
Demons interact with hidden players as though they are not hidden.
| Neutral | 0% | Poison | 50% |
|---|---|---|---|
| Water | 100% | Holy | 100% |
| Earth | 100% | Dark | 100% |
| Fire | 100% | Ghost | 175% |
| 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 |
| 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 |
|---|---|---|
| ENEMY_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 | ✓ |
| 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 |
| Cloak | 1 | |
| Snap | 1 | |
| Emotion | 1 |
| 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. | 180 ~ 221 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 1,796 | 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. | 34 | 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. | 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. | 0 + 14 | 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. | 14 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 960 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. | 45 + 7 | 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. | 0 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 1,960 ms (102) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 169 | 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. | 60 | ||||||||||||
| 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. | 105 | bEXP Base Experience The bEXP rewarded upon defeat. | 591 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 51 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 504 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. | 599 | 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. | 180 ~ 221 [1] | HP Health Points HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 1,796 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | 0 + 14 | ||||||||||||
| AMT Attack Motion Time AMT defines the minimum delay between attacks, skills, and movement after an attempted attack or skill. | 960 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. | 45 + 7 | ||||||||||||
| ASPD Attack Speed ASPD defines the minimum delay between attacks.
The ASPD delay is displayed in ms and the in-game representation. | 960 ms (102) | Flee95 95% Flee Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 169 | ||||||||||||
| 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. | 105 | ||||||||||||
| FSPD Flinch Speed FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed. | 504 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. | 34 | 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. | 14 | ||||||||||||
| 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. | 0 | ||||||||||||
| 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. | 60 | ||||||||||||
| bEXP Base Experience The bEXP rewarded upon defeat. | 591 | AGI Agility AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 51 | ||||||||||||
| jEXP Job Experience The jEXP rewarded upon defeat. | 599 | LUK Luck LUK defines CritShield and influences the success chance and duration of some status ailments. | 0 | ||||||||||||
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 |
![]() | Star Dust (1.515%) | 2 |
![]() | Fabric (53.362%) |
|---|---|---|---|---|---|
| 3 |
![]() | Halo (0.025%) | 4 |
![]() | Silver Robe [1] (0.115%) |
| 5 |
![]() | Apple (0.015%) | 6 |
![]() | Apple (0.015%) |
| 7 |
![]() | Apple (0.015%) | 8 |
![]() | Whisper Card (0.025%) |
| 40 | instant |
| 20 | instant |
| 20 | instant |
| 5 | instant |
| 10 | 2m ~ 5m |
| 5 | instant |
| 9 | 1m40s ~ 5m |
| 10 | instant |
| 10 | instant |
| 10 | instant |
| 5 | instant |
| 1 | special |
![]() | Dead Branch
1 entry |
msql | 4.3 ms |
|---|---|
html | 0.3 ms |
Ragnarok Online © Gravity Corp. & Lee Myoungjin
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