Kokotewa

Monster Info

Red Plant [RED_PLANT 1078]
Attributes
Plant

This race does not have any special attributes.

Earth 1
Neutral100%Poison125%
Water100%Holy100%
Earth100%Dark100%
Fire150%Ghost100%
Wind50%Decay100%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
AI Type 6 (On Spawn)
×

AI Type 6 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
ATTACKED_INNONE_OUTIDLE_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.

Immobile
Inanimate
Skills
×

Monster Skill Detail

This monster does not have skills
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.
1 ~ 2 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
10 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.
1 STR
Strength
STR defines the duration of some status ailments.
0
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.
0 ~ 0 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.
100 + 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.
0
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
199.95 (1 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.
99 + 0 Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
7 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
0
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
1 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
76 Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
0
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
2,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
21 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.
0
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.0 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.
0
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 ~ 2 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
10
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.
0 ~ 0 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.
100 + 1
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
199.95 (1 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.
99 + 0
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
1 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
76
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
2,000 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
21
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
0.0
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.
1 STR
Strength
STR defines the duration of some status ailments.
0
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.
0
Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
7 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
0
Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
0
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.
0
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.
0
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 1/10,000 more likely to succeed than intended. Apple, an expected placeholder item, is excluded from 1/10,000 drop rolls but is included in steal rolls.

1 Red Herb (55.01%) 2 Flower (10.01%)
3 Shoot (10.01%) 4 Stem (5.01%)
5 Pointed Scale (3.01%) 6 Fluff (5.01%)
7 Ment (0.51%) 8 Romantic Flower (0.03%)
Map Locations
ve_fild01 (3.44)
20instant
ein_fild10 (5.25)
202m
pay_dun03 (6.18)
163m ~ 10m
yggdrasil01 (16.07)
151m
pay_dun00 (19.03)
153m
gef_fild05 (3.56)
153m
yuno_fild01 (2.77)
1530m
yuno_fild03 (2.07)
1530m
gef_dun00 (11.60)
123m ~ 5m
ve_fild03 (2.16)
10instant
yuno_fild06 (2.34)
10instant
ein_fild04 (1.87)
101m
lhz_fild01 (1.46)
101m
lhz_fild03 (3.36)
101m
ein_fild06 (4.14)
102m
ein_fild07 (2.49)
102m
ein_fild08 (1.87)
102m
ein_fild09 (2.39)
102m
mjolnir_05 (1.53)
103m
pay_dun01 (3.90)
103m
pay_dun04 (3.93)
103m
yuno_fild05 (1.67)
103m
yuno_fild07 (3.46)
103m
yuno_fild08 (1.82)
103m
yuno_fild09 (1.32)
103m
yuno_fild11 (1.85)
103m
yuno_fild02 (1.21)
1030m
yuno_fild04 (2.39)
1030m
pay_dun02 (4.86)
93m ~ 10m
mjolnir_02 (1.20)
63m
gon_dun01 (1.45)
5instant
ra_fild11 (0.62)
5instant
ra_fild12 (0.50)
5instant
prt_maze01 (4.21)
53m
prt_maze03 (4.17)
53m
um_dun02 (1.47)
53m
um_fild02 (1.25)
53m
um_fild04 (2.47)
53m
force_5-1
10special
force_1-1
1special
Item Summons
Dead Branch
1 entry
msql141.3 ms
html0.2 ms

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