Kokotewa

Monster Info

Dali [MER_ARCHER06 6022]
Attributes
Demi-Human

This race does not have any special attributes.

None
Neutral100%Poison100%
Water100%Holy100%
Earth100%Dark100%
Fire100%Ghost100%
Wind100%Decay100%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
Skills
Double Strafe
Attack an enemy to inflict physical damage.
DMGatk1,357 ~ 2,035
Range9 cells
Double Strafe 7
Skid Trap
Set a Skid Trap (trap). When an enemy touches the trap, it triggers inflicting knockback.
Knockback8 cells
Trap HP3,500
Range3 cells
AoE1x1 square
Duration180.00 seconds
Skid Trap 3
Decrease AGI
Temporarily decrease the target's AGI and MSPD by chance.
DEC_AGI53% chance
AGI-3
MSPD-25%
Range9 cells
Duration40.00 seconds
Decrease AGI 1
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.
424 ~ 636 [10] HP & SP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
Special Points
SP defines the maximum amount of special points that may be maintained for active skills.
3,098 & 353 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.
70 STR
Strength
STR defines the duration of some status ailments.
11
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.
31 ~ 38 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.
21 + 24 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.
24
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.
15 + 34 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.
22
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
864 ms (156.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
228 Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
0 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
83
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.
136 bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
46
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
300 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
7.4 jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
37
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.
424 ~ 636 [10] HP & SP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
Special Points
SP defines the maximum amount of special points that may be maintained for active skills.
3,098 & 353
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.
31 ~ 38 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.
21 + 24
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.
15 + 34
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. The ASPD delay is displayed in ms and the in-game representation.
864 ms (156.8) Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
228
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.
136
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
300 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
7.4
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.
70 STR
Strength
STR defines the duration of some status ailments.
11
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.
24
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.
22
Chase R.
Chase Range
Chase R. determines the maximum range the monster will chase targets.
0 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
83
bEXP
Base Experience
The bEXP rewarded upon defeat.
0 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
46
jEXP
Job Experience
The jEXP rewarded upon defeat.
0 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
37
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.

This monster does not drop items
Mercenary Summons
msql4.2 ms
html0.2 ms

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