Everything you need to know

From DARO

Introduction

  • There are a lot of changes on DaRO regarding a lot of settings and all of this kind of stuff.
  If you can't find the information you were looking for, please contact us on Discord.

General System

  • Gepard Shield 3.0 : Enabled
  • Anti DDoS protection : Enabled
  • Race of the Day : Enabled
  • Banking System: Enabled
  • Dummy System : Enabled
  • Zeny granted upon monsters' death : Enabled, based on monster's BaseLv
  • @battlestats : Enabled, custom
  • @noexp : Enabled
  • MVP & Mini-Boss Cards : No restrictions
  • Self-sex wedding : Enabled by GM commands only.
  • Item delay : 0.300ms
  • Item protection from Break / Strip : Custom. Still a chance to strip or break items if the attacker has the appropriate kugan.
  • Attribute Table reworked
  • Custom commands
  • Multi-leveling : Disabled (100% max experience points upon monster kill)
  • Battlegrounds Gears : Disabled
  • Dungeons Quests entrance : Disabled
  • RoDex/Mail System : Disabled
  • Restock System : Disabled
  • WoE Flee penalty : Disabled

Regarding MVP

  • Autoloot doesn't work on MVP
  • MVP Tombstones System : Enabled (Except for Lord of Death & Satan Morroc)
  • Boss Status immunity : Disabled, success rate is reduced by 66% and all durations are reduced by 80%.
  • Reflect modifications :
    • On MVP only, the formula applied is : (BaseLvl x BaseLvl x 2) x percentage of reflection
      • Few examples :
        • BaseLvl 20 with 50% reflect, max 400 damage reflected.
        • BaseLvl 50 with 50% reflect, max 2.500 damage reflected.
        • BaseLvl 100 with 50% reflect, max 10.000 damage reflected.
  The more reflect percentage you get, the higher the damage are.

Regarding In-Game changes

  • Attributes upgrades :
    • Every point of VIT grants 0,3% chance to not be interrupted when attacked while casting.
    • Every point of AGI reduces the After Skill Delay by 0,25%.
    • Every point in LUK adds 0,33% resistance to common status.
    • Every point in LUK gives 0,2% resistance to critical common status.
    • Every point in LUK adds 0,1s to common status duration.


  • Mount on a Peco, players are considered Large Size.
  • All Babies are considered Small Size.
  • Insta-cast : Disabled. Minimal casting time reached with 10% of your original casting time remaining.
  • Movespeed changes : Agility statistic affects now the movespeed of all entities.
  • Bowling Bash double hit damage fixed. No Gutterlines anymore.
  • Gospel effects stacking : Enabled, however, logging out will cancel the previous buffs acquiered
  • Self-stun caused by Soul Linker Skills : Disabled
  • ASPD bonus can't exceed 70% of your base ASPD, except while using Berserk/Frenzy Skill.
  • Casting Time reduction bonus can't exceed 70% from items (and bragi which stacks with them) and 70% from effects, except under Suffragium effects.


Battle Damage display
  • Battle Damage System : Displayed in blue, this additionnal effect can be obtained thanks to some Kugans. These damage are ruled by the specificities below :
    • Ignores Flee.
    • Ignores Size resistances.
    • Ignores Racial resistances.
    • Reduced by Elemental resistances depending of the Battle Damage element. Default element : Neutral.
    • Is not considered as Physical, Magical or Special damage.
    • Reduced by DEF or MDEF depending of source's description.
    • Does not trigger autocast.



Block & Parry System

Some bonus are called "Block" and "Parry", these system are completely different.
  • Blocking requires a shield and gives a chance to block and reduce damage by a specific value determined by the following values : Shield defense rate, DEF2 or MDEF2, modified by skill ratio if there is any.
    • Minimum 1 damage taken if an attack is blocked and Blocking will fail if you are Stoned, Stunned, Frozen or Asleep.
      • If damage come from a Skill, the reduction formula applied is : (20 + Shield DEF * 2)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2) * 3
      • If damage come from a basic attack, the reduction formula applied is : (20 + Shield DEF * 2)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2)


  • Parrying requires a weapon, which gives a chance to parry and reduce damage by a specific value determined by the following values : Weapon ATK rate, DEF2 or MDEF2, modified by skill ratio if there is any.
    • Minimum 1 damage taken if an attack is parried and Parrying will fail if you are Stoned, Stunned, Frozen or Asleep.
      • If damage come from a Skill, the reduction formula applied is : (10 + Weapon ATK / 10)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2 ) * 3
      • If damage come from a basic attack, the reduction formula applied is : (10 + Weapon ATK / 10)% + ( DEF2 or MDEF or (DEF2+MDEF2) /2)

Soft Cap & Hard Cap System

This system has been introduced to avoid anyone from being overprotected regarding an element or a statistic.

  The Soft Cap is fixed from 41% to 60% while the Hard Cap is fixed from 61% to 80%.
  Past these 80%, you won't be granted with additional bonus.
  • Listed statistics below are affected by this system :
    • Elemental Resistances
    • Race Resistances
    • Reduction of SP Consumption


Soft Cap Hard Cap
41% ~ 60% 61% ~ 80%
2 times the amount of the bonus required 3 times the amount of the bonus required
Examples
If you equip a Marse Card while you already reached the Soft Cap, it will only give you 15% instead of 30% Water resistance. If you equip a Marse Card while you already reached the Hard Cap, it will only give you 10% instead of 30% Water resistance.

New Critical System

  All Skills can be critical !
  • The critical rate is based on the CRI value showed in Alt + A pannel.

Thus, effects that increase critical output also affect critical skills, depending on the type of Skill used.

  • Damage inflicted with a Critical Skill will be managed by this formula if a Damage Multiplier exists :
    • Final Critical Damage, ignoring DEF + Additional Skill Base Damage, that takes into account Flee & DEF.
  Example : Bash
  
  Bash is a Skill with a Skill Damage Modifier of 400%.
  A critical Bash will deal : 161% of BashBaseDamage + 300% of your MaxATK

Take note that Cards like The Paper Card will work on Acid Demonstration and Cart Termination for example. One The Paper Card will only improve the Final Critical Damage part in the formula and won't affect the Additional Skill Base Damage.


Critical Skills
Skill Damage Modifier Final Critical Damage Additional Skill Base Damage
100% 100% 0% of your MaxATK or MaxMATK
200% 122.5% 100% of your MaxATK or MaxMATK
300% 142.75% 200% of your MaxATK or MaxMATK
400% 161% 300% of your MaxATK or MaxMATK
500% 177% 400% of your MaxATK or MaxMATK
600% 191.5% 500% of your MaxATK or MaxMATK
700% 204.75% 600% of your MaxATK or MaxMATK
800% 216.75% 700% of your MaxATK or MaxMATK
900% 227.75% 800% of your MaxATK or MaxMATK
1 000% 237.75% 900% of your MaxATK or MaxMATK
1 100% 246.75% 1 000% of your MaxATK or MaxMATK
1 200% 255% 1 100% of your MaxATK or MaxMATK
1 300% 262.5% 1 200% of your MaxATK or MaxMATK
1 400% 269.25% 1 300% of your MaxATK or MaxMATK
1 500% 275.5% 1 400% of your MaxATK or MaxMATK
1 600% 281.25% 1 500% of your MaxATK or MaxMATK


  • All attacks for which there are no damage multiplier, a damage multiplier is generated based on the damage inflicted.
  • A critical Healing skill increases the Healing amount by 33%.

Smart Healer

You won't have to click on the Healer NPC anymore ! Our Healer is benevolant and will take care of you as soon as you approach her !

→ If you enter in the 13x13 area around her, she will automatically heal you overtime, up to 80% of your HP & SP.

Take note that if you have a Premium Account, then it will be 100% of your HP & SP.


Dungeons Access

  • Some of your favorite dungeons required quests to access to them before right ? Such as Kiel Dungeon, Moscovia and Geffenia some others.

You will be able to access to them thanks to the Quick Access System on DaRO !

  For example, check this one :
Moscovia Quick Access.png


  • These "flames" on the screenshot will immediately teleport you to Moscovia Dungeon.
    • Each dungeon that was previously requiring a quest will now be accessable thanks to these spots.


There you can check locations of all of them :
Access to Map Coordinates
Abyss Lake Hugel Field 05 169 296
Amatsu Dungeon Amatsu Castle - Last Floor 119 185
Ayothaya Dungeon Ayothaya field 01 130 194
Brasilis Dungeon Brasilis Art Museum 16 179
Cursed Abbey Veins Field 07 132 131
Dewata Dungeon Dewata Town 235 54
Geffenia Dungeon Geffen Field 09 222 222
Kiel Dungeon Yuno Field 08 149 190
Lighthalzen Bio Laboratory Rekenber Corporation Headquarters 42 219
Malaya Hospital Malaya Town 50 81
Moscovia Dungeon Moscovia Town 137 54
Rachel Sanctuary Rachel Temple 113 180
Scaraba Hole 02 Scaraba Hole 01 290 104

Direct Warper Access

This feature allows you to choose a destination and to be teleported to it if you already did the related entrance quest.

What is it ? It is a specific quest given by an NPC you can find at the entrance of each dungeon.


For example, after being teleported to Moscovia Dungeon area thanks to the Quick Access System, you will be able to see a blue cross marker on your mini-map, the same that you can see on the screenshot below.


Entrance Quest Moscovia.png
  If you complete the quest and report back to the NPC, you will be allowed to use the Warper to teleport directly to Moscovia Dungeon !
  This will grant access to the dungeon to the whole account and not just to the character who did the quest !

Skills modifications

All Ragnarok Online's Skills have been reviewed and corrected to open up new possibilities and combinations.

Everything has been balanced so that the best Skills remain the best but also so that there are new paths and a better balance of classes in their respective roles. Thus, the game allows new ways of playing without sacrificing the original part of the gameplay.


List of Skills modifications

DoTs - Damage over Time

  Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.


If you kill a monster using DoTs damage, Items will not be autolooted and Benedictions will never appear if you aren't in a range of 36 cells away from the monster.
36 cells means approximatively 2 screens.


  • Take note that the success rate of inflicting DoTs is affected by the total amount of LUK of the target and the caster :
    • Caster's LUK will increase the chance to inflict the status effect to a target by 0.2% per point of LUK.
    • Target's LUK will increase the chance to resist to the status effect by 0.2% per point of LUK.


All effects listed below will affect all DoTs effects :

  • All DoTs will deal damage each second.
  • DoT's ticks can be critical and critical ticks add 50% damage ignoring all race resistances.
  • DoTs like Venom, Poison, Deep Poison, Bleeding, Burning, Venom, Toxin can't last less than 5 seconds.
  • Every DoTs with a duration exceeding 10 seconds will have a duration of 10 seconds, plus an additional 33% of the surplus duration.


All effects listed below will only affect Venom / Poison / Deep Poison / Burning DoTs effects, Toxin being a special case :

  • The portion of the formula affected by Target's statistics can reduce damage up to 50% received damage.
  • DoTs damage are increased based on Target's maximum HP. Each 100 current HP of the target increase damage by 0.1%. Up to 200% damage bonus if the target has at least 200 000 HP.
  • DoTs can now kill affected targets.


Poison

Damage Formula

  [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.


Poison while using Throw Venom Knife

  • Poison DoT inflicted by the skill Throw Venom Knife will inflict Venom instead of the basic Poison.
  • Specificities of Venom :
    • It can be stacked up to 4 times, each new stack refresh status duration.
    • Venom count other DoTs as an additional stack for its damage calculation. Meaning a target affected by 4 stacks of Venom and also affected by Burning will be count as a 5 stacks target.
    • Venom damage formula is based on the formula above, however, it is weaker at start and stronger as stacks increase.
      • The overall damage formula is (50 + 25 * StacksAmount)% of DoT's damage.


Number of stacks Damage compared to Poison DoT
1 75%
2 100%
3 125%
4 150%
5 175%
6 200%
... ...

Deep Poison

Damage Formula

  2 * [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.


Bleeding

Damage Formula

  2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1,5 * (Target's LUK + Target's STR + Target's BaseLV) + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.


Burning

Damage Formula

  2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's AGI + Target's BaseLV) + Caster's HIT Bonus
  • Mdef of the target will increase the resistance to this effect.

Toxin

Damage Formula

  Toxin burns 1% of current SP of the target each second

Status Effects

  • Regarding success rates :
    • Each point in LUK adds 0.33% chance to prevent these status effects.
    • Each point in LUK adds 0.33% chance to inflict these status effects.
    • Each Base Level apart add or remove 0,1% to common status success rate.
    • Confusion, also called Chaos resistances are based on VIT, but also on the higher value between STR and INT.
  • Regarding common statuses' durations :
    • Each point in LUK add or remove 0,02 second to common status duration. This will be applied after attribute percentage reductions.
    • Durations based on attributes percentage can't exceed 85% of base duration.
    • Common status have now a minimum duration :
      • Debuffs like Silence, Blind, Confusion or Curse can't last less than 3 seconds.
      • Snares like Stun, Freeze, Stone or Sleep can't last less than 1 second.
  • Regarding critical common status :
    • Common status can be critical, which is only based on Critical value and don't take into account cards giving Critical vs races, Katar type weapon bonus or else.
    • Critical common status ignores 50% of all resistances including duration resistances.


  These abnormal statuses have been changed so that they can be bases for real strategies.


Modified Common Status effects
Silence Effect.png
Silence
  • Can't proc auto-spells if the player is affected by Silence status.
Curse Effect.png
Curse
  • Reduces STR/INT/DEX by 5 and an additional 10% of these statistics.
  • Reduces affected player's damages and heals by 10%.
  • Reduces affected monster's damages/heals by 20%
Blind Effect.png
Blind
  • Affected player or monster has 35% chance to inflict 0 damage with all attacks.
  • Reduces critical rate to 0.
Chaos Effect.png
Confusion / Chaos
  • 30% chance to attack itself instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks himself.
  • Monsters have half less chances to use skills.
  • Affected target hit have around 30% chance to recover from Confusion if their HP are full.
  • Affected target hit have around 100% chance to recover from Confusion if their HP are low.
  • SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption multiplied by 4.
  • Spirits Sphere requirement and consumption multiplied by 2.
Hallucination Effect.png
Hallucination
  • Damage and heals done are randomly changed to a value between 0 and the normal value.
  • 25% more chance to receive critical hits.
  • Critical hits received inflict 33% more damage.
Sleep Effect.png
Sleep
  • Affected target have around 30% chance to recover from Sleeping when hit if its HP are full.
  • Affected target have around 100% chance to recover from Sleeping when hit if its HP are low.
Some other Status effects
Stun Stone Curse
Undead Critical Wounds
Freezing Slow Cast
Joint Beat effects Ankle Snare effects
Decrease Agility effects ...

Custom Status Effects

Custom Status Effects
Crystallize
  • Does not deal damage per second anymore.
  • The target will suffer these effects :
    • Magic, Special or Physical ranged damage received increase by 10% and an additional damage augmentation of 0.5% of target's left HP. Up to 33% total improvement.
    • Physical melee damage inflicted with one-handed weapons and katars increase by 15% and an additional damage augmentation of 0.75% of target's left HP. Up to 50% total improvement.
    • Physical melee damage inflicted with two-handed weapons except katars increase by 20% and an additional damage augmentation of 1% of target's left HP. Up to 66% total improvement.
Slow
  • Speed, ASPD, Flee and Hit are reduced by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Cured thanks to Cure & dismissed by Fast.
  • MDEF helps preventing this status.
Fast
  • Speed, ASPD, Flee and Hit are increased by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Dismissed by Slow
Chill
  • Speed, ASPD, Flee and Hit are reduced by 10%.
  • Casting Time & After Skill Delay are increased by 25%.
  • DEF and MDEF are reduced by 15%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Fever
  • All damage received are increased by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Feeble
  • All damage inflicted are reduced by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Weak
  • Critical rate inflicted is reduced by 10 and an additional 33%.
  • Critical rate received is increased by 10 and an additional 33%.
  • After Hit Delay is reduced by 33%.
  • Cured by Cure.
  • DEF helps preventing this status.
Brake
  • Casting Time & After Skill Delay are doubled.
  • ASPD is reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Crack
  • DEF and MDEF are reduced by 33%.
  • DEF2 and MDEF2 are reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Oath
  • Increases chance to receive a status effect by 50%.
  • Reduces PFlee to 0.
  • Cured by Blessing.
  • MDEF helps preventing this status.
Stop Can't move anymore for the status' duration.


"Common Status" or "Common DoTs" mentions

  • While playing on DaRO and reading the wiki or just items or kugans effects in-game, you will sometimes meet mentions like "Increase Common Status resistances" or "Decrease Common DoTs damage". These kind of mentions will be applied on the lists of status and DoTs below :
Common Status are Common DoTs are
  • Stun
  • Sleep
  • Stone Curse
  • Freeze
  • Blind
  • Confusion
  • Silence
  • Curse
  • Poison, despite being a DoT
  • Deep Poison, despite being a DoT
  • Poison
  • Bleeding
  • Burning
  If you need any additional information, please mention it to us

Hit & Flee changes

  • On DaRO, chances of hitting an opponent have been changed to keep dodge-focused builds interesting without going to extremes.
  Every damage can be avoided at a rate of 5% and you will always have 5% chance to hit your target.
  The Flee increase those odds and the Hit reduce it.
  Take note that an avoided attacks can still deal status etc...


The Flee penalty during WoE 1st Edition is disabled here. Your Flee won't be reduced anymore during WoE time.


  • At equal attacker's Hit and defender's Flee the Hit rate is equal to 88%.
  • The defender needs to have 100 more Flee than attacker's Hit to reach 95% chance to flee the attack.
  • The attacker needs to have 100 more Hit than defender's Flee to reach 95% chance to hit.
  • Perfect Hit increase the Hit rate ratio and Perfect Flee reduce the hit rate ratio, works on skills.


Some items or skills are mentionning the fact of "facing multiple enemies", you are facing multiple enemies when you suffer from the Flee penalty caused by the amount of targets hitting you. More than 2 enemies hitting you will trigger all effects affected by "facing multiple enemies" condition. Take note that you will loose 10% Flee rate each additionnal monster. Up to 5% Flee rate left since it's the minimal Flee reachable. Which means this minimum will be reached if 11 monsters are hitting you.

Cast Time, After Skill Delay & Attack Speed

→ There you can see all informations regarding these systems. However, if you still want more informations or if you need more explanations or details, please contact us ! We will gladly provide you help !
  Casting Time calculations

Your Casting Time can be reduced by :

  • DEX (minimum cast 15% with 150 DEX)
  • Few Effects (Bragi, Memorize, Haste, etc... in a multiplicative way)
  • Bonus of some items affecting one skill (in an additive way if the same skill)
  • Some global bonus items (in an additive way, maximum reduction is 70%)


  • Example :
    • A skill have a casting time of 2 seconds
    • The character have enough DEX to reduce casting time by 50% meaning a reduction from 2 seconds to 1 second.
    • The character is under Bragi's effects, 1 second to 0.5 second.
    • The character is under Suffragium's effects, 0.5 second to 0.25 second.
    • The character have a reduction for this skill thanks to a bonus of 50%, 0.25 second to 0.125 second.
    • The character have a global cast reduction from item bonuses of 50%, 0.125 second to 0.0625 second.


  After Skill Delay calculations

Your After Skill Delay can be reduced by :

  • AGI
  • Reduction from effects (Bragi, Haste, Sagittarius, etc... in a multiplicative way)
  • Reduction from bonus items affecting one skill (in an multiplicative way for a same skill)
  • Reduction from global bonus items (in an additive way, maximum reduction is 70%)
  • Example :
    • A skill have an after skill delay of 2 seconds
    • The character have enough AGI to reduce after skill delay by 10% (2s => 1.8s)
    • The character is under Bragi's effects (1.8s => 0.9s, if bragi's reduction is 50%)
    • The character is under Haste's effects (0.9s => 0.54s, if haste's reduction is 40%, the default value)
    • The character have a reduction for this skill of 33% (0.54s => 0.36s)
    • The character have a global after skill delay reduction from item bonuses of 50% (0.36s => 0.18s)


  ASPD calculations

Your ASPD is based on :

  • Base attack speed comes from weapon type
  • Reduction from AGI and DEX (in an additive way from both attributes but acting a % on the weapon delay)
  • Reduction from bonus items (In an additive way)
  • Reduction from effects (Bragi, Haste, Sagittarius, etc... in an additive way)
  • Note :
    • Cumulated bonus from items and effects can't go higher than 70% without Frenzy


  • Example :
    • A character use a weapon with an attack speed of 550 (swordman with 1h sword, which is 145 ASPD)
    • The character have 100 AGI and 100 DEX which reduces attack delay by 50% (0.4xAGI + 0.1xDEX) (550 => 275, which is 172.5)
    • The character have some item bonuses (10+10) for a total of 20% (275 => 221, which is 177.9)
    • The character is under Quicken (30), Berserker potion (20) for a total of 50% (221 => 110, which is 189.0)
  • Notes :
    • In order to calculate the ASPD value (numbers displayed in status frame) you need to substract your actual delay from 2000 and divide by 10.
    • Status frame only display round ASPD value but there is an actual difference between an ASPD of 170.4 and 170.8, even if not displayed.
    • A swordman with a sword without frenzy can't go higher than 183 without any points in AGI/DEX, because of math above.
      • In this example the minimum to get 190 is to have 11% of ASPD reduction from attributes, which can be achieved with 30 AGI for example (but with the maximum ASPD reduction from items and effects).

Monsters modifications

  • Some monsters have been modified to ensure greater challenge and increased play strategies :
    • Reputation is awarded upon killing monsters.
    • Some Skills, exclusive to monsters or not, have been improved in order to guarantee more fightning possibilities.

Items modifications

  All the items below are worth enough to mention their new drop locations or modifications here.
  If you think an item shall be added here, contact our Staff !


  • General feature : A lot of items locked to "Rebirth Class only" have been unlocked for advanced and non-Rebirth Classes.
    • If you see any item that is still locked for Rebirth or else, and you think it shouldn't be the case, please contact us ! Thanks a lot !


Added Items
ID Name Obtainable
2553 Dragon Manteau [1] Draco & Hydrolancer
2399 Dragon Vest [1] Draco, Gold Acidus & Hydrolancer
2202 Sunglasses [1] Bronze Coin Shop


Modified Items
ID Name Modifications
13414 Elemental Sword [3] If equipped in the left hand, autocast chances are doubled, however, burst caused with all bolts isn't activate anymore.

Selling price reduced

  To make the zeny farming vary, we decided to reduce the selling price of some items used to be farmed to earn zenys.
  If you think one of these reduction is too high, an item missing to this list, please notify us !


ID Name Base selling price ID Name Base selling price
522 Mastela Fruit.png
522 Mastela Fruit 1.500 zenys
747 Crystal Mirror.png
747 Crystal Mirror 2.500 zenys
748 Witherless Rose.png
748 Witherless Rose 9.000 zenys
749 Frozen Rose.png
749 Frozen Rose 6.000 zenys
2609 Skull Ring.png
2609 Skull Ring 2.000 zenys
2610 Gold Ring.png
2610 Gold Ring 5.000 zenys
2611 Silver Ring.png
2611 Silver Ring 3.000 zenys
2613 Diamond Ring.png
2613 Diamond Ring 7.500 zenys