
Demons interact with hidden players as though they are not hidden.
| Neutral | 100% | Poison | 100% |
|---|---|---|---|
| Water | 200% | Holy | 100% |
| Earth | 0% | Dark | 100% |
| Fire | -25% | Ghost | 50% |
| Wind | 100% | Decay | 50% |
| 100% | 75% | 75% | 100% | ||||
| 75% | 100% | 100% | 75% | ||||
| 75% | 100% | 100% | 100% | ||||
| 100% | 100% | 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 |
| MILLI_ATTACKED_IN | CHANGE_ENEMY_OUT | SEARCH_ST |
| inputType | outputType | outputState |
|---|---|---|
| DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| CHARACTER_INSIGHT_IN | EXPEL_OUT | RUSH_ST |
| WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| CHARACTER_INSIGHT_IN | EXPEL_OUT | RUSH_ST |
| MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_ST |
| ATTACKED_IN | EXPEL_OUT | RUSH_ST |
| inputType | outputType | outputState |
|---|---|---|
| MAGIC_LOCKON_IN | EXPEL_OUT | RUSH_ST |
| ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| CHARACTER_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
| DESTINATION_ARRIVED_IN | SEARCH_OUT | SEARCH_ST |
| ATTACKED_IN | CHANGE_ENEMY_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 |
| Trait | I In the |
C In the |
A In the |
|---|---|---|---|
| Aggressive | ✓ | ✓ | |
| Target Change ATK | ✓ | ||
| Target Change Cast | ✓ | ✓ | |
| Target Change Melee | ✓ |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ✓ | 100.0% | Heal | 10 | - | 5s | ![]() |
IF_COMRADEHP ≤ 60 | ||||||||
| ✓ | 100.0% | Heal | 10 | - | 5s | ![]() |
IF_HP ≤ 30 | ||||||||
| ✓ | 100.0% | Magnetic Earth | 1 | 0.5s | 10s | ![]() |
IF_HP ≤ 80 | ||||||||
| ✓ | 100.0% | Bedlam | 5 | 1s | 20s | ![]() |
IF_HP ≤ 80 | ||||||||
| 20.0% | Full Divestment | 5 | - | 5s | ![]() |
||||||||||
| 100.0% | Power Up | 5 | - | 30s | ![]() |
IF_HP ≤ 30 | |||||||||
| ✓ | 20.0% | Mammonite | 10 | - | 5s | ![]() |
|||||||||
| 100.0% | Call Slave | 1 | - | 30s | |||||||||||
| ✓ | 5.0% | Guided Attack | 5 | - | 20s | ![]() |
|||||||||
| ✓ | 20.0% | Dispel | 5 | 0.5s | 5s | ![]() |
|||||||||
| ✓ | 100.0% | Summon Slave | 1 | 0.7s | 10s | IF_SLAVENUM ≤ 3 | |||||||||
| ✓ | 20.0% | Hammer Fall Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
|
Hammer Fall | 10 | - | 5s | ![]() |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 100.0% | Teleport | 1 | - | - | IF_RUDEATTACK | ||||
| 50.0% | Teleport | 1 | - | 5s | IF_RUDEATTACK | ||||
| 100.0% | Call Slave | 1 | - | 30s | |||||
| ✓ | 100.0% | Summon Slave | 1 | 0.7s | 10s | IF_SLAVENUM ≤ 3 |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |
|---|---|---|---|---|---|---|---|---|---|
| 50.0% | Teleport | 1 | - | 5s | IF_RUDEATTACK |
![]() |
Chance | Skill | Lv | Cast | Delay | AI | ![]() |
Condition | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ✓ | 100.0% | Heal | 10 | - | 5s | ![]() |
IF_COMRADEHP ≤ 60 | ||||||||
| ✓ | 100.0% | Heal | 10 | - | 5s | ![]() |
IF_HP ≤ 30 | ||||||||
| ✓ | 100.0% | Magnetic Earth | 1 | 1s | 5s | IF_SKILLUSE WZ_STORMGUST | |||||||||
| ✓ | 100.0% | Bedlam | 5 | 1s | 20s | ![]() |
IF_HP ≤ 80 | ||||||||
| ✓ | 20.0% | Cold Bolt | 5 | - | 5s | ![]() |
|||||||||
| ✓ | 40.0% | Cold Bolt | 5 | - | 5s | ![]() |
IF_SKILLUSE MG_FIREWALL | ||||||||
| ✓ | 20.0% | Fire Bolt | 5 | - | 5s | ![]() |
|||||||||
| ✓ | 40.0% | Fire Bolt | 5 | - | 5s | ![]() |
IF_SKILLUSE MG_FIREWALL | ||||||||
| ✓ | 20.0% | Lightning Bolt | 5 | - | 5s | ![]() |
|||||||||
| ✓ | 40.0% | Lightning Bolt | 5 | - | 5s | ![]() |
IF_SKILLUSE MG_FIREWALL | ||||||||
| ✓ | 20.0% | Dispel | 5 | 0.5s | 5s | ![]() |
|||||||||
| ✓ | 20.0% | Hammer Fall Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
|
Hammer Fall | 10 | - | 5s | ![]() |
| Heal | 10 | |||||||
| Teleport | 1 | |||||||
Hammer Fall Summon a Hammer Fall to inflict stun by chance to enemies in an area of effect.
|
Hammer Fall | 10 | ||||||
| Mammonite | 10 | |||||||
| Cold Bolt | 5 | |||||||
| Fire Bolt | 5 | |||||||
| Lightning Bolt | 5 | |||||||
| Call Slave | 1 | |||||||
| Guided Attack | 5 | |||||||
| Power Up | 5 | |||||||
| Summon Slave | 1 | |||||||
| Bedlam | 5 | |||||||
| Dispel | 5 | |||||||
| Magnetic Earth | 1 | |||||||
| Full Divestment | 5 |
| 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. | 1,200 ~ 1,700 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 120,000 | 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. | 67 | STR Strength STR defines the duration of some status ailments. | 55 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 203 ~ 338 | 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. | 10 + 55 ~ 58 | 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. | 55 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 576 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. | 55 + 109 | 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. | 82 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 1,276 ms (136.2) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 237 | 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. | 95 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 186 | bEXP Base Experience The bEXP rewarded upon defeat. | 27,500 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 99 | ||||||||||||
| 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. | 24.0 | jEXP Job Experience The jEXP rewarded upon defeat. | 14,300 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 120 | ||||||||||||
| 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. | 1,200 ~ 1,700 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 120,000 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 203 ~ 338 | 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. | 10 + 55 ~ 58 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 576 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. | 55 + 109 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 576 ms (136.2) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 237 | ||||||||||||
| MSPD Movement Speed MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
| 150 ms | Hit100 100% Hit Hit100 defines the hit required to achieve perfect physical attack accuracy. | 186 | ||||||||||||
| 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. | 24.0 | ||||||||||||
| 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. | 67 | STR Strength STR defines the duration of some status ailments. | 55 | ||||||||||||
| 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. | 55 | ||||||||||||
| 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. | 82 | ||||||||||||
| 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. | 95 | ||||||||||||
| bEXP Base Experience The bEXP rewarded upon defeat. | 27,500 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 99 | ||||||||||||
| jEXP Job Experience The jEXP rewarded upon defeat. | 14,300 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 120 | ||||||||||||
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 |
![]() | Spectral Spear (5.015%) | 2 |
![]() | Moonlight Dagger (1.015%) |
|---|---|---|---|---|---|
| 3 |
![]() | Long Mace (1.515%) | 4 |
![]() | Punisher (5.015%) |
| 5 |
![]() | Silver Knife of Chastity (6.515%) | 6 |
![]() | Elunium (26.014%) |
| 7 |
![]() | Staff of Bordeaux (1.015%) | 8 |
![]() | Moonlight Flower Card (0.025%) |
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 | ![]() |
Nine Tails (50%) 50.000% Effective |
|---|---|---|
| 2 | ![]() |
White Potion (15%) 7.500% Effective |
| 3 | ![]() |
Topaz (5%) 2.125% Effective |
| 1 | 1h ~ 1h10m |
![]() | Bloody Branch
1 entry |
msql | 5.2 ms |
|---|---|
html | 0.4 ms |
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