Ragna/v/ 3
Sign-Up and Download
Control Panel, for registration and download links:
http://135.148.120.210/fluxcp/
Don't worry about using a real e-mail, it's only asked for confirmation when deleting characters.
- Quest Skip for new world
- Poll for next content
- Transcendental skills for Gunslinger, Star Gladiator and Soul Linker
- Star Gladiator improvements
- Revisiting MvP Drop Tables
- Give some skills to Mecha Spider
With 4chan back, the 8chan thread is no longer necessary, although it should be up in there for a long time still.
The correct tripcode for when I post on 8chan is Anon Ragnadev##lLiu6w
The correct tripcode for when I post on 4chan is Anon Ragnadev !!igFjQqeV2lI changed since 4chan returned. Now it should be Anon Ragnadev !!XwZEDXmY2Yd*
Our permanent thread is currently located on /vg/ under: /rog/ Ragnarok Online General**.
There will be maintenance on Friday, May 02nd, 05:00 server @time. For people in the western hemisphere, that's the night between Thursday and Friday.
Since release on the August 16th, 21:00 GMT, we've had over 1600 accounts made, a peak of 151 online and over 45.000 views on this page! Thank you very much for your support!
Patch Notes can be found in this page: https://rentry.org/ragnavpatch
- Sign-Up and Download
- Basic Settings
- Other Settings
- Client Settings
- Player Commands
- Custom NPCs
- Custom EXP Tables
- Dungeon Unlocks
- Rebirth for Expanded Jobs
- Expanded Areas
- Self Buff Toggles
- Free Cosmetics
- Cooking Rebalanced
- Elemental Converter scrolls
- Custom Forging Recipes
- Class Balance Changes
- Card Rebalance
- Level 3 and 4 weapon rebalance
- MvP Drops
- Monster Changes
- Pet Evolution
- Other changes
- Battlegrounds
- Rules
- How can you support us?
- Punishment Log
Basic Settings
Pre-Renewal Episode 13.2 Ash Vacuum + Encounter with the Unknown(Manuk and Splendide) + Select downported renewal content
Server Location: USA East Coast
No Multi Clienting allowed
Improved recovery speed for HP/SP
There is no Autoloot. Instead, we have Arealoot. When picking up items, everything around gets picked up at once
7x EXP, multi-level ups enabled
1x Quest EXP
Drops:
3x Misc/Healing/Usable
5x Equipment
10x Cards
3x Card Granted(this is the rate applied to items that add chance for drops, like Myst Case and Mimic)
Items with drop rate 1% or lower are announced
Other Settings
Monster stacking is allowed(this is the setting that lets monsters stack in a single cell, makes it easy to gather and use skills like Grimtooth)
No vending tax
Provoking monsters will cause them to have sticky aggro
MvPs and Bosses have no spawn time variance, they will always respawn on minimum timer
Pet intimacy gain 6x, hunger speed halved
Mercenaries removed
Homunculus removed(Alchemist was reworked)
Rodex cannot be used outside Cities
Miracle of Sun, Moon and Stars set to 0.5%
Kafra and Savepointed added in Lutie
Added a portal between Morroc Fields 20 and 01. Without these, there was no walk connection between Morroc and the rest of the world
Removed fixed camara perspective in maps like Nameless Island and Juperos
Added a map in Amatsu Dungeon 1 with the maze solution
Allowed players to /memo in maps which would not be possible by default, such as Niflheim, Einbech and the Abyss Lake entrance
Client Settings
Spaces in guild names allowed.
Storage search will not be case sensitive.
HP bars for bosses will be larger.
Fade in/out time removed.
Frost Joker and Scream will not spam the chat.
Profanity Filters removed.
The /showname and /who commands will work.
Damage in GvG/WoE will be displayed.
The contents of data folder will not be read.
The contents of DATA.ini will not be read.
Multi clienting disabled.
Flag Emotes enabled.
Buttons Hidden: Booking, Achievements, Cash Shop, SNS, Adventure Agency, Attendance, Reputation, Tips.
Map objects will become transparent when the player character is behind them(if you use the alternative client).
Player Commands
Player commands are used with the @ sign. You can use @commands to see the entire list in-game, but here's a reference.
- arealoot: picks up multiple items at once, instead of one at a time
- rates: see exp/drop rates
- mobinfo: monster data
- iteminfo: item data
- time: exact server time
- uptime: time since last reboot
- exp: current EXP in numbers
- showdelay: omit errors
- commands: show list of commands you can use
- showexp: prints out exp when you receive it
- channel: information about global chats
- whereis: monster spawn information
- whodrops: monster drop information
- autotrade: use this while vending, it will log out your character while leaving your stall open
- duel: 1x1 combat with another player
- invite: add more players to a duel
- accept: accept duel
- reject: deny duel
- leave: interrupt a duel
- changegm: transfer guild leadership
- memo
- killcount
- pettalk
Custom NPCs
Most of the server customization is available on the Starting Area. This is the place where your character appears when you first create it. Speak to the Exit Gate to leave and begin your journey. If you'd like to return to this area, you can speak to any Radical Larry NPC. He is located in just about every city, near the Save Points.
Ka/v/ra
A 4chan custom Kafra that offers special services: Saving commands to be used upon log-in, displaying Cooking EXP, PvP Options, Storages/Guild Storage and Settings, information about Account-wide dungeon unlocks.
Reset Stats and Skills
Because of the high level of customization in the server, resets are unlimited and cheap. The NPC is located at the Starting Area.
Platinum Skills
Grants all Quest Skills.
Stylist
Allows changing hair color and style, clothes color and morphing into different sprites of the same tree. For example, as a Knight, you can choose the appearance of a Lord Knight, Rune Knight, Dragon Knight, or Alternative jRO Sprites. Beware that this may have strange effects on your skill window appearance, so if you have any problems, just switch back to your original sprite.
Do note that, if you play as a Ninja and switch back to the original Ninja sprite, your auto-attacks with two weapons will not work. If your Skill Window seems broken, there's also the option to Reset Sprite to Original, which will repair the issue.
Ninja Shops in Izlude
Next to the Gunslinger NPCs in Izlude, a pair of NPCs selling Ninja Materials have been placed.
Colored Clip Exchange
There are Red, Yellow and Green Clips[1] you can use, in order to better sort and hotkey your accessories. A NPC on the Starting Area will allow you to swap your clips for others of a different color, even if they have cards inside
Custom EXP Tables
For non-rebirthed jobs, the EXP required between Lv90 and Lv99 has been reduced. This will reduce the time required to go from Lv90 until rebirth by a large amount. Keep in mind that this is only between Lv90 and 99, and only for non-rebirthed characters. Once you rebirth, you get the original exp requirements.
Dungeon Unlocks
Many dungeons in Ragnarok Online are locked behind quests. A system was added so that, once you unlock a dungeon on a given character, you can access it with all characters in your account. See the Ka/v/ra for information. The available locations are:
- Nameless Island
- Rachel Sancturary
- Kiel Dungeon
- Ayothaya Dungeon
- Amatsu Dungeon
Keep in mind that those unlocks only work if the character has Base Level high enough to start the quest. For example, you still need Base Level 60 for Rachel, Base Level 80 for Nameless and Base Level 70 for Kiel.
Rebirth for Expanded Jobs
Ninja, Gunslinger, Soul Linker and Star Gladiator are able to rebirth. Do the normal rebirth procedure to become a 1/1 High Novice. Jobchanges after that are done though the Ka/v/ra NPC.
Here are the ClassIDs used:
- Ninja T: Using the Shinkiro and Shiranui ClassID
- Gunslinger T: Using the Rebellion ClassID
- Taekwon T: Using the Star Emperor ClassID
- Star Gladiator T: Using the Sky Emperor ClassID
- Soul Linker T : Using the Soul Ascetic ClassID
These classes are identical to their regular, non-rebirth counterparks, with a few changes: - They can now use Transcendant equipment
- They have +25% HP/SP, same as other jobs
- Their JobLv Bonus tables use the bonuses from 3rd job, although if they were to receive less bonuses than before, they receive the same amount
- Some of them receive additional skills
For Super Novices, instead of Rebirthing, their JobLevel cap was increased from 99 to 120.
Expanded Areas
Slowly over time, new areas were added that go beyond the Pre-Renewal state of the game
Area | How to enter |
---|---|
Niflheim Dungeon | Accessible from the central area in Niflheim |
Brasilis | Accessible from Alberta, near the Turtle Island warper |
Byalan 6F | Accessible continuous from Byalan 5F |
Horror Toy Factory | In our server, it is a normal dungeon instead of an instance, accessible from Lutie's main area, near Kafra |
Biolabs 4 | A custom implementation of Biolabs 4th floor, can be accessed via the Ka/v/ra's special warps |
Dewata | A complete downported implementation of Dewata. Access from Alberta |
Rock Ridge | A mostly complete downported implementation of Rock Ridge, minus repeatable dailies. Access from Alberta |
El Dicastes | A mostly complete downported implementation of Episode 13.3 El Dicastes |
Mora | A mostly complete downported implementation of Episode 14.1 Bifrost |
Hazy Forest instance | A complete implementation of the 14.1 Instance |
Abyss Lake 4 | A complete implementation of the dungeon, and a partial implementation of the equipment |
Odin's Temple 4F | A complete implementation of the dungeon, and a partial implementation of the equipment |
Einbech 3F | A complete implementation of the dungeon, and a partial implementation of the equipment |
Self Buff Toggles
Many classes have buffs that only affect themselves, and are essential for gameplay. Because of buff duration timers, you have to constantly reapply these during play. For most of these buffs, they have been made Toggle ON/OFF with infinite duration. They will also persist when you log in/out.
This benefit comes at a cost. When you Toggle ON a buff, it will not only cost SP, but will reduce your MaxSP by its cost. Turning a buff OFF does not cost SP.
Affected Buffs
Class | Skill |
---|---|
Swordsman | Endure, One-Hand Quicken. Endure will end after a certain number of hits, as usual. Reusing Endure does not remove it, instead it refreshes the number of buffs. |
Knight/Lord Knight | Two-Hand Quicken, Parrying, Aura Blade, Concentration. The Concentration skill will no longer grant Endure Effect(prevents interference). Endure will still end after receiving the maximum number of hits. |
Crusader/Paladin | Spear Quicken. Auto Guard was already a toggle, but has been made infinite duration. |
Rogue/Stalker | Preserve |
Merchant | Crazy Uproar |
Blacksmith/Whitesmith | Meltdown, Cart Boost, Maximum Overthrust. The other skills are party-wide, so they have not been changed. |
Archer | Improve Concentration. If using the skill through an item, duration is only infinite if the user is an Archer. Reusing Improve Concentration will not disable the buff, instead it will simply perform its secondary effect of revealing hidden enemies nearby. |
Hunter/Sniper | True Sight |
Mage | Energy Coat |
Sage/Professor | Double Casting |
Ninja | Ninja Aura, Cicada Skin Shed, Mirror Image. Cicada will still end after 3 hits. Reusing Cicada will not Toggle it Off, it will simply reset the number of dodges to the limit. |
Gunslinger | Increasing Accuracy, Adjustment, Gatling Fever, Madness Canceller. |
Free Cosmetics
When you first create your character and appear on the Starting Area, you will find several NPCs selling cosmetic items. Those are all costumes, meaning they don't have any combat stats in them. You're free to use these to style your character.
Cooking Rebalanced
One of our players submitted a proposal for changes in the cooking system. The majority of foods were disproportionately difficult to make, and so this rebalance is focused on fixing that. To avoid any possible exploits, a few nerfs were applied to foods:
- all foods sell for 10z
- all the effects regarding % heals to HP/SP were removed, the foods only give temporary stats
- the in-game recipes in the cookbooks were not edited, so the information they have is wrong, use the list linked below
You can see the list of changes here. Keep in mind that Foods will last 3 hours, instead of 20 minutes, making them even more worthwhile. Do be careful, because these bonuses are lost on death. If you plan to engage in cooking, keep in mind that there is a hidden EXP value you get from cooking, so it's better to cook lots of easy foods first. Your Cooking EXP is usually a hidden value, but you can see it on the Options NPC, at the Starting Area.
Elemental Converter scrolls
The regular Sage crafter scrolls have a duration of 20 minutes in this server. In addition to the original recipes(Scorpion Tail, Snail's Shell, Rainbow Shell and Horn), there are now alternative items you can use to craft these scrolls. A Neutral Element scroll was also introduced, for when your weapon has an inherent element that is getting in the way.
Type | Item Icons | Item Name |
---|---|---|
Fire Converter | ![]() ![]() ![]() ![]() ![]() |
3x Frill or 2x Coal or 1x Red Bijou or 2x Burning Heart or 2x Nine Tails |
Water Converter | ![]() ![]() ![]() ![]() ![]() |
3x Tentacles or 3x Heart of Mermaid or 1x Blue Bijou or 2x Anolian Skin or 3x Glacial Heart |
Wind Converter | ![]() ![]() ![]() ![]() ![]() |
3x Powder of Butterfly or 3x Moth Dust or 1x Yellow Bijou or 2x Wing of Dragonfly or 2x Cat's Eye |
Earth Converter | ![]() ![]() ![]() ![]() ![]() |
2x Fine Sand or 3x Stone Heart or 1x Green Bijou or 2x Mud Lump or 3x Porcupine Quill |
Neutral Converter | ![]() ![]() ![]() |
2x Large Jellopy or 2x Horseshoe or 3x Lantern |
Custom Forging Recipes
With the introduction of Einbech Mine 3F, new weapons became available. In order to keep things fresh, these have been converted into Forged weapons, which is a system that is notoriously overlooked in this game.
Item | Recipe |
---|---|
Dynite | 1x of each Redium, Ridium, Odium, Purdium, Whidium |
1H Sword, 2H Sword | 120x Steel, 35x Oridecon, 2x Dynite, 2x Olivine |
Katar and Huuma Shuriken | 120x Steel, 35x Oridecon, 2x Dynite, 2x Phlogopite |
2H Axe and Bow | 120x Steel, 35x Oridecon, 2x Dynite, 2x Agate |
Revolver and Dagger(physical) | 120x Steel, 35x Oridecon, 2x Dynite, 2x Muscovite |
Mace and Book | 120x Steel, 35x Oridecon, 2x Dynite, 2x Rose Quartz |
1H Spear and Dagger(magic) | 120x Steel, 35x Oridecon, 2x Dynite, 2x Turquoise |
2H Staff and 1H Rod | 120x Steel, 35x Oridecon, 2x Dynite, 2x Citrine |
Knuckle, Musical Instrument | 120x Steel, 35x Oridecon, 2x Dynite, 2x Pyroxene |
Whip | 120x Steel, 35x Oridecon, 2x Dynite, 2x Biotite |
Dynite is made using a Mini Furnace and requires the skill Enchanted Stone Craft, success chance is equal to making Elemental Stones.
All weapons are made using Emperium Hammer, which can be bought on the Special Consumables NPC inside the Starting Area. The skill required is Smith Dagger.
Class Balance Changes
Every class in the game has been modified to a certain degree. For the majority of them, a few changes were done in order to improve gameplay. For certain others, they have received Soft Reworks. Here is the detailed information.
Swordsman
Skill | Icon | What has been changed |
---|---|---|
One-Hand Quicken | ![]() |
This skill was previously only available to Knights when Soul Linked. Swordsmen can now learn the skill normally. Pre-requirement is Lv10 Sword Mastery. No longer removes Speed Potion effects on use. |
Knight/Lord Knight
Skill | Icon | What has been changed |
---|---|---|
Two-Hand Quicken | ![]() |
The skill will give the same CRIT and HIT bonuses as its Renewal counterpart. It is now a toggle. |
Spear Stab | ![]() |
Pushback effect was removed. The skill can CRIT. |
Phantom Spear | ![]() |
This is a 3rd class utility skill that was passed down to Knight. Damage is 250%~350% with slight scaling with Spear Boomerang. It can PULL targets towards the user. Can be used on allies and does no damage in that case. |
Head Crush | ![]() |
Bleeding was replaced with Critical Wounds. It DOES work on Bosses, but has no effect on MvP skill Full Heal. |
Riding | ![]() |
You will gain the Walk Speed bonuses from this skill, even if you are not mounted. Mounting the Peco is still necessary for the Weight Capacity increase. |
Brandish Spear | ![]() |
Being mounted is no longer required. |
Bowling Bash | ![]() |
The fix for the gutterlines bug was set. The skill will behave slightly different but no gutterlines will happen. |
Aura Blade | ![]() |
Will work with Spiral Pierce. When used with skills, has 2x the effect of the original skill(up to 200 damage per hit). When used with auto-attacks, behaves similar to its Renewal counterpart, dealing SkillLv * BaseLv damage instead. Note: The bonus damage from Aura Blade is NOT affected by +% Crit Damage cards, alhough +% cards of other types(such as race or size) will affect it. |
Berserk | ![]() |
You may recover HP/SP immediately after the skill ends. No longer requires dual-relogging to clear that effect, either. |
Crusader/Paladin
Skill | Icon | What has been changed |
---|---|---|
Spear Quicken | ![]() |
The skill will give the same CRIT and FLEE bonuses as its Renewal counterpart. Can be used with 1 Handed Spears and is a toggle. |
Trample | ![]() |
This is a 3rd class utility skill that was passed down to Crusader. It destroys traps in an area around the user. |
Riding | ![]() |
You will gain the Walk Speed bonuses from this skill, even if you are not mounted. Mounting the Peco is still necessary for the Weight Capacity increase. |
Holy Cross | ![]() |
Range increased by 1. This skill will now have the same +5% Final Accuracy bonus per SkillLv that Bash and Pierce have. The SP cost has also been made to match the cost of Bash, which is 8 SP from 1~5 and 15 SP from 6~10. Finally, this skill will behave similar to its Renewal counterpart, where using it with a Two-Handed Spear will double the damage of each skill Level. At Lv10, it will do 800% damage(opposed to 450% with any other weapon). |
Grand Cross | ![]() |
Each wave of damage will deal damage to every monster in the AoE. You will no longer have issues where stacks of several monsters take less damage each. |
Shield Boomerang | ![]() |
The usual effects of Crusader Spirit have been split. The +100% damage aspect will be active at all times, effectively doubling the skill's damage. However, there are certain conditions. Firstly, this comes at a cost. Shield Boomerang will no longer be affected by Bragi. Also, this damage boost is only +25% in WoE and +0% in PvP/Battlegrounds. The Perfect Accuracy and Halved Aftercast Delay aspects still requires Soul Link. |
Thief
Skill | Icon | What has been changed |
---|---|---|
Double Attack | ![]() |
In Pre-Renewal, Double Attacks take precedence over Crits. Meaning, you had to fail the Double Attack before the game rolled for a Crit. This mutual exclusivity was removed, meaning an auto-attack can both be a Double Attack and a Critical Hit at the same time. |
Assassin/Assassin Cross
Skill | Icon | What has been changed |
---|---|---|
Enchant Deadly Poison | ![]() |
The duration of the buff was massively increased, from 1 minute to 30 minutes. You can get a lot more mileage from each Poison Bottle. |
Venom Impress | ![]() |
This is a 3rd class utility skill that was passed down to Assassin. Enemies with this debuff will take more damage from Poison Element attacks. Pre-requirements are Enchant Poison 7 and Venom Splasher 10. |
Sonic Blow | ![]() |
When the skill is Auto-cast via an item, such as Injustice Card or Ring of Resonance, the player can keep attacking during the animation and even walk away. None of this applies to when the skill is used normally. |
Venom Splasher | ![]() |
The 3/4 HP requirement was removed and the skill will work on Bosses. The affected target will display a countdown above them. |
Rogue/Stalker
Skill | Icon | What has been changed |
---|---|---|
Arrow Crafting | ![]() |
This skills is native to Archers but was given to Rogues for convenience. |
Preserve | ![]() |
The skill was passed down from Stalker to Rogue. It prevents you from accidentally losing your copied skill. It's also been made into an Toggle and will persist after relogs. |
Compulsion Discount | ![]() |
The skill was removed from the game. All methods of obtaining Discount and Overcharge have been taken away. |
Reproduce | ![]() |
This is a 3rd class skill that was passed down to Stalker. It allows the player to learn a second copied skill. |
Auto Shadow Spell | ![]() |
This is a 3rd class skill that was passed down to Rogue. It's a self buff that works similar to Sage's Auto Spell, allowing Stalkers to auto-cast learned skills while auto attacking. Note that it only works for magic attacks. Magic spells from Extended Classes, as well as Holy Magic cannot be auto-casted this way. The chances per skill level were flipped, meaning higher skill levels both allow higher levels of spells and increase the success chance. |
Reject Sword | ![]() |
This will no longer work against bosses. |
Snatcher | ![]() |
Rogues will be able to activate the skill with bows. Any player can learn the skill with the Pirate Skeleton Card. |
Back Stab | ![]() |
Has a mixture of Pre-Renewal and Renewal behavior. Can be used freely without regards of whether or not the enemy's back is facing you, and will teleport the user behind the target. Can still be used from Hiding and does half damage with bows. The Stun chance from Renewal was added, but two-hits from being used with a dagger was not. |
Raid | ![]() |
The Renewal debuff was added. Using the skill will debuff the enemy with an effect that causes them to take +30% damage from all sources for 10 seconds(15% for bosses). |
Steal Coin | ![]() |
The effect of the user's DEX and LUK is quadrupled, greatly increasing success chance. Additionally, the Snatch skill will also activate Steal Coin, so long as the user has learned both. |
Merchant
The max Weight of Pushcarts was increased by 50%.
Skill | Icon | What has been changed |
---|---|---|
Mammonite | ![]() |
Costs per level down by 20%. |
Discount | ![]() |
All means of obtaining NPC Shop Discounts were removed from the game. |
Overcharge | ![]() |
All means of obtaining NPC Shop Overcharging were removed from the game. |
Axe Mastery | ![]() |
This is an Alchemist passive that was moved down to Merchant Class. It will affect Swords as well, which is the same behavior as Renewal. |
Learning Potion | ![]() |
This is an Alchemist passive that was moved dwon to Merchant Class. It will improve the efficiency of healing items. |
Blacksmith/Whitesmith
Skill | Icon | What has been changed |
---|---|---|
Cart Termination | ![]() |
Costs per level down by 20%. Formula is now 400+(80 * Skilllv). The +50% increase in MaxWeight on the Cart means a direct +50% boost in damage. |
Cart Boost | ![]() |
Additionally gives +30 FLEE. |
Axe Training | ![]() |
This is a 3rd class passive that was passed down to Blacksmith. It behaves like a regular Mastery skill but also gives HIT. Works for Axes and Maces. |
Overthrust | ![]() |
The chance of breaking equipment, yours and your party's, has been removed. Duration was increased to match Adrenaline Rush's duration. |
Unfair Trick | ![]() |
This skill will also work for Cart Termination. |
Full Adrenaline Rush | ![]() |
Can be freely learned and used by Blacksmiths, but only for himself. Will only apply to party members while Soul Linked. Duration is 10 minutes. |
Weapon Perfection | ![]() |
Duration increased to match Adrenaline Rush's duration. |
Skin Tempering | ![]() |
The maximum level was increased from 5 to 10, granting up to 50% Fire resist and 10% Neutral resist. |
Alchemist/Creator
Skill | Icon | What has been changed |
---|---|---|
Homunculus | ![]() ![]() ![]() ![]() |
Homunculus has been removed from the game. All related skills have been removed from your skill tree. |
Pharmacy | ![]() |
While all crafting odds have stayed the same, the ratio of materials to products has been improved to 1:3. Meaning, for every set of items that would have resulted in one Grenade Bottle/Acid Bottle/Plant Bottle/Glistening Coat/Marine Sphere, you get 3. This only applies for skill consumable items, not to potions or any other craftable material. |
Skill | Icon | What has been changed |
---|---|---|
Cart Cannon | ![]() |
This is 3rd class attack skill that was passed down to Alchemist. Uses cannon ball ammunition to do AoE damage to enemies. Because Alchemist/Creator do not have the Cart Remodeling skill, Cart Cannon does much less damage compared to when it's performed by an actual 3rd Job Character. The AoE was reduced to from 7x7 to 5x5(a 6th skill level was added that has no splash damage). Neutral Cannon Balls cost 500z and Elemental Balls cost 800z, consumes one for each shot. SP cost is down from 50 to 25. Cast Time is reduced by 1 second, compared to official values(at Max SkillLv). Unlike its Renewal counterpart, this skill does not convert Hard Def to Soft DEF. Does not use the Attack of the Cannon Ball. |
Damage = [(250% * SkillLv) + 2 * INT]% ATK , Max Level 5
Skill | Icon | What has been changed |
---|---|---|
Twilight Alchemy | ![]() ![]() ![]() |
You can learn Twilight 1 and 2 naturally. Twilight 3 was removed. The requirements for having specific party members are removed and the delay after using them is removed. The skills are now level selectible, each level producing a different tier of potions. That is, Red/Yellow/White/Blue for Twilight I, and Red/Yellow/White for Twilight II. |
Berserk Pitcher | ![]() |
You can learn this skill normally, without having to be Soul Linked. |
Acid Terror | ![]() |
The skill no longer consumes Acid Bottles, it's free to use. |
Sphere Mine | ![]() |
The scaling for the HP of the Marine Sphere was increased to (4000 + 800xSkillLvl) |
Bio Cannibalize | ![]() |
Plants can move and will follow the user. Their HIT will be equal to the Alchemist's. The Alchemist's ATK(only from stats, not from weapon) and INT will be added to the Plant's own. These summons only take 1 damage from magic. Duration has been set to 5 minutes for all plants. |
Acidified Zone | ![]() ![]() ![]() ![]() |
Those are 4th Class attack skills, which have been passed down to Creator. You can break the materials needed to use Acid Demonstration into Elemental Acid Bottles, and spend those to perform these skills. The conversion ratio is very favorable, turning 1 Acid + 1 Grenade into 5 Elemental Acid Bottles. The size of the AoE was also reduced, from 7x7 to 5x5. Conversion is 100% chance and you will need: 1 Acid Bottle, 1 Grenade Bottle, 1 Beaker, and 2x Scarlet/Indigo/Yellow Wish/Lime Green Point, which are NPC buyable in the Starting Area. |
Damage = (400 * SkillLv)% ATK, Max Level 5
Comments: Homunculi are an interesting part of the game, but because they are used as a vector for AFK Gaming, they've been taken out, along with Mercenaries which served the same purpose. In exchange, certain 3rd and 4th job skills were passed down, allowing Alchemists and Creators to level on their own. Naturally, both have been toned down to sensible levels for Pre-Renewal. They are both still very powerful but you are paying Premium for each use, but unlike Acid Demonstration, it's not so expensive that you cannot afford to use it outside of MvPs and WoE.
Mage
Skill | Icon | What has been changed |
---|---|---|
Fire Ball | ![]() |
The skill will use it's Renewal behavior. Meaning, the scaling went from 80~170% MATK to 160~340% MATK. The main target takes full damage, while targets hit by the splash damage receive 3/4 of it. |
Wizard/High Wizard
Skill | Icon | What has been changed |
---|---|---|
Recognized Spell | ![]() |
This is a 3rd class self buff, will be available as High Wizard. While it is active, the High Wizard's magic spells will always do maximum damage, but will cost 25% more SP. It doesn't increase your magic's maximum output, it simply gets rid of the variation, meaning your DPS is higher. |
Ganbantein | ![]() |
Success chance will be 100% instead of 80%. |
Mystery Illusion | ![]() |
A 4th Job shadow AoE spell that is available to High Wizards. Quick to cast, low after cast and deals Shadow damage. Damage follows Storm Gust's progression(but it's Maxlv5, so it will do the equivalent to a Lv5 Storm Gust). |
Sage/Professor
Skill | Icon | What has been changed |
---|---|---|
Auto Spell | ![]() |
You will always use the maximum learned level of spells when auto-casting them, as if you had Soul Link. However, unlike with Soul Link, it will also apply to non-bolt spells too. Fireball, Frost Diver, Napalm Beat and Soul Strike will all be cast at the learned level. Additionally, each skill level will give 3 Flee, for a total of +10 at MaxLv. The Skills Earth Spike(ReqSkillLv 6), Thunderstorm(ReqSkillLv 9) and Heaven's Drive(ReqSkillLv 9) were added to the list. Duration is doubled. |
Advanced Book | ![]() |
The ASPD bonus per level was increased from 0.5 to 1. |
All Endows | ![]() ![]() ![]() ![]() |
Each point put into this skill gives 6% elemental resist to the corresponding element. This is for the Sage that has the skill, it's not granted to the person receiving the buff. |
Dispel | ![]() |
Will no longer cause monsters to unlock Aggression. |
Additionally, Elemental Converters will last 20 minutes instead of 3.
Hunter
Skill | Icon | What has been changed |
---|---|---|
Blitz Beat | ![]() |
The chance of triggering an Auto Blitz was changed from LUK/3 to LUK/2. |
Land Mine, Blast Mine, Claymore Trap | ![]() ![]() ![]() |
The INT scaling for traps was tripled. |
Beast Strafing | ![]() |
You can learn this skill normally. |
Bard/Dancer/Clown/Gypsy
Skill | Icon | What has been changed |
---|---|---|
Marionette Control | ![]() |
The upper limit for passing Status Points using this skill was increased from 99 to 120. The range was extended from 7 cells to 13 and the grace time for returning to range increased from 1 second to 5. Cancelling the skill doesn't cost SP. |
All Songs and Dance Solos | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
You can move at full speed while performing, so long as you've mastered the Lessons passive. Soul Link no longer required. Your own songs will also always affect you. You will still need to have a Soul Linker in the party if you want to perform the other gender's songs/dances. |
Fortune's Kiss | ![]() |
Additionally to giving Crit Rate, this dance will also improve Critical Damage by 2% per skill level. |
Frost Joker and Scream | ![]() ![]() |
You can no longer inflict those status effects on party members. It's safe to have them in your party when they're using it. |
Arrow Vulcan | ![]() |
When the skill is auto-cast via an item(Electric Eel), auto-attacks will not stop during animation. You will be able to use this skill while performing. |
Priest/High Priest
Skill | Icon | What has been changed |
---|---|---|
Gloria | ![]() |
The duration of this buff was massively increased. At max level, it lasts 4 minutes, matching the duration of Agi and Bless. |
Magnus Exorcismus | ![]() |
Cast Time reduced 15- >12 seconds. After Cast Delay reduced 4- >2 seconds. |
Canto Candidus and Clementia | ![]() ![]() |
Those are 3rd Class Party Buffs, passed down to Priest. These skills will cast Increase Agility and Blessing onto all party members on screen. From an SP efficiency perspective, it's worth using these only if the party size is 4 players or more. In Renewal, these skills would actually give more stats than just using the Acolyte version of the buff, but in our server, they will simply use the same level you've learned. Each one requires 3 skill points. |
Monk
Skill | Icon | What has been changed |
---|---|---|
Dodge | ![]() |
Each level of this skill will give twice as much FLEE. At max level, it will give +30. |
Finger Offensive | ![]() |
The Cast Time for this skill was reduced, from 1 second per thrown sphere, to 0.6 seconds per sphere. |
Triple Attack | ![]() |
This skill can now crit. Unlike the Thief version, it won't visually display the Crit number font, but you will notice the damage of each hit is consistent with a Crit. |
All Combos | ![]() ![]() ![]() ![]() |
All these skills are combos that can only be chained after Triple Attacks. Those can now all do Crit damage as well. |
Critical Explosion and Asura Strike | ![]() ![]() |
Being in Critical Explosion State, or after using Asura Strike, will no longer prevent HP/SP recovery. |
Dangerous Soul Collect | ![]() |
The skill was passed from Champion to Monk. |
Rising Dragon | ![]() |
This is a 3rd Class skill that increases the maximum number of Spirit Sphereres, from 5 to 15. The HP/SP increasing aspect of the skill was removed, it will only raise the spirit sphere cap. Champions will have this skill, not regular Monks. |
Super Novice
The Super Novice Chant can be done at any EXP percentage. You can activate the effect by sending any 10 lines of text in chat, and then with the following lines:
- Dear angel, can you hear my voice?
- I am [Your full character name] Super Novice~
- Help me out~ Please~ T_T
- [Anything works for the last line]
Unfortunately, this affect is blocked for Lv99 characters. This restriction is hard coded into the game client .exe. However, you can bypass this by using the Super Novice Helper NPC. You will also be able to reset the Death Counter on the same NPC.
Super Novices with a Base Level of 91 or higher will be able to wear all headgears, regardless of restrictions. Likewise, those with a Base level of 97 or higher can also use all Daggers, Swords, One-Handed Axes, Maces, One and Two-Handed Staves. Usually, this ability would be locked behind a Soul Link, but all Super Novices can do this at all times.
All the skills that were passed to 1st Job Characters, as well as a handful of Taekwon skills, have been given to Super Novice.
Skill | Icon |
---|---|
One-Hand Quicken | ![]() |
Axe Mastery | ![]() |
Learning Potion | ![]() |
Running | ![]() |
High Jump | ![]() |
Warm Wind | ![]() |
Also worth noting that the Overcharge and Discount skills were removed from the game, so Super Novice won't have them, either!
Super Novice Helper
This is a helpful tool, made to get around some of the limitations for Super Novice features. You can both reset the Death Counter(to gain the +10 bonuses again), as well as activate the Super Novice Chant after Lv99.
This NPC is located at the Starting Area. However, you can use it at anytime by Whispering the NPC. To do this, simply send a message to "NPC:Super Novice Helper", as if that were the name of a player. Send any message and the NPC Window will appear.
Gunslinger
SP Costs for attack skills are reduced across the board.
- Triple Action 20->15
- Bull's Eye 30->20
- Magical Bullet 7->5
- Tracking (10+SkillLv x 5)- >(10+SkillLv x 3), 60->40 at Lv10
- Piercing Shot(10+SkillLvl)- >(5+SkillLv), 15->10 at Lv5
- Rapid Shower (20+2 x SkillLv)- >(10+2 x SkillLv), 40->30 at Lv10
- Desperado (30+2 x SkillLv)- >(15+2 x SkillLv), 50- >35 at Lv10
- Dust (3*SkillLv)->(2 x SkillLv), 30- >20 at Lv10
- Full Buster (15+5 x SkillLv)- >(10+5 x SkillLv), 65->60 at Lv10
- Spread Attack (10+5 x SkillLv)->(10+2 x SkillLv), 60- >30 at Lv10
- Ground Drift (4 x SkillLv)- >(2 x SkillLv), 40->20 at Lv10
Bullets consumed per skill use have all been set to 1. Affected skills:
- Rapid Shower
- Desperado
- Full Buster
- Spread Shot
Skill | Icon | What has been changed |
---|---|---|
Rapid Shower | ![]() |
Skill's base damage was incremented by 200%, bringing the Lv10 damage from 1000% to 1200%. |
Coins | ![]() |
Most skills and buffs that required Coins will no longer require them. Constantly stopping to summon more coins was a frustrating part of Gunslinger gameplay that is just annoying. The only skills that will still require them are Fling and Cracker. |
Snake's Eye | ![]() |
The range increase from this skill only worked for a handful of skill. It has been made to work with every skill, except Cracker and Dust. |
Chain Action | ![]() |
This is exactly like Thief's Double Attack, but for guns. It only works for Revolver, but has been made to work with all 5 gun types. And just like the Thief version, these attacks can now Crit. |
Madness Canceller | ![]() |
After Cast Delay reduced 4- >1 second. Turning it off will no longer consume SP. |
Gatling Fever | ![]() |
This buff would normally make the Gunslinger move slower. It has been made so that they move faster instead. Previously, 150- >250, now 150- >110, lower values move faster. |
Tracking | ![]() |
This skill now now have the same property as Occult Impactation/Investigate. Meaning, it's like an Ice Pick. Cast Time is also reduced by 0.5 seconds. |
Ground Drifting | ![]() |
The Splash Damage for each Mine was increased from 3x3 to 5x5. Flat damage scaling replaced with ATK scaling. Damage is 200% +20% per Skilllv, up to 400%. |
Bullet Crafting | ![]() |
This is a Custom Skill. It will craft bullets, using the exact same items as Arrow Crafting. Use the table below for conversion. Armor-Piercing Rounds ignore defense of non-boss enemies. |
Spread Shot | ![]() |
The damage scaling per level was increased from 20% to 30%, for a total of 280% -> 370% at MaxLv |
Piercing Shot | ![]() |
MaxLv increased from 5 to 10 and cast time was removed, but now is Rifle exclusive(previously could also be used with Revolver). |
Crimson Marker | ![]() |
Mark up to three targets. They will receive -30 FLEE and be tracked on the user's minimap. |
Intensive Aim | ![]() |
This skill currently does nothing. It's a placeholder that I will use later. |
- Regular and Iron Arrows - > Bullets
- Immaterial, Oridecon and Steel Arrows - > Armor Piercing
- Status Arrows(Stun, Freeze, Sleep, etc) and Sharp Arrows - > Bloody Bullet
- Fire/Water/Wind/Earth/Holy+Silver/Poison/Shadow Arrows - > Blaze/Freezing/Electric Shock/Magical Stone/Sanctified/Poison/Blind Bullet Arrows
Finally, we had some changes done directly into Gun types.
Weapon Type | Icon | What has been changed |
---|---|---|
Gatling | ![]() |
Base speed increased 700->500. |
Shotgun | ![]() |
The inherent splash damage of all shotguns was increased from 3x3 to 5x5. Base speed 1500->1200. |
Rifle | ![]() |
Base speed 750->650. |
Comments: The focus of this soft rework was believing in the potential Gunslinger already has, and simply removing the restrictions holding them back. Lower SP costs, some more splash damage and ASPD, no more coin summoning and the experience was already massively improved. While Tracking's new role as a penetration type skill may result in some seriously big numbers, the fact its cast time cannot be reduced except for a handful of equipment based bonuses is a considerable drawback.
Ninja
Upon jobchange, you will notice your class name doesn't become Ninja, but instead will become Oboro/Kagerou depending on gender. The reason for this is because we're using the 3rd Class IDs instead. The main change to Ninja was giving them the ability to Dual Wield Daggers, the same way Assassins are able to do. Third Job Ninjas already have that ability, so we're taking advantage of already existing code. Furthermore, by using this sprite, you will be able to visually see both weapons while attacking. From the player's perspective, it's the same as playing regular Ninja, with the same HP/SP, bonus points and skill tree.
The Ninja jobchange will ask for 4x Iron Ore Instead of 10x Cyfars.
Skill | Icon | What has been changed |
---|---|---|
Lefthand and Righthand Masteries | ![]() ![]() |
Those are the Ninja analogues to the Hand Masteries that Assassins have, except slightly better. Without these skills, your auto-attacks will not do full damage while Dual Wielding. No pre-requirements. When both Left and Right Hand masteries are maxed, daggers ignore weapon size modifiers. |
Shadow Hiding | ![]() |
This is the Ninja 3rd Class skill that lets them gain Hiding status. It does nothing except grant Hiding, which is not different from the Thief version in any way, except it only takes 1 skill point. |
Shadow Warrior | ![]() |
This is the Ninja 3rd Class skill that lets them gain Double Attack. It behaves exactly the same as the Thief version, except it's a buff instead of a passive, consuming one Shadow Orb every 3 minutes. Normally, this skill would let you buff other players, granting anybody with Lv10 Double Attack, but for our server it will only affect yourself. |
Makibishi | ![]() |
This is the Ninja 3rd Class skill that scatters Caltrops. Each cast requires up to 7 Caltrops, each one costing 30 zeny and does up to 100% damage(the same as a single normal attack). Has a chance of stunning. Normally, this skill would do damage once every 5 seconds to enemies standing on it, but on our server, it will do damage once every second. |
Illusion - Bewitch | ![]() |
This is a Ninja 3rd Class movement skill. Casting this on an enemy will switch their positions and has a chance of confusing both the enemy and the Ninja, although the chance isn't 100%. |
Shadow Trampling | ![]() |
This is a Ninja 3rd Class anti-stealth skill. When the skill is used, any enemies around the user that are in Hiding/Cloaking will be immediately revealed and become unable to Hide/Cloak again. Normally, this would also prevent them from moving and using items as well, but that restriction was removed in our server, it will only prevent them from entering Stealth again. This only works against players. |
Flip Tatami | ![]() |
Although it looks like an attack skill, the main purpose of Flip Tatami is to shield the user against ranged attacks. It behaves exactly like Pneuma, except that the Ninja can only protect himself and not others. The Aftercast Delay has been reduced from 3 seconds to 0.3 seconds. Previously, Aftercast Delay was equal to the shielding's protection, meaning you could do nothing while immune, but now you have a time window large enough to fight back. |
Level 2 Ninja Magic | ![]() ![]() ![]() |
This applies for Blaze Shield(Crimson Fire Formation), Water Escape and Lightning Crash. Normally, these skills would require Fire/Ice/Wind stones to use, but have been made free. Only the higher level spells will require them. |
Lightning Crash | ![]() |
The AoE effect has become a ground target, instead of targeted around the user. This is the same behavior the skill has in Renewal. All other aspects of the skill are the same. |
Throw Huuma Shuriken | ![]() |
The skill will no longer split damage between targets and the splash size increased from 3x3 to 5x5. |
Cicada Skin Shed | ![]() |
The max level went from 5 to 3. Intermediate levels only increased duration, but because the skill is now a Toggle, these skill levels did nothing. |
Mirror Image | ![]() |
While active, grants FLEE + 5 for every skill level, for a max of +50 at Lv10. This is a very strong buff but comes with several drawbacks. First of all, maxing out this skill requires 33 of the 69 skill points available to Ninja. The effect disappears after dodging 5 hits, meaning you have to spend another Shadow Orb. It also consumes the Soul buff, which in turn drains your HP on every cast. |
Swirling Petal | ![]() |
This is a 3rd job offensive skill downported for Rebirth Ninja use. Can only be used with a Huuma Shuriken. Uses a custom damage formula that is weaker than its Renewal version, has the same splash range as Throw Huuma Shuriken and is Ground Target. Has a Cooldown that cannot be reduced, it is meant to be used in tandem with Throw Huuma Shuriken, it's not a replacement. |
Shadow Jump | ![]() |
Normally, using this skill to get out of Hiding state would always reveal you, requiring you to hide once more after each jump. It has been changed so that, if you jump adjacent to a wall, you will remain hidden. The Ninja is only revealed when jumping out into an open area. The name of the skill will also not be displayed above the character, meaning you will be completely stealthed even to other players while jumping in this state. |
Throwing Mastery | ![]() |
The bonus damage per level of Throwing Mastery has tripled, meaning +90 damage at Lv10. Furthermore, this Mastery will apply for more skills. Each hit of Makibishi will also benefit from Throwing Mastery, and each of the three hits from Throw Kunai will also benefit. Every level of Throwing Mastery will increase Throw Huuma Shuriken by an extra +30% ATK. Finally, this bonus will apply to auto-attacks as well, but in this case as a regular Mastery attack bonus. |
Throw Shuriken | ![]() |
The scaling per level doubled, meaning +80 damage at MaxLv. The influence of the Shuriken's base attack has doubled as well. The cheapest Shuriken(base 10 atk) will add 20 damage, while the most expensive(base 100 atk) will add 200. When both Throwing Mastery and Throw Shuriken are maxed, the damage is 100% ATK plus 190 damage with the cheapest Shuriken, or plus 370 damage with the more expensive variety. |
Throw Kunai | ![]() |
This skill will usually have a 90 x 3 base damage attack. This value will now be influenced by Throwing Mastery, making it 180 x 3 damage. |
Throw Huuma Shuriken | ![]() |
The damage will be influenced by Throwing Mastery. Every level of that skill will improve the damage of Throw Huuma by 30%. This improves the damage of Throw Huuma Shuriken, from 900% ATK to up to 1200% ATK when both are mastered. |
Shadow Slash | ![]() |
The maximum level was increased from 5 to 10. At the new max level, damage is 1000% and the bonus Crit Rate is 75%. |
Mirage | ![]() |
Summons Shadow Clones that will attack alongside the user. Clone's damage is 1/2 of your own. Will work with Throw Shuriken, Throw Kunai, Tier 1 Magic Skills and North Wind/Kamaitachi. Those skills, when performed by Mirage's Shadow Clones, have a small splash radius. |
Infiltrate | ![]() |
Deals up to 500% damage, gives a very short duration move speed bonus and moves Shadow Clones created by Mirage. |
Comments: This rebalance is centered on improving Ninja's damage output without actually straight up increasing the damage modifiers. The best way to do that was by giving them a second weapon, meaning Ninjas get additional output by simply having more card slots. The Hand Masteries and Shadow Warrior were brought along, to support the usage of auto-attacks using two daggers. Bewitch and Shadow Trampling add a little more utility to the class.
Makibishi might just be one of the worst 3rd job skills, it's extremely weak in Renewal. But, because of its properties, it's actually pretty good in Pre-Re. You can use it to slow down enemies while casting (something like Throw Huuma), you can choose to fight on top of them for additional DPS, or simply combine it with Status Effect weapons and use it as Crowd Control.
Finally, there was Mirror Image. It was always a worse version of Cicada, which took a lot of points for nothing in return. By giving it FLEE scaling, playing an AGI based Ninja becomes a viable option. This skill does have several drawbacks, the worst one being its Skill Point Cost.
Magic Builds were the most effective builds before, but will not benefit as much from dual wielding. You can have more DEX from extra Drops Cards, or equip a second Bazerald, but having free Level 2 spells will probably be their best benefit. Changing the targeting type for Lightning Crash will also give Ninjas much needed Wind element damage. If you limit the number of magic spells you get, you can even get Makibishi along with magic, purely for the potential CC.
Final Strike will benefit from additional card slots greatly, specially since you can have both an Ice Pick and a 4 slot weapon on the other hand.
The ability to move while hiding was an interesting way of giving Ninjas mobility without outright removing the limitations from the Hide effect.
Ninjas now probably have one of the toughest Skill Trees, with a lot of good skills and not enough points to get all the better things at once.
Taekwon
Skill | Icon | What has been changed |
---|---|---|
Kihop | ![]() |
The effects of this skill will cap at 5. That is, the Star Gladiator himself + 5 other party members. |
Star Gladiator
Skill | Icon | What has been changed |
---|---|---|
Record of the Sun, Moon and Stars | ![]() |
This is a 3rd Class skill. Using it will reset the Places set by Feeling, and Targets set by Hatred. It has a 1 hour cooldown but can be used freely otherwise. |
Demon | ![]() |
The blindness was removed, but each skill level will only give 1% ASPD instead of 3%. |
Blessings of the Sun, Moon and Stars | ![]() ![]() ![]() |
These skills were removed. Because of the way EXP calculations work, the bonus EXP is being given to every player in a party, and not just the Star Gladiator. This enables unfair leeching tactics, and thus was removed. |
All Kicks | ![]() ![]() ![]() ![]() |
Upon Jobchanging to Star Gladiator, the Stances will no longer activate. Instead, the character will simply auto-cast the kick, without having to press the button. The game will roll for each kick indiviudually, but having more Stances active will reduce the chance. With 1 Stance active, the chance is 20%, reduced by 5% with each additional Stance. However, those auto-kicks will not happen if the user has a Warmth Skill active. Furthermore, auto-casted kicks will cost twice as much, meaning 4 SP is drained for every kick. |
War Book Mastery | ![]() |
This is a 4th job passive ported down to Rebirther Star Gladiators only. Gives bonus HIT. |
Sun/Lunar/Star Stance | ![]() ![]() ![]() ![]() |
3rd Job skills ported down for Rebirth Star Gladiators only. In order, these give ATK, MaxHP, ASPD and All Stats bonuses, but you can only have one at a time active |
For reference, here's some maths describing the chances involved.
- 1 Stance active: 20% chance of that Kick being activated
- 2 Stances active: 15% for each Kick, 27.75% chance of any Kick being activated
- 3 Stances active: 10% for each Kick, 27.1% chance of any Kick being activated
- 4 Stances active: 5% for each Kick, 18.55% chance of any Kick being activated
Comments: Do not be fooled by the simplicity of this change. Auto-casting the kicks is a major boost in damage, perhaps the single strongest modification in this entire list.
Soul Linker
The Soul Link skills have been entirely reworked. Here's a rundown of what you need to know.
- There is a single skill that casts all Soul Links, it costs 1 point
- Every existing Soul Link skill is now a passive and only requires 1 point each
- If you did not learn the passive skill for a class, trying to Soul Link a character from that class will fail
- You can Soul Link an unlimited number of characters at once
- You cannot Soul Link another Soul Linker, there is no longer a Soul Linker Spirit skill
- Two Soul Linkers cannot Soul Link the same character
- While Soul Linked to a character, you are tethered to them and must stay within a certain range. If a given player over-extends the distance, that tether breaks but has no effect on everyone else that is linked
- The tether can stretch as far as 13 cells. Because RO measures distances in square boxes, that means you must stay within a 27x27 box of the Soul Linker
- There is a small time tolerance for moving out of range, up to five seconds. It depends on server ticks though, so it won't be always 5
- All Pre-requirements involving Soul Links were removed. You can learn them in any order
- There will be Soul Links for Ninja and Gunslinger
- While giving Soul Links, the Soul Linker him/herself will have a movement speed bonus(until a soul link breaks)
List of Soul Link effects.
Class | Effect |
---|---|
Knight | Pierce will always deal 3 hits, regardless of enemy size. Lord Knights under Berserk can be Healed if they are under Soul Link. |
Crusader | The effects of Soul Link upon Shield Boomerang were split. The part about doing double damage will always be active(at the cost of Shield Boomerang no longer being affected by Bragi), while the Perfect Accuracy and Halved Aftercast Delay are now dependant on the Soul Link. |
Blacksmith | The effects of Unfair Trick are tripled. Meaning, for Mammonite and Cart Termination, the cost is down 30% instead of 10%. |
Alchemist | Acidified Zone skills can be used for free but only deal 1/3 damage |
Assassin | The same effects as before. That is, +100% damage with Sonic Blow(25% in PvP and 0% in WoE) and a 50% Aftercast Delay. If a non-Assassin uses Sonic Blow(with an auto-cast effect), if they are Soul Linked, they will also benefit from the effect. |
Rogue | Quadruples the effect of every level of Tunnel Drive, so that when the skill is mastered, you can walk at full speed while Hiding. Your auto-attacks and physical skills will use your Base MATK for damage calculation, instead of using ATK. |
Priest | You can freely use the Benedictio Sanctissimi Sacramenti skill. Holy Light damage x5 effect as before, but also Magnus Exorcismus x2. For every level of Mace Mastery, ASPD + 2%. |
Monk | While Steel Body is active, the Monk will be immune to Dispel. |
Hunter | The usual STR-to-Mastery ATK for Beast Bane still works. Additionally, the Aftercast Delay for Blitz Beats and Falcon Assault is halved. |
Bard and Dancer | Enables the use of the opposite gender's songs/dances, just like before. Additionally, being Soul Linked will allow Bards and Dancers to perform Ensembles by themselves. If the Soul Link tether is broken, the current song/dance will cancel(you need to stay linked for them to continuously perform). |
Wizard | Same effects as before, no gemstone consumption and counter-reflecting with Crystal Fragments. |
Sage | As long as you have at least 1 point in Free Cast, the walk speed is increased by 25% while casting. If you've mastered Free Cast, you can walk at full speed while casting. |
Star Gladiator | Enables the use of the Union/Fusion skill. Unlike usual, using the skill will not end the Soul Link effect, but instead, if the Soul Link effect ends(such as going out of range), Union will end as well. |
Ninja | Halves the Aftercast Delay for the following skills: Throw Kunai, Throw Huuma Shuriken, Throw Zeny, Shadow Slash, Crimson Fire Formation/Blaze Shield, Dragon Fire Formation/Exploding Dragon and Snow Flake Drift. If those skills have been copied by a Rogue, the effect will also apply for them. |
Gunslinger | Halves the SP Cost of every skill. |
Super Novice | Reduces the SP Cost of every skill by 70%. |
Skill | Icon | What has been changed |
---|---|---|
All Ka- type skills | ![]() ![]() ![]() ![]() |
You can always use these skills on other players, since there is no longer Soul Links for Soul Linkers. |
Kaina | ![]() |
The skill will affect the cost of using Soul Links. |
Totem of Tutelary | ![]() |
4th job skill passed down for Rebirth Soul Linker use only. Deploys a ground spell that heals HP and SP to allies, similar to Sanctuary. |
Comments: The focus of this Rework was shifting Soul Linkers into a class that needs to be actually in a party in order to give benefits. Now that the effects require other players to be within the Soul Linker's range, you can't just accept the buff from a Soul Linker and go off on your own.
The number of skill points required for accessing a wide range of links was reduced, making it possible to play a combat effective Linker while still being an effective supporter.
Classes that had basic functionality tied to Soul Links(such as Bard, Dancer and Super Novice) now have these effects inherently. Builds that only really worked with Soul Links(such as auto-bolter Sage and Beast Strafing) also have these effects naturally. Expanded Classes have access to links and, although reduced cooldowns and SP Costs might be an uncreative effect, it's really what benefits these classes the most, specially during party-play.
Ka -type magic being usable on everyone is a consequence of Soul Link Spirit being gone. Soul Linker buffs like Kaahi and Kaizel are very strong, but not better than things like Poem of Bragi or Assumptio. There's is no big deal in letting them do use those skills on others freely.
Card Rebalance
A number of monster cards were edited. Some were touched up, others changed slots. Here's some important information:
- Class Combos have been revised, making them competitive against simply using "meta equipment"
- Pre-Renewal has combos for all basic jobs, and all 2-2 jobs
- Combos for 2-1 jobs were added
- There are no plans for making Combos for expanded jobs
- It will be possible to have both the combo for your base class, and for your second class. For example, having Thief+Rogue combos simultaneously
- Although those are class combos, anybody can use them and get a portion of the effects
- If you choose to have both combos at once, it will take up most of your slots
- Normally, combos would conflict with each other. The reason why some of the cards changed slots is to allow players to have both at once
- For cards that require high refinement levels, the bonuses you get were improved, since those are extremely difficult to reach
- For monsters with very low spawn rates, such as Bloody Knight, Dark Illusion and Gryphon, the effects of their cards were greatly improved
Card Adjustments by Type
Type | Affected Cards | Default Effect | What they have been changed to |
---|---|---|---|
Critical Racial Weapon | Assaulter, Bloody Murderer, Cruiser, Dullahan, Goblin Archer, Goblin Steamrider, Kobold Archer, Panzer Goblin, Rotair Zairo | These give +7 Crit Rate to specific races, and +10% Crit Damage. This boost works for all Crit Attacks. | The bonus for Race will be +20 instead of +7, and the damage each one gives will be +20%. Critical Race bonuses do not show up in the stat window, and do not work for skill that can crit(such as Sharpshooting), only for normal attacks. |
Critical All Purpose Weapon | Mobster, The Paper | Mobster gives 15% Crit Damage and 4 Crit for Thieves, The Paper is +20% and drain SP on every attack | Both are set to +30%, becoming effectively the most optimized damage cards for Crits. Mobster is superior but much harder to obtain. |
Critical Rate Weapon | Drosera, Soldier Skeleton | Drosera is for ranged, Soldier Skeleton is all purpose. | Drosera will give normal Crit Rate instead of Ranged-Only but will only work when compounded into Bows/Guns. Soldier Skeleton will go from 9% 15% and Drosera from 15% 18%. Because these go on the same slots as the Crit Damage cards, if a player wears too many of these, the damage will suffer. |
Status Point Switching Armors | Ancient Mimic, Dame of Sentinel, Egnigem Cenia, Mistress of Shelter, Obsidian, Venatu | These give 1 of a given stat, for every 18 points of a certain other base stat the player has. | Conversion rate will be slightly more favorable. You will get 1 bonus stat for every 15 of the other stat. |
Refine Rate Based | Despero, Dimik, Green Maiden, Kathryn Keyron, Thanatos Odium, Seyren Windsor, Freezer, Orc Baby | All of these cards give variable benefits, which depend on the refine rate of the equipment they're placed in. | Despero, Dimik and Odium will adopt the same standard as Green Maiden, meaning Despero will give 1% MATK per refine, Dimik 2% per refine(needs to be better than a PecoPeco), and Odium will be 1% ASPD per refine. Kathryn Keyron will be 2% Cast Time reduction per refine. Freezer and Orc Baby will require +7 refine instead of +9 for their bonuses. Seyren will go from STR-6 to -4, meaning you need a +7 headgear for it to be better than a Vanberk's +2 STR. |
SP Recovery Cards on Weapon | Beetle King, Caterpillar, Diabolic, Driller, False Angel, Gig, Nereid, Phendark, Tri Joint, Zombie Master | These card give 5 SP when mobs of certain races are killed, and lose 5 SP when removing the weapon. | You can now regain 10 SP per kill with these. |
Headgear Status Resist | Ghoul, Megalodon, Stalactic Golem, Wootan Fighter | These give 20% resistance against status effects. | Ghoul(Poison), Stalactic Golem(Stun), Megalodon(Freeze) and Wootan Fighter(Bleeding) will go from 20% -> 30% resist. |
Headgear Elemental Resist | Dryad, Giant Hornet, Giearth, Leaf Cat, Leib Olmai, Permeter | Giarth and Permeter are 15% resists, the others are 10%, each to a different element. | Those will be 20% elemental Resist now. |
Inflict Status Effect when hit Armors | Brilight, Chimera, Creamy Fear, Dark Frame, Demon Pungus, Disguise, Giant Spider, Grizzly, Karakasa, Killer Mantis, Kraben, Majoruros, Nightmare Terror, Pest, Rybio, Sasquatch, Skeleton Prisoner, Wraith Dead | When the player is hit, the enemy that struck them has a chance of receiving a status effect, varying from 3~9% depending on card and player class/gear. | All the percentages for these were doubled. Creamy Fear was repurposed. |
Size Reduction Shields | Executioner, Mysteltainn, Ogretooth | 25% Damage reduction to Small/Medium/Large and DEF + 1. | The damage reductions will stay the same but the DEF bonus is going up from +1 -> +5. |
Magic Spell boosters on Weapon | Hill Wind, Laurell Weinder, Pitman, Ferus, Death Word | These give small damage bonuses to certain magical spells. | The magnitude on each of them was doubled, making Laurell' effects 6% damage, and the others 10%. |
EXP Boosters on Footgear | Am Mut, Ancient Worm, Christmas Cookie, Explosion, Gajomart, Gullinbursti, Iron Fist, Mini Demon, Skeleton General, Zombie Prisoner. | Receive 10% more EXP from a given race of monsters, in exchange for taking 20% more damage from that given race. | The EXP boost will now be 20%. |
Card Combos
These combos were designed during the earlier episodes of Ragnarok Online, and greatly underperform even against default Pre-Renewal options. On Ragna/v/ 3, these combo have been updated, in both effects and how they work.
- Every 1st class has its own combo, made up of 5 cards(6 for mage)
- In order to activate a combo, you must have 3 of them equipped. It can be any of the 3, whichever slots you feel that you're able to spare
- It will not work if you have 4 or more pieces(this is a limitation to prevent multiple activations, but in practice it shouldn't really limit you)
- The concept of 2nd class combos(such as Monk, Paladin, etc) is removed. Instead, those combos are now extensions of your first class combo
- Adding an extra 4th card to the 3 you were already wearing for the 1st class combo grants additional effects
- 2-1 classes had no combos, and were given custom options
- Extended classes had no combos, and were given custom options. In this table, they will be listen in red
- Only one 2nd class combo can be activate at once. For example, you cannot have Swordsman+Knight+Crusader all at once
Class | Required Cards | Default Effect | Changes |
---|---|---|---|
Swordsman | Assaulter, Freezer, Heater, Permeter, Solider | STR + 10, HP+20%, HP Recovery +50%, 0.3% chance of Auto-Casting Lv5 Weapon Perfection when attacking, 5% chance to drop Red Potion when killing any monster. For Swordsman specifically, regular Potions recover 50% more HP. | The chance of auto-casting Weapon Perfection increased to 3%, the dropped potion was changed from Red to Orange. |
Crusader | Swordsman Combo + Archdam | INT/STR + 3, DEF + 6, +10% SP Recovery, +10% damage with Sacrifice and Shield Chain, -10% Cast Time. For Crusader only, makes the armor Holy. | Cast Time bonus increased to 20%, to offset the penalty for Archdam Card. Damage bonuses for Sacrifice and Shield Chain increased to 20%. Archdam Card changed from Armor to Accessory. Also, Archdam's own effect will only work for Crusader Class. |
Knight | Swordsman Combo + Tarou | There was no Knight Combo before. | +15% damage with Bowling Bash, Spear Boomerang and Spiral Pierce, STR/DEX + 3, DEF + 6. For Knight Class only, Reflect close range physical damage by 15%. |
Merchant | Raggler, Myst Case, Baby Leopard, Zipper Bear, Hylozoist. | LUK +10, restore 2 SP on every attack, +20% with Mammonite. For Merchant class only, 0.05% chance of dropping OPB with every kill, 20% Magic Reflect. | Chance increased to 0.1%, the same you'd get from a Mimic Card, except OPBs are overall more valuable. Added STR + 10. |
Alchemist | Merchant Combo + Holden or Muka | STR + 4, +7% HP/SP, +20% Mammonite damage, restore 1 SP on each attack. For Alchemists only, 1% chance of auto-casting Lv1 Adrenaline Rush, adds a chance to obtain Glistening Coat(0.03%) and Stem(0.1%) with each kill. | The chance of using Adrenaline Rush was increased to 3% and the SkillLv used will be 5, drop rates for the materials were adjusted, 0.3% for Glistening Coast and 0.6% for Stem. Holden Card changed from Headgear to Garment. Those rates already consider the server's drop multipliers. |
Blacksmith | Merchant Combo + Baphomet Jr. or Yoyo | There was no Blacksmith Combo before. | STR + 6, HP + 10%, +20% Mammonite damage, recover 1 SP on each attack. For Blacksmith only, add a chance of obtaining Elunium(0.9%) and Oridecon(0.9%) when killing monsters. Those rates already consider the server's drop multipliers. |
Star Gladiator | Merchant Combo + Wooden Golem or Kukre | There was no Star Gladiator Combo before. | STR + 6, recover 1 SP on each attack, +10% damage with Warmth skills. Star Gladiator only: Cannot be pushed back and +20 FLEE. |
Archer | Alligator, Cruiser, Dragon Tail, Merman, Anolian | AGI +5, DEX + 3, +20% ranged damage, 20 Perfect Hit. If the player is an Archer, +5% EXP from Brute, 1% chance of Coma on Brute. | The Bonus EXP for Brute is increased to 10%, the Perfect Hit bonus increased to 40. Merman changed from Footgear to Headgear. |
Bard/Dancer | Archer Combo + Green Ferus | DEX + 5, +5% damage to Arrow Vulcan, +10% to Musical Strike/Throw Arrow, chance of auto-casting Lv2 Tarot when taking damage. | The damage boosts are increased to 15% for Arrow Vulcan/Musical Strike/Throw Arrow. It the user mastered Tarot Card, it will cast Lv5 instead. |
Hunter | Archer Combo + Eggyra | There was no Hunter Combo before. | DEX + 5, +10% damage with Falcon Assault. When worn by Hunters, has a 5% chance of auto-casting Charge Arrow when physically attacked by short range attacks. |
Gunslinger | Archer Combo + Megalith | There was no Gunslinger Combo before. | DEX + 4, AGI + 4, +10% damage with Desperado, Full Buster and Tracking. Additional effects granted by combining certain hats with weapon types: Sombrero(5067) + Revolver: -20% damage taken from all enemies, Cowboy Hat(5075) + Rifle: -15% cast time, Western Grace(2248) + Gatling: +20% Crit Damage, Sweet Gent(2245) + Shotgun: Aftercast Delay reduced by 12%, Romantic Gent(2247) + Grenade Launcher: +15% ASPD. |
Mage | Bloody Butterfly, Evil Nymph, Harpy, Loli Ruri, Miyabi Doll, Parasite | DEF +5, MDEF + 5, HP + 500, +10% Damage with Fire/Cold/Lightning Bolt. For Mage class only, MATK+3% and Cast Time reduction -15%. | Damage with bolts increased to +15% and now includes Earth Spike. MATK boost increased from 3% to 10%. Loli Ruri slot location moved from Armor to Accessory. |
Sage | Mage Combo + Yellow Novus | INT + 3, +10% damage with Heaven's Drive and Thunderstorm. Only for Sage Class, add 20% Magic Reflect, -20% Cast Time and 1% chance of obtaining Red and Yellow Gemstone when killing monsters. | Skill boosts increased from 10% to 15%. Magic Reflect increased from 20% to 40%. Cast Speed bonus was replaced with +10 Perfect Dodge. The raw +% MATK and and Cast Time reduction will be available to everyone, and it's the +% to bolts that are Mage exclusive now. |
Wizard | Mage Combo + Frus or Red Ferus | There was no Wizard Combo before. | INT +3, +15% damage with Waterball and Fire Pillar and +20 MDEF. For Wizard only, +25% Movement Speed and 1% chance of obtaining Yellow and Blue Gemstones when killing monsters. |
Soul Linker | Mage Combo + Apocalipse | There was no Soul Linker Combo before. | Int + 3, +15% damage with Esma. For Soul Linker only, revive with full HP/SP(like Osiris Card). |
Acolyte | Cookie, Seal, Geographer, Enchanted Peach Tree, Rideword | VIT +10, -10% Cast Time, -10% SP Costs. For Acolyte only, Receive 30% less damage from Demon and Undead monsters, also gaining 5% more EXP from those races. | EXP Bonuses increased to +10%, replaced Reduction from Demon/Under to Increase Damage Against Demon/Undead, magnitude changed from 30% to 15%. |
Monk | Acolyte Set + Waste Stove | STR +3, MaxSP + 80, ATK + 25, auto-spell Lv5 Signum Crucis at 1% chance when attacking and +10% Asura Strike damage. For Monk Class only, -10% SP Costs and Uninterruptible Casting. | STR + 6, MaxSP + 120, same ATK + 25, the Signum Crucis activation chance was increased to 3% and replaced with Call Spirits. Included Finger Offensive and Occult Impactation along with Asura Strike for the +10% bonus. Geographer Card changed to Accessory. |
Priest | Acolyte Set + Goat or Stone Shooter | There was no Priest Combo before. | INT + 6, MaxHP +500, +10% MATK, 3% chance of auto-casting Lv5 Call Spirits when attacking, +10% damage with Magnus Exorcismus. For Priest class only, -10% after cast delay and Uninterruptible Cast Time. |
Thief | The Paper, Wanderer, Shinobi, Wild Rose, Dancing Dragon | STR/AGI +5, +5% ASPD, +25% Walk Speed, regain 1 SP with every attack, disable Wander Card effect. For Thief only, allows using skills without Gemstones. | For Ninja class, will remove the Fire/Ice/Wind Stone requirements when performing Ninjutsu. |
Rogue | Thief Combo + Stainer or Wickebine Tres | STR + 6, AGI + 4, +10% damage with Backstab, auto-cast Lv5 Strip Armor at 5% chance if the user has mastered it. For Rogue only, disable Wanderer Card effect, SP Costs -20%. | Added Double Attack Lv1(works like Sidewinder card, will give the skill with any weapon, on the same level you learned). Wickebine Tres slot moved from Accessory to Weapon. |
Assassin | Thief Combo + Martin | There was no Assassin Combo before. | STR +6, AGI + 4, +10% Grimtooth Damage. For Assassin Class only, disable Wander Card Effect, Perfect Hit + 40. |
Ninja | Thief Combo + Blue Acidus | There was no Ninja Combo before. | STR + 5, INT + 5, +10% HP/SP. Ninja Only: Ignores 1% of the enemy's DEF and MDEF for every Refine Level of your weapons(the sum of both hands). |
Other Card changes
Card | Default Effect | What has been changed |
---|---|---|
Agav | MATK + 5%, DEF - 10, 100 SP for Mages. | It will also include Ninja and Soul Linker. |
Aliot | Different bonuses depending on the class. | It did nothing for expanded jobs. It now includes Ninja, Gunslinger and Taekwon. |
Apocalypse | VIT +2, HP+800 if Refine is 9 or higher. | The bonus for +9 refine was changed to +1800. |
Arch Angeling | HP + 300, +100% HP/SP recovery if LUK was over 77. | HP + 500, does not require 77 LUK for the other bonuses anymore. |
Bloody Knight | Auto-cast Lv1 Meteor Storm at 2% chance. | Auto-cast Lv7 Meteor Storm at 6% chance. |
Cat O'Nine Tails | MDEF + 3, Reflect Magic 5%. | MDEF +10, Reflect Magic 15%. |
Creamy Fear | 6% chance of inflicting Confusion on enemies when taking damage. | |
Dark Illusion | -10% Cast Time, in exchange for -10% HP/SP. | Made it -20% Cast Time. |
Gryphon | FLEE + 2, CRIT +7. For Swordsman Only, auto-cast Lv5 Bowling Bash at 1%. | Auto-cast chance increased to 4%. |
Ice Titan | VIT +2, chance to grant DEF + 10 for 10 seconds. | Duration was increased to 30 seconds. |
Ninetails | AGI + 2, FLEE + 20 if compounded into a +9 Garment or higher. | The FLEE bonus was changed to 30 but still requires a +9 Garment. |
Pirate Skeleton | Allows using Lv5 Discount. | The effect was removed. All means of obtaining Discount and Overcharge have been removed. Instead, this card gives Lv1 Snatcher/Gank. |
Mobster, Wild Rose and Wanderer | These cards had effects that only applied to Thief Classes. | They have been extended to also include Ninjas. |
Clock | Auto-cast Lv3 Auto Guard. | Because of the Toggle changes, the effect can be permanent. However, removing the Armor containing the card will cancel the buff. If you activate the effect a second time, it will toggle off. |
Anolian | Auto-cast Lv1 Attention Concentrate. | Will cast Lv1 Sight instead. This card is mostly worn as part of the Archer combo, and in those cases, it would simply toggle Attention Concentrate off, which is not something you want to do during combat. |
Dragon Tail | Increase damage of certain Archer skills. | With the creation of the Gunslinger Card Combo, this card will also affect Triple Action. |
Necromancer | Requires being put on a Staff to be used. | This restriction was removed, can be used on any weapon type. |
Owl Duke | Chance increased from 0.3% to 3% (Imposition Manus) | |
Owl Baron | Chance increased from 3% to 9% (Lex Aetherna) | |
Owl Combo | Chance increased from 2% to 6% (Lightning Bolt) | |
Moonlight Flower | Additionally grants ASPD + 7% | |
Solace | No longer restricted to Priest class |
Downported Cards
Some Monster Cards from Renewal are available, either due to Permanent Events or because the monsters existed in Pre-Renewal but without the card.
Location | Cards |
---|---|
Moscovia | Wood Goblin, Les, Uzhas, Baba Yaga, Mavka, Gopinich |
Brasilis | Iara, Piranha, Curupira, Toucan, Jaguar, Headless Mule, Boitata |
New World | Dark Pinguicula, Naga, Nepenthes, Draco Egg, Bradium Golem, Ancient Tree, Nidhoggur's Shadow, Hardrock Mammoth, Tendrillion, Duneyrr, Rata, Ryncho, Phylla |
Niflheim Dungeon(Halloween Event) | Gan Ceann, Brutal Murderer, Ghost Cube, Lude Gal, Disguiser, Bluemoon Loli Ruri, Grote, Pierrotzoist, Death Witch |
Guild Dungeons SE | Cobalt Mineral, Zakudam, Hell Apocalypse, Heavy Metalling, Fanat, Aunoe, Beholder Master |
Byalan 6F | Sedora, Sropho, Pot Doffle, King Dramoh, Kraken |
Horror Toy Factory | Decorated Evil Tree, Vicious Cookie, Evil Dwelling Box, Creepy Demon, Malicious Baby Ghost, Dancing Marionette, Abandoned Teddy Bear, Celine Kimi |
Biolabs 4 | Randel, Flamel, Celia, Chen, Gertie, Alphoccio, Trentini, and their MvP Counterparts |
Dewata | Alnoldi, Comodo, Cendrawasih, Banaspaty, Butoijo, Leak |
RockRidge | Shotgun/Revolver/Scimitar Buffalo Bandit Cards, Elite Shotgun/Revolver/Scimitar Buffalo Bandit Cards, Gaster, Marsh Arclouze, Coyote, Mechaspider |
El Dicastes | Scaraba, Queen Scaraba, Dolomedes |
Mora | Miming, Little Fatum, Parus, Angra Mantis, Pom Spider |
Abyss Lake 4F | Purple Ferus, Treasure Mimic, Black Acidus, Silver Acidus, Bone Ferus, Bone Acidus, Bone Detale |
Odin's Temple 4F | Holy Frus, Holy Skogul, Arch Plasma, Spectrum Plasma, Angelgolt(types 1 and 2), Valkyrie Ingrid, Valkyrie Reginleif |
Einbech 3F | Poisonous, Toxious, Neo Mineral, White Porcellio, Abyss Man, Jewelry Ant, Jeweled Ungoliant |
Other | Naght Seiger |
Modified Cards | What was changed |
---|---|
Gan Ceann | Only gives the base value of +15% damage to Large and +15 atk |
Brutal Murderer | Same as above but for Medium |
Mavka | Nerfed from 20% to 10% |
Headless Mule | Same as above |
Dark Pinguicula | Bonus drops removed |
Nydhoggur's Shadow | Can be used by any class and will work on Variable Cast Time |
Hardrock Mammoth | Refine rates required are +7 and +9, the bonus DEF reduced from +20 to +10 |
Tendrillion | CRIT + 5 changed to +15(to be equal to a Soldier Skeleton), required refine rates changed to +7 and +9 |
King Dramoh | The bonus STR point is gained every 4 refines instead of 3 |
Beholder Master | The required refines are +7 and +9 |
Fanat | Same as above |
Aunoe | Repurposed as the Angel Race Crit Racial card |
Sedora | Increased to 25% Crit Damage, to be in line with the other buffed cards of the same type |
Evil Dwelling Box, Creepy Demon, Malicious Baby Ghost | Removed HP Penalties for these cards |
Dancing Marionette | Reduced effect from ASPD+10% to 5%, otherwise it was comparable to a Doppel Card. Now it's an alternative Cecil Card |
All Bio4 Common Cards | Bonus FLEE increased to +20 |
Randel | The Auto-Guard buff is removed if the card is taken off |
All Bio4 MvP Cards | Require stat for effect action changed to 40 |
Comodo | Granted DEF reduced from 50 to 5 |
Cendrawasih | The bonus INT point is gained every 4 refines instead of 3 |
Shotgun BB | +7 AGI reduced to +3 |
Revolver BB | STR/ATK% + 4 changed to STR + 3 and Physical Damage +3% |
Scimitar BB | Milestones for bonuses changes from +10/14 to +7/9, bonus ATK/MATK per milestone reduced from +20 to +10 |
Elite Shotgun BB | Effects halved, milestones changed from +10/14 to +7/9, . Also, note that the ratemyserver description mentions and ASPD increase, but that information is wrong |
Elite Revolver BB | Same nerfs are above. |
Brown Rat | All ATK bonuses removed, only the ASPD bonuses remain |
Marsh Arclouze | Same as above, but uses Base INT instead of Base STR |
Dolomedes | Same nerf as King Dramoh |
Level 3 and 4 weapon rebalance
In Pre-Renewal, because of the way cards work, a Lv1 weapon with [4] slots is better than a rare weapon with less slots. The aim of this rebalance is to make Lv3 and Lv4 weapons more attractive, expanding your options for gearing up your character. It's also a way to make MvP drops more interesting. Many MvPs, specially the older ones, have nothing good in their drop table.
Criteria
Some of these changes were done to regular monster dropped items, purely for rebalancing purposes. Most notably, the almight Orc Archer Bow was nerfed, but it also includes other useful changes, like making the "Elemental" Fists actually elemental.
For MvP Drops, these weapons were split into three tiers.
- Tier 1 weapons are analogous to existing options, weapons with special perks(like having a rare element such as Holy or Ghost), weapons with support abilities(such as HP/SP recovery), or weapons that are superior to previous options but only in very specific scenarios or unique builds. More or less the same power level as a Krasnaya or Giant Axe, and similar drop rates
- Tier 2 weapons are the rare drops, things that can massively improve your damage and are, in average, superior to Tier 1 weapons. This is where you'd find things like Ice Pick[0], and will have similar drop rates
- Tier 3 weapons are the ultra rare drops, even better than Tier 2 weapons by a certain margin. This is where you find Ice Pick[1], Violet Fear[2] among others, at 0.05% chance
In this list, you'll find cases where some weapons are very similar to others. For example, for Two-Handed Sword, Krasnaya[3] is an existing option and usually considered the best. Inside the rebalance list, you'll see Zweihander[3] and Atlas Weapons[3] listed. Both of these weapons have 200 ATK, the same as Krasnaya, and now with the same number of slots. Meaning, Krasnaya is no longer the Best In Slot, but one of three analogous options, each with their own benefits: Krasnaya has the conditional +20 ATK for STR >=95, Atlas has Crit + 10, and the Zweihander is indestructible.
There is also a matter of availability. Certain weapons are very high drop chance but only obtainable by killing Biolab MvPs, or reaching the top of the Endless Tower. So, if you're unable to do either one, those are locked away from the player. For such weapons, they have been added as a low drop rate to other MvPs, giving you a chance at obtaining them. Of course, the best way of getting them is still by doing these difficult tasks, but you can still luck out somehow from common MvPs.
For weapons that you need to socket enchant, the rates will be slightly higher. For example, Crescent Scythe[0] will be a higher drop rate compared to other weapons in the same tier, because you need to socket enchant it in order to get the actually useful Crescent Scythe[3].
The types of weapons have also been taken into consideration. Two-Handed Spears are very difficult to use because most Knights and Crusaders would be reluctant to give up a Shield, so in average they have been made much stronger than One-Handed Spears. The same logic also applies to Two-Handed Axes.
Tier 1
Weapon Name | Type | What has been changed | Comments |
---|---|---|---|
Brionac | 2H Spear | Slots [0] to [2]. | It's Holy, 2nd highest ATK for its weapon type and gives Lv5 Heal, so [2] is the best it can go. |
Crescent Scythe[1] | 2H Spear | Slots [1] to [3]. | This is probably the single strongest Crit Weapon in the game now, specially since Crit Cards in general were massively improved, but it's still a Two-Handed Spear so it's hard to use. Baphomet has a tiny chance to drop it, but you'll have to socket the [0] version most likely. |
Gae Bulg[2] | 2H Spear | Slots [2] to [3]. | You'll have to socket it to get the good version, but it has high ATK. Even against non-dragons, it will perform well as an all around weapon. |
Hellfire[0] | 2H Spear | Slots [0] to [1]. | Highest ATK of its class, but we can only give it [1] because it's also heavy. It will be inferior to a Hunting Spear[1] for Spiral Pierce but will perform reasonably well, in case you can't get your hands on the Hunting Spear. |
Longinus' Spear[0] | 2H Spear | Slots [0] to [3]. | Against Angel and Demi-Humans, it will likely be the best 2H Spear. |
Spectral Spear[1] | 2H Spear | Slots [1] to [2]. | Against enemies that are Shadow and Demon(or Undead), the +20% bonus applies twice already. With [2] slots, it potentially do can the equivalent of a [4] weapon, except it also has 170 ATK. The catch is that you need to socket it first. The Seal of Red Silk has also been granted a slot, to go along with this. |
Ivory Lance[1] | 2H Spear | Slots [1] to [3]. | Weaker than the other 2H Spears but slightly faster. |
Zephyrus[3] | 2H Spear | The MvP will drop the slotted version. | |
Atlas Weapons[1] | 2H Sword | Slots [1] to [3]. | Will do similar damage to a Krasnaya. |
Dragon Slayer[2] | 2H Sword | Slots [2] to [3]. | Weaker than other swords like Krasnaya, Atlas Weapon and Zweihander but will demolish Dragons. A racial specialized weapon. |
Gelerdria[0] | 1H Spear | Slots [0] to [2]. | Probably one of the best things to wear if you're going to tank. Has very respectable ATK for a 1H Spear. |
Schweizersabel[2] | 2H Sword | MvPs will drop the socketed version instead. | |
Cutlus[1] | 1H Sword | [1] to [2], MvPs will drop the socketed version instead. | |
Edge[0] | 1H Sword | [0] to [2]. | |
Excalibur[0] | 1H Sword | [0] to [2]. | Stronger than the Holy Avenger but with 1 less slot and less class restrictions. |
Immaterial Sword[0] | 1H Sword | [0] to [1]. | |
Mysteltainn[0] | 1H Sword | [0] to [2]. | Very high ATK and nice perks like DEX + 3 and damage to Ghosts. |
Nagan[0] | 1H Sword | [0] to [2]. | Enabling Lv5 Double Attack, it's probably one of the best for auto-attacking, specially for Assassins. |
Solar Sword[0] | 1H Sword | [0] to [2] | An HP Drain sword. |
Star Dust Blade[1] | 1H Sword | [0] to [4]. | This is a Super Novice Only sword, making it [4] slots will only buff physical Super Novice. |
Orcish Sword[0] | 1H Sword | [0] to [2]. | Weak but indestructible. |
Sashimi[0] | 1H Sword | [0] to [2]. | |
Kronos[0] | 2H Staff | [0] to [1]. | |
Eraser[0] | 1H Staff | [0] to [1]. | |
Staff of Bordeaux[0] | 1H Staff | [0] to [2] | |
Doom Slayer[2] | 2H Axe | [1] to [2], the -40% ASPD effect was removed. | Compared to a Giant Axe[1], it will be worse for Cart Termination, but better for Mammonite. |
Slaughter[0] | 2H Axe | [0] to [3]. | Three slots might seem excessive, but this weapon only has 120 ATK. Compared to the meta axes, that have well over 300. |
Sabbath[0] | 2H Axe | [0] to [3]. | Same as above, changed from Shadow to Neutral property. |
Guillotine[0] | 2H Axe | [0] to [2]. | Higher attack than the two above, but still a lot less than Doom Slayer[2] and Giant Axe[1]. |
Great Axe[0] | 2H Axe | [0] to [2]. | 15% to chance to Stun on hit makes this an auto-attack option. While it's worse than the 30% from Doom Slayer, Great Axe isn't locked behind STR >= 95. |
War Axe[1] | 1H Axe | [1] to [2]. | Compared to an Orcish Axe[4], when both are fully carded with Zipper Bear Cards, the War Axe[2] is better by about 5 ATK, and it has better refine scaling, too. |
Berserk[1] | Fist | [1] to [3], the ASPD effect was increased from +12% to +20%. | When carded for Asura Strike, compared to a Lunakaligo, it will only do more damage against Small Targets. That's because Fists have very bad size modifiers for Medium and specially Large, which is the size of most MvPs. |
Assassin Dagger[1] | Dagger | [1] to [2], changed to Neutral. | You need to socket the dropable version to get this. |
Exorciser[0] | Dagger | [0] to [2]. | Racial specialized weapon. |
Ginnungagap[1] | Dagger | [1] to [2], MvPs will drop this version instead of the [0]. | Comparable ATK to the Assassin Dagger but inflicting blind is not as valuable as HP/SP. |
Sucsamad[1] | Dagger | [1] to [2]. | Has bonus damage versus Wind and Earth. |
Mailbreaker[0] | Dagger | This will drop from MvPs, no changes. | You need to socket it if you want to get the good version. |
Swordbreaker[0] | Dagger | This will drop from MvPs, no changes. | You need to socket it if you want to get the good version. |
Bazerald[0] | Dagger | [0] to [2]. | |
Dragon Wings[0] | Bow | [0] to [1]. | Will be the best bow against Dragons, specially high DEF bosses like Detale and Nydhoggur. |
Ixion Wing[1] | Bow | 7% ASPD for 7 seconds changed to 15% ASPD for 15 seconds. | Only worth it for auto-attack builds, but will be best for these. |
Rudra Bow[0] | Bow | [0] to [1], resistances increased from 50% to 100%. | Less damage than a carded Composite[4] but not the worse, specially if the resists are importnt to you. |
Golden Mace[2] | Mace | MvPs will drop the slotted version. | |
Grand Cross[1] | Mace | MvPs will drop the slotted version. | |
Slash[0] | Mace | [0] to [1]. | |
Wrench[0] | Mace | [0] to [2]. | |
Iron Driver[0] | Mace | [0] to [1]. | |
Gunslinger Weapons | All 5 kinds | You'll be able to obtain them from more sources. Some of the weapons you could only quest for, and unobtainable ones like the slotted version of Jungle Carbine, will come from bosses as well. |
Tier 2
Weapon Name | Type | What has been changed | Comments |
---|---|---|---|
Ice Pick[0] | Dagger | Obtainable from more sources, same rate. | |
Brocca[0] | 1H Spear | Slots [0] to [2]. | Low ATK compared to other 1H spears but piercing Defense will make it best for a lot of things. The DEF ignoring is only for non-bosses. |
Gungnir[2] | 1H Spear | Slots [2] to [3]. MvPs will drop the socketed version. | 25% chance of ignoring FLEE check and built in HIT + 30, for when you're fighting things that have very high evasion, including MvPs when they buff up. Very good ATK for a 1H Spear. |
Executioner[1] | 2H Sword | Slots [1] to [2], MvPs will drop the socketed version. | For all PvP and Demi-human needs. A specialized racial weapon. |
Masamune[0] | 2H Sword | Slots [0] to [2], the -5 STR was removed. | Absolutely wrecks your Defense in exchange for ASPD. Very similar to weapons like Grimtooth and Spike. Has a niche in PvP, as a counter to Ice Pick. |
Scissor Sword[0] | 1h Sword | Slots [0] to [2]. | Analogous to Executioner but for Plants, and it's a 1H Sword. |
Holy Avenger | 1H Sword | Slots [0] to [3]. | Very strong and Holy but only Crusaders can use, and almost every Crusader/Paladin skill is forced Holy or Neutral, so there isn't a lot they can do with this. |
Holy Stick | 1H Staff | Drop from more sources. | This is a key item for Magnus Exorcismus but only obtainable by reaching ET Floor 100. You'll have a tiny chance of getting this from other places now. |
Electrical Guitar[0] | Musical Instrument | [0] to [3] | It's a guitar that enables Lv1 Jupitel Thunder. |
Bloody Roar[0] | Katar | [0] to [1], the reductions to FLEE and Recovery rate were removed. | Against high DEF targets, it should do more damage than an Infiltrator[1]. |
Chakram[2] | Katar | [2] to [3], the bonus was increased from HIT + 10 to HIT + 30. | The ATK on this weapon is not much higher than a Jur[3]'s, but the bonus HIT will help you not miss. You can even afford to get less DEX by using this Katar. |
Book of Apocalypse[0] | Book | [0] to [3]. | Star Gladiators now have something to upgrade to. Otherwise, their best weapon would be any Book with 3 slots. |
Poison Knife[2] | Dagger | [2] to [4], changed to Neutral. | It has ATK comparable to a Main Gauche[4] but 30% chance to Poison. |
Ballista[2] | Bow | [1] to [2], Rogues can use. | On a side-by-side comparison with an ideal [4] Composite, equipped on a Sniper, they deal the same damage. The Ballista can be better only if over refined. For characters with less base DEX, such as Bards, the Ballista will be better. The less DEX you can get, the better it becomes in comparison. For Rogues/Stalkers, it will be quite a bit stronger than a [4] Composite. |
Tier 3
Weapon Name | Type | What has been changed | Comments, if any |
---|---|---|---|
Ice Pick[1] | Dagger | Obtainable from more sources, but still low rate. | |
Violet Fear[2] | 2h Sword | Obtainable from common MvPs. | Ridiculously high ATK and potentially ignoring Defense. The DEF ignoring can now affect MvPs, changed from [2] to [3] |
Tae Goo Lyeon[2] | 2h Sword | Slots [2] to [3]. Usually only obtainable from Sealed Baphomet, it will drop at a very low chance from other MvPs. | This is supposed to be the ultimate Two-Handed Sword, but very difficult to obtain. |
Byeollungum[0] | 1h Sword | Slots [0] to [2]. | Reasonable ATK for a sword, +50% damage to bosses and Stats + 2, probably the best thing you can use for bossing, but unfortunately makes you vulnerable to non-boss monsters. |
Tirfing[0] | 1h Sword | Slots [0] to [3]. | From a purely ATK perspective, this is the strongest 1h sword for general use. |
Weihna[2] | Dagger | Slots [2] to [3], activation of the effect increased from 0.5% to 3%. | Performs considerably better than a Scalpel, but it's only for Thieves. |
Rebalanced Weapons
Weapon Name | Type | What has been changed | Comments |
---|---|---|---|
Ahlspiess[0] | 2H Spear | [0] to [1]. | While Brocca is 1 handed and has the +25% bonus to Neutral, Ahlspiess works against bosses, while Brocca does not. |
Long Horn[1] | 1H Spear | [1] to [2]. Regarding the combo with Valk Shield, the chance of activating Assumptio was increased from 0.5% to 2%. | |
Tournament Shield[1] | Shield | The ASPD penalty for Lord Knight was removed. | |
Katzbalger | 2H Sword | [0] to [2], every refine level will add an additional DEF + 1 and VIT + 1. | |
Muramasa | 2H Sword | [0] to [2]. | |
Muscle Cutter | 2H Sword | The Level of Agi Down used now depends on refine rate. | |
Berserk Guitar | Musical Instrument | [0] to [1], the DEX reduction will be mitigated by the refine level. | What this weapon does is set your ASPD to 190 and reduce your DEX equal to your Base DEX. If you have 90 DEX, it gives -90 DEX, meaning the only DEX you have is your bonus amount. Each refine rate will mitigate that penalty by 5%. |
Oriental Lute[2] | Musical Instrument | [2] to [3]. | This is the ideal weapon for Arrow Vulcan. However, you need to farm it from normal monsters and then socket it. |
Queen's Whip[2] | Whip | [2] to [3]. | Queen's Whip is the dancer analogue to the Oriental Lute. |
Blade Whip[0] | Whip | Chance of Bleeding was replaced for a chance to inflict Critical Wounds. | |
Chemeti Whip[0] | Whip | [0] to [3]. | |
Electrical Eel[2] | Whip | [2] to [3] | |
Lariat Whip[0] | Whip | [0] to [3]. | |
Jumping Rope[0] | Whip | [0] to [2] | |
Inverse Scale[0] | Katar | [0] to [2] | These [2] Katars will do damage similar to what you'd get from a Jur[3]. |
Unholy Touch[0] | Katar | [0] to [2] | These [2] Katars will do damage similar to what you'd get from a Jur[3]. |
Wild Beast Claw[0] | Katar | [0] to [2] | These [2] Katars will do damage similar to what you'd get from a Jur[3]. |
Sharpened Legbone of Ghoul[0] | Katar | [0] to [2] | These [2] Katars will do damage similar to what you'd get from a Jur[3]. |
Legacy of Dragon[0] | Book | [0] to [2] | |
Bradium Stone Hammer[2] | 2H Axe | [0] to [2]. | |
Elemental Fists[3] | Fists | Instead of a chance of casting endow on self, they have simply been made elemental. | |
Kitchen Knife[0] | Dagger | [0] to [1]. | Inferior to a Platinum Shotel but it's a dagger, so it will trigger Double Attacks. |
Hakujin[1] | Ninja Dagger | [1] to [3]. | Comparable to a Scalpel but Ninja only. |
Khukri[0] | Ninja Dagger | [0] to [2], changed to Neutral | Very strong dagger that is Ninja only, the curse chance is very high. |
Kamaitachi[0] | Ninja Dagger | [0] to [2]. | Inferior damage to a Khukri but slightly faster. |
Murasame[2] | Ninja Dagger | [2] to [3]. | Convenient water element dagger, now competitive with other Ninja Daggers. |
Orc Archer Bow[0] | Bow | The combo with Steel Arrow was changed to +50% damage against Neutral enemies. | Previously, this weapon could be used with Endows, meaning you could farm a single bow to use against almost any target. |
Lunakaligo[3] | Mace | The chance to obtain +5 foods was removed. | It was way too easy to obtain foods with this weapon. |
Huuma Blaze Shuriken[0] | Huuma | [0] to [2]. | |
Huuma Wing Shuriken [0] | Huuma | [0] to [2]. |
MvP Drops
Because old MvPs have outdated drop tables, their drops have been updated, giving you a reliable way of obtaining some of the weapons above.
The listed rates are already multiplied by the server's drop rate.
- For Tier 3 weapons, they have 0.05% drop rate only(same as an Ice Pick[1]) but can be obtained by 3 different MvPs
- Tier 2 weapons drop at 1%
- Tier 1 weapons drop at 5%(except the ones you need to socket)
- For Tier 1 weapons that need to be socketed, drop rate will be 25%(except Mailbreaker and Swordbreaker, those are 5% each)
- For Tiers 2 and 1, at least one MvP will drop, possibly more
- Naght Seiger Swords and Holy Stick will drop from at least one MvP, but at low chance
- Some Gunslinger weapons were sprinkled in the list at 5% each
- Bio3 MvPs will drop their weapons at 50% chance. Every bio3 weapon will drop from at least one more MvP
If there are any discrepancies, let me know so I can fix them. Between making the lists, editing, testing, implementing and putting out this list, it's not impossible I may have made mistakes.
MvP Name | New and old drops(rate) |
---|---|
Osiris | Assassin Dagger[0] (25%), Chakram[3] (1%), Edge[2] (5%) |
Baphomet | Crescent Scythe[0] (original 20%), Crescent Scythe[3] (2.5%), Longinus' Spear[3] (1%), Brocca[2] (1%). |
Doppelganger | Byeollungum[2] (0.05%), Zweihander[0] (25%), Mysteltainn[2] (1%), Mailbreaker[0] (5%), Excalibur[2] (5%) |
Mistress | Gungnir[0] (25%), Jungle Carbine[1] (5%), Rudra Bow[1] (1%), Nagan[2] (5%), Slash[1] (5%) |
Golden Thief Bug | Golden Mace[2] (7.5%), Great Axe[1] (1%), Kronos[1] (5%), Holy Avenger[3] (1%) |
Orc Hero | Orcish Sword[2] (50%), Berserk[3] (1%) |
Drake | Byeollungum[2] (0.05%), Immaterial Sword[1] (5%), Cutlus[2] (7.5%), Hellfire[1] (5%) |
Eddga | Sage's Diary[2] (1%), Grimtooth[0] (5%) |
Maya | Book of the Apocalypse[3] (1%), Queen's Whip(5%) |
Moonlight Flower | Spectral Spear[0] (original 25%), Holy Stick[1] (1%) |
Pharaoh | Staff of Survival(Dex)[1] (1%), Hellfire[1] (5%), Solar Sword[2] (5%), Destroyer[1] (5%) |
Phreeoni | War Axe[2] (5%), Sucsamad[0] (25%), Ginnungagap[2] (5%), Tirfing[3] (0.05%), Sashimi[2] (5%), Weihna3 |
Orc Lord | Sabbath[3] (1%), Tae Goo Lyeon[2] (0.05%), Doom Slayer[2] (5%), Scissor Sword[2] (1%), Gae Bolg[0] (25%) |
Stormy Knight | Zephyrus[3] (7.5%), Twin Edge of Naght Seiger Blue[3] (0.05%), Gate Keeper-DD[0] (5%), Brionac[2] (1%) |
Garm/Hatii | Poison Knife[4] (1%), Weihna[3] (0.05%), Queen's Whip(5%) |
Dark Lord | Kronos[1] (original 5%), Grimtooth[0] (original 15%), Executioner[2] (1%) |
Turtle General | Iron Driver[1] (5%), War Axe[2] (5%), Tae Goo Lyeon[2] (0.05%), Immaterial Sword[1] (5%), Swordbreaker[0] (5%), Doom Slayer[2] (5%) |
Lord of the Dead | Brocca[2] (1%), Ivory Lance[3] (5%), Ice Pick[0] (original 0.5%), Spectral Spear[0] (25%), War Axe[2] (5%), Iron Driver[1] (5%) |
Dracula | Electric Guitar[3] (1%), Wizardry Staff[0] (5%), Ballista[2] (1%), Inferno[1] (5%), Book of the Apocalypse[3] (1%) |
Evil Snake Lord | Schweizersabel[2] (5%), Masamune[2] (1%), Hellfire[1] (5%), Gae Bolg[0] (25%), Ballista[2] (1%) |
Incantation Samurai | Masamune[2] (1%), Tae Goo Lyeon[2] (0.05%), Twin Edge of Naght Seiger(R)[3] (0.05%), Zweihander[0] (25%) |
Amon Ra | Guillotine[2] (5%), Tirfing[3] (0.05%), Solar Sword[2] (5%), Staff of Bordeaux[2] (5%) |
Tao Gunka | Exorciser[2] (5%), Ice Pick[1] (0.05%), Excalibur[2] (5%), Gelerdria[2] (5%), Spectral Spear[0] (25%), Slaughter[3] (5%), Sucsamad[0] (25%) |
RSX-0806 | Hunting Spear[1] (5%), Ice Pick[0] (original 0.5%), Ice Pick[1] (original 0.05%), Butcher[1] (5%), Wrench[2] (5%) |
Bacsojin/White Lady | Tomahawk[0] (1%), Gae Bolg[0] (25%), Nagan[2] (5%), Red Silk Seal[1] (5%) |
Boss Egnigem Cenia | Excalibur[2] (5%), Tirfing[3] (0.05%), Schweizersabel[2] (5%), Nagan[2] (5%) |
Vesper | Grand Cross[1] (1%), Bloody Roar[1] (1%) |
Lady Tanee | Dragon Wing[1] (1%), Ixion Wings[1] (5%), Ballista[2] (1%), Violet Fear[3] (0.05%) |
Detale/Detardeurus | Violet Fear[3] (0.05%), Ice Pick[1] (0.05%), Combat Knife[0] (1%), Pole Axe[1] (original 5%), Weihna[3] (0.05%) |
Kiel D-01 | Ice Pick[1] (0.05%), Staff of Survival(DEX)[1] (original 25%) |
Ktullanux | Dragon Slayer[2] (1%) |
Atroce | Atlas Weapon[3] (5%), Ring[1] (reduced to 20%) |
Ifrit | Hellfire[1] (original 100%) |
Fallen Bishop Hibram | Long Horn[2] (original 50%), Hunting Spear[1] (original 50%) |
Gopinich | Ixion Wings[1] (Original 5%) |
Boitata | Queen's Whip(5%) |
Monster Changes
In Pre-Renewal, certain monsters on the Ash Vacuum area have stats that are disproportionate to Pre-Renewal gameplay. This caused most of the monsters in these areas to have Attack values so high that they would instantly kill any player on contact. To make things fair, their stats were adjusted. This is the same change we had on Ragna/v/ 2.
For these monsters, their Attack and Attack2 have been divided by a factor of 5:
- Tatacho
- Centipede
- Hillslion
- Hardrock Mammoth
- Tendrillion
- Cornus
- Naga
- Luciola Vespa
- Rata
- Duneyrr
- Ancient Tree
- Dark Shadow
- Bradium Golem
On the previous server, this change also affected the MvP Nydhoggur's Shadow, but this time around his stats were left alone. Therefore, he will have the same 17000-49000 as usual.
Pet Evolution
The Pet Evolve system is from Renewal, but has been partially ported into the server. You will be able to evolve some pets into higher forms, although their bonuses will be the same. It's purely cosmetic.
Poring - > Mastering - > Angeling
Bongun - > Yao Jun
Deviruchi - > Diabolic
Orc Warrior - > High Orc
Peco Peco - > Grand Peco
Petite - > Deleter
Rocker - > Metaller
Savage Babe - > Savage
Yoyo - > Choco
Other changes
- You will be able to /memo on the Abyss Lake entrance map(unlike previous Ragna/v/s)
- You will be able to teleport inside ama_dun01(Tatami Maze)
- Panzer Goblin spawns increased from 1 to 10, no respawn time(this is the mob that drops the unslotted Butcher)
- Mobsters will drop the [4] version of Poison Dagger
- Mobster spawns increased from 1 to 2
- The Paper respawn timer reduced from 10 to 7 minutes
- Leib Olmai spawns increased from 1 to 3 at Louyang Dungeon 1
- Mi Gao multiplication removed(exploit fixed)
- Majoruros will only spawn slaves with drops/EXP on spawn, respawned slaves will have no drops(exploit fixed)
- The monsters spawned on Rogue jobchange quest don't drop items anymore(exploit fixed)
- When Sonic Blow or Arrow Vulcan are auto-casted, usually the character would stop attacking during animation. This will no longer happen
- Status foods cooked by players have longer duration. Instead of 20 minutes, will last up to 3 hours
- Seals quest(open seals for God Item creation) were disabled
- The 10.000 donations for starting the Rachel Sanctuary Quest were already given, you may begin the quest normally
- On the Veins Siblings Quest, the Silk Camel will poop at 100% chance, removing the RNG element of the quest
- All Kafra warps cost 1.000(10k for island like Amatsu and Louyang) Zeny and you have access to the full list from everywhere. You still have to use the airship when outside Rune Midgard
- The time needed for the airship to go between stops was reduced
- Tool Dealers added closer to kafras, for cities where the distance between the save spot and the Tool Shop was long. Alberta, Ayothaya, Comodo and Einbroch
- The Save spot for Ayothaya was moved closer to the Kafra, and not on the other side of the map from her
- Thanatos Tower: Gunslinger doesn't require Lv4 weapon, the BaseLevel restriction for accessing upper floors for Extended Jobs was removed
Battlegrounds
This is the objective based battle arena of the server. You will be able to take part in battles, at any time during the day. There are 3 Battleground modes available:
- KvM: 2x2 to 5x5 Battle with no respawning - 5 KvM Badges for a win, 1 for losing
- Tierra Gourge: 4x4 to 10x10 Destroy the Enemy's base - 3 Bravery Badges for a win, 1 for losing
- Flavius: 4x4 to 10x10 Destroy the Enemy's guardians, and then their Crystal - 9 Valor Badges for a win, 3 for losing
You can read more about Battlegrounds here, but do keep in mind that rewards and required players to start have been modified.
Inside the Battlegrounds room, you will find a NPC that will give you a one time only starter set. It contains White, Blue and Green Potions, to use in battle. Notice that all supplies obtained through the Battlegrounds System will only work inside BG maps.
Next to that NPC, you will find another that will exchange your KvM/Bravery/Valor Badges for rewards. You will likely have to spend some of your Badges, in order to continuously buy more potions, but the exchange rate if very favorable. Even if you spend a lot, you will come out positive on badges, even on a losing streak. The set boxes can only be opened outside of Battlegrounds, meaning you can't carry more than your weight capacity by keeping the set boxes items in your inventory and using them during a match.
Players are randomly inserted into teams, every fight. Minimum level to participate is Base Lv80 and Novices cannot participate. Joining as a Guild is only allowed on Tierra Gourge and Flavius, and none of the modes allows Party Queuing.
Repairmen and Storage access is also available inside Tierra Gourge and Flavius.
To join a match, use the built-in button on the interface. You can queue from anywhere.
Inside Battlegrounds(and PvP zones too!), the following skills will not consume materials/zeny.
- Mammonite
- Cart Termination
- Safety Wall
- Stone Curse
- Sanctuary
- Magnus
- Fire Pillar(this is not working right now for some reason, needs a fix next maintenance)
- Venom Dust
- Venom Splasher
- Volcano
- Deluge
- Violent Gale
- Dispel
- Ganbantein
- Gravitation
- Acidified Zone Fire/Water/Earth/Wind
- Demonstration
- Cannibalize
- Chemical Protection(Full and Parts)
- Enchant Deadly Poison(duration is only 60 seconds inside BG)
- Fiberlock/Spider Web
- Ninja Tier 3 Magic
Keep in mind you need to have at least one of the item in your inventory to use the skills. Without at least 1 unit of the required item, it will not work.
The current selection of Rewards is only an initial list, I would like to expand it further. However, first I will wait and see how frequently players get Battlegrounds matches going and at what rate these items are being obtained. The idea is that Battlegrounds shouldn't be the easiest and fastest way to obtain gear, it's merely an extra incentive to play them.
Rules
As a 4chan community server, there aren't many rules. Here's a list of what you cannot do.
You are not allowed to:
- Multi client(sometimes referred to as Multiboxing). This mean, you can only be controlling one character at any time. This ban includes using things such as Virtual Machines, side-by-side computers and remote accessing another computer
- Modify the game's files in a way to gain advantages over players. This includes all forms of sprite edits for players, monsters and items
- Exploit bugs in the game. If you find something that can be exploited, report it
- Automate gameplay, by using bots or scripts
- Manipulate the results of Battlegrounds matches. This includes swapping wins, losing on purpose, sabotaging your own team mates
- Spawn kill players in Battlegrounds matches
- New: Automate AFK gameplay in any capacity. This includes leaving characters with Autocast equipment with the intent of farming while Away From Keyboard, or using @autotrade to help you kill monsters, buffs characters or help with crafting. Cooperating with AFK Farmers in order to collect drops will also be seen as rule infringement
- New: Flooding the chat on purpose. I reserve the right to remove you from channels if you're being disruptive on purpose
- New: Do not place shops atop other player's shops, in order to disrupt their business. You can do it with your own shops, but not to other players
Chat will not be moderated.
How can you support us?
Ragna/v/ is run by a single Admin and advertised only within 4chan. I don't take any money or any form of payment from any of the players. Still, you can support the server by purchasing a 4chan ad. Below are some of the advertisements that myself and players have created. You're free to use any of them, or make your own!
You can buy 4chan ads here. Make sure that clicking the ad links to this rentry page, not any specific thread.
Punishment Log
- September 4th: Caught player Toots leeching player Nascita inside in_sphinx04, both on the same IP. The character being leeched was reverted to 1/1 Novice. Next infraction will be a permanent ban on all accounts associated with the IP
- November 8th: Lullaby and all associated accounts(more than 20) have been permanently banned, for intentionally plotting to sabotage the server and refusing to communicate with the Admin when questioned. No you bitch, I don't need to have "don't sabotage my server" on the rules in order to ban you