| Wind | 100% | Decay | 100% |
| 75% | 75% | 75% | 75% | ||||
| 100% | 75% | 100% | 100% | ||||
| 50% | 75% | 100% | 100% | ||||
| 75% | 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 |
| 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 |
| This monster does not have skills |
| 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. | 9 ~ 12 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 60 | 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. | 3 | 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. | 11 ~ 14 | 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 + 3 | 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. | 3 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 456 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. | 20 + 11 | 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. | 10 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 1,456 ms (127.2) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 86 | 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. | 8 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 200 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 26 | bEXP Base Experience The bEXP rewarded upon defeat. | 6 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 3 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 336 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 12.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 2 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 60 | ||||||||||||
| 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. | 9 ~ 12 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 60 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 11 ~ 14 | 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 + 3 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 456 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. | 20 + 11 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 456 ms (127.2) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 86 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 200 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 26 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 336 ms | CrtShld Critical Shield CrtShld reduces the occurence of critical hits by a flat amount. | 12.0 | ||||||||||||
| 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. | 3 | 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. | 3 | ||||||||||||
| 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. | 10 | ||||||||||||
| 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. | 8 | ||||||||||||
| bEXP Base Experience The bEXP rewarded upon defeat. | 6 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 3 | ||||||||||||
| jEXP Job Experience The jEXP rewarded upon defeat. | 2 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 60 | ||||||||||||
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 |
![]() | Clover (65.012%) | 2 |
![]() | Feather (10.014%) |
|---|---|---|---|---|---|
| 3 |
![]() | Clown Nose (0.055%) | 4 |
![]() | Apple (20.014%) |
| 5 |
![]() | Red Herb (6.015%) | 6 |
![]() | Carrot (11.014%) |
| 7 |
![]() | Rainbow Carrot (0.215%) | 8 |
![]() | Lunatic Card (0.025%) |
StartCapture
success_chance = 15 * (2 - mon_hp_now / mon_hp_max)
![]() |
Rainbow Carrot
15% base chance |
![]() |
Lunatic Egg
cutepet |
| 80 | instant |
| 60 | instant |
| 50 | instant |
| 40 | instant |
| 30 | instant |
| 30 | instant |
| 10 | instant |
| 10 | instant |
| 5 | 2m |
| 24 | special |
| 10 | special |
| 4 | special |
![]() | Dead Branch
5 entries |
msql | 4.4 ms |
|---|---|
html | 0.2 ms |
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