Difference between revisions of "Everything you need to know"

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::*''There are a lot of changes on DaRO regarding a lot of settings and all of this kind of stuff.''
 
::*''There are a lot of changes on DaRO regarding a lot of settings and all of this kind of stuff.''
 +
 +
::*''Here is a "New Player Guide" made by one of our player: https://docs.google.com/spreadsheets/d/1vLaScDeNLnI--c68VvHy61hiMuurSH1kIJwRCShnwEA/edit#gid=0''
  
 
<div class="center-item">
 
<div class="center-item">
Line 18: Line 20:
 
:*@battlestats : Enabled, custom
 
:*@battlestats : Enabled, custom
 
:*@noexp : Enabled
 
:*@noexp : Enabled
:*MVP & Mini-Boss Cards : No restrictions
+
:*MVP Cards : Maximum one card worn at a time
 
:*Self-sex wedding : Enabled by GM commands only.
 
:*Self-sex wedding : Enabled by GM commands only.
 
:*Item delay : 0.300ms
 
:*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.
 
:*Item protection from Break / Strip : Custom. Still a chance to strip or break items if the attacker has the appropriate kugan.
:*<html><a href="http://mysticprojectro.com/wiki/index.php?title=Attribute_Table">Attribute Table reworked</a></html>
+
:*<html><a href="http://mysticprojectro.com/wiki/index.php/Global_Information#Commands" target="_blank">Custom commands</a></html>
:*<html><a href="http://mysticprojectro.com/wiki/index.php/Global_Information#Commands">Custom commands</a></html>
+
 
 +
<div class="center-item">
 +
  Since the elements attribute table has been slightly modified here, you can consult it thanks to the link below.
 +
  <html><a href="http://mysticprojectro.com/wiki/index.php?title=Attribute_Table" target="_blank">Attribute Table reworked</a></html>
 +
</div>
  
 
:*Multi-leveling : Disabled (100% max experience points upon monster kill)
 
:*Multi-leveling : Disabled (100% max experience points upon monster kill)
Line 31: Line 37:
 
:*Restock System : Disabled
 
:*Restock System : Disabled
 
:*WoE Flee penalty : Disabled
 
:*WoE Flee penalty : Disabled
 +
:*@menu command in order to modify your settings
  
 
== Regarding MVP ==
 
== Regarding MVP ==
  
 
*Autoloot doesn't work on MVP
 
*Autoloot doesn't work on MVP
*MVP Tombstones System : Enabled (Except for Lord of Death & Satan Morroc)
+
*MVP' Tombstones System : Enabled
 +
*Coma on any MVP only deal 9999 flat damage
 
*Boss Status immunity : Disabled, success rate is reduced by '''66%''' and all durations are reduced by '''80%'''.
 
*Boss Status immunity : Disabled, success rate is reduced by '''66%''' and all durations are reduced by '''80%'''.
 
+
*Ankle Snare & Land Mine receive modifications on MVP and Elite monsters :
 +
**Elite monsters : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
 +
**MVP : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
 +
**Elite MVP : Receive a 12s immunity after being affected by Land Mine or Ankle Snare.
 +
<br>
 
*Reflect modifications :
 
*Reflect modifications :
 
**On MVP only, the formula applied is : '''(BaseLvl x BaseLvl x 2) x percentage of reflection'''
 
**On MVP only, the formula applied is : '''(BaseLvl x BaseLvl x 2) x percentage of reflection'''
Line 56: Line 68:
 
**Every point in '''LUK''' adds '''0,33%''' resistance to common status.
 
**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''' gives '''0,2%''' resistance to critical common status.
**Every point in '''LUK''' adds '''0,1s''' to common status duration.
 
  
  
Line 69: Line 80:
 
*ASPD bonus can't exceed 70% of your base ASPD, except while using Berserk/Frenzy Skill.
 
*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.
 
*Casting Time reduction bonus can't exceed 70% from items (and bragi which stacks with them) and 70% from effects, except under Suffragium effects.
 +
*Using an elemental skill while wearing an elemental weapon of the same element will increase damage done by 25%. Doesn't work with endowed weapons but only innate elemental weapons.
 +
*Break and Strip on monsters inflict the effect mentionned below :
 +
**'''Armor :''' VIT -40% & DEF2 reduced to 0
 +
**'''Weapon :''' ATK -25%
 +
**'''Helm :''' INT -40% & MDEF2 reduced to 0
 +
**'''Shield :''' DEF & MDEF -15%
  
 
+
=== Battle Damage System ===
  
 
[[File:Battle Damage display.png|frame|right|Battle Damage display]]
 
[[File:Battle Damage display.png|frame|right|Battle Damage display]]
 +
Displayed in blue, this additional damage can be obtained through some Kugans. The damage has the following properties:
  
:*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 Flee.
+
*Default element: Neutral.
:**Ignores Size resistances.
+
*Is not considered Physical, Magical or Special damage.
:**Ignores Racial resistances.
+
*Reduced by DEF or MDEF depending of source's description.
:**Reduced by Elemental resistances depending of the Battle Damage element. Default element : Neutral.
+
*Does not trigger auto-cast.
:**Is not considered as Physical, Magical or Special damage.
+
'''''Battle Damage rules vary depending of the Kugan effects. If no precisions are made, rules above prevail overall.'''''
:**Reduced by DEF or MDEF depending of source's description.
 
:**Does not trigger autocast.
 
 
 
 
 
 
 
  
 
=== Block & Parry System ===
 
=== Block & Parry System ===
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:Some bonus are called '''"Block"''' and '''"Parry"''', these system are completely different.
 
: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.
+
*Blocking requires a shield and gives a chance to block and reduce damage by a specific amount 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.
 
**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 the damage comes from a Skill, the reduction formula applied is: (20% + 3% if Neutral type, 6% if Medium type, 9% if Heavy type, 12% if Very Heavy type) + (DEF2 or MDEF2 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)
+
***If the damage comes from a basic attack, the reduction formula applied is: (20% + 3% if Neutral type, 6% if Medium type, 9% if Heavy type, 12% if Very Heavy type) + (DEF2 or MDEF2 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.
+
*Parrying requires a weapon, which gives a chance to parry and reduce damage by a specific amount 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.
 
**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 the damage comes from a Skill, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF2 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)
+
***If the damage comes from a basic attack, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF2 or (DEF2+MDEF2) /2)
 +
 
 +
== Elite monsters Elite MvPs System ==
 +
 
 +
 
 +
<div class="center-item">
 +
  An elite MvP is affecting its surroundings with an aura if its level is above 100. World Event, Purgators and Elite MvPs are concerned.
 +
  Any MvP that can be affected by an aura will be immune to damage for 15 seconds when MvP's left HP are at 75, 50 & 25% of its MaxHP.
 +
</div>
 +
 
 +
::*All Elite monsters, monsters and MvPs included receive extra buffs based on the difference between MvP's and player's level :
 +
::**Increase Critical by 1 every 4 exceeding levels
 +
::**Increase Critical damage inflicted by 1% per exceeding level
 +
::**Ignores 1 DEF and 1 MDEF every 4 exceeding levels
 +
::**Reduces any long ranged damage received by 0.5% per exceeding levels
 +
::***Bonus above are only buffs, if you manage to outlevel the affected monster, they aren't activated but you don't get any benefit from this system.
 +
 
 +
=== Party Shield ===
 +
 
 +
:*The MvP aura makes MvP immune to damage if not enough players are on the same screen as attackers.
 +
:**For every missing attackers, damage are reduced by half. A player attacking the MvP within 7s is considered as an attacker.
 +
 
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:80%; border-collapse: separate; padding: 0.5em; border-style: hidden;"
 +
|-
 +
| style="border: 0px"|
 +
! Number of players required
 +
! Number of attackers required
 +
|-
 +
! MvP event, Sadness / Tempus / ...
 +
| 4 players
 +
| 2 attackers
 +
|-
 +
! Super MvP, appearing in elemental dungeons
 +
| 6 players
 +
| 3 attackers
 +
|-
 +
! Purgator MvP
 +
| 10 players
 +
| 5 attackers
 +
|-
 +
! World Boss
 +
| 16 players
 +
| 8 attackers
 +
|}
 +
 
 +
<div class="center-item">
 +
  Those MvP are meant to be killed with a party!
 +
</div>
 +
 
 +
=== Modified Auras based on the Race and Element of the Elite MvP ===
 +
 
 +
 
 +
<div class="center-item">
 +
  Any Elite MvP is surrounded by a strong Aura. Each second, the MvP aura may inflict a status to any attacker and to any prey.
 +
  Chances depends on the exceeding level of the MvP, compared to the player's level.
 +
  Some additionnal effects may occur depending of the element of the MvP.
 +
</div>
 +
 
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:100%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="13"|
 +
|-
 +
! style="border: 0px" colspan="13"| Elite MvP Auras
 +
|-
 +
! colspan="13"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
| style="border: 0px"|
 +
! Element
 +
! width="18%"| When attacking
 +
! When being attacked
 +
|-
 +
! rowspan="11"| Element
 +
|-
 +
| Neutral
 +
| <ul><li>May cause Stun status</li></ul>
 +
| <ul><li>May be immune to damage for 7s, while this bonus is activated every attacks may confuse the attacker, this effect has a 30 seconds cooldown</li></ul>
 +
|-
 +
| Water
 +
| <ul><li>May cause Freeze Status</li></ul>
 +
| <ul><li>Attackers loose 20% of their MaxSP</li>
 +
<li>If the attacker's remaining SP are lower than 20% of his MaxSP, then the remaining amount is depleted and the attacker suffers from Freeze, Chill & Crystalisation</li></ul>
 +
|-
 +
| Earth
 +
| <ul><li>May cause Stone Curse status</li></ul>
 +
| <ul><li>Attackers may be pushed 5 cells away</li>
 +
<li>If the attacker is pushed against a wall, each missing cell inflicts 999 damage + 10% of attackers MaxHP</li></ul>
 +
|-
 +
| Fire
 +
| <ul><li>May cause Burning</li></ul>
 +
| <ul><li>Attackers might receive a stack. If 10 stacks or more are inflicted on the player, inflicts 999 damage per stack</li>
 +
<li>To lower the amount of stacks to 0, the attacker needs to cease attacks for 7 seconds</li></ul>
 +
|-
 +
| Wind
 +
| <ul><li>May cause Sleep status</li></ul>
 +
| <ul><li>The MvP can randomly teleport in a 15 x 15 cells area. When it occurs, its aggro is reevaluated</li></ul>
 +
|-
 +
| Poison
 +
| <ul><li>May cause Poison</li></ul>
 +
| <ul><li>The MvP receives a shield preventing neutral element damage if not at least half of total damage dealt to the MvP are inflicted by any other element</li></ul>
 +
|-
 +
| Holy
 +
| <ul><li>May cause Silence status</li></ul>
 +
| <ul><li>The MvP may get a Healing on Time which recovers 9999 HP per second</li>
 +
<li>This effect can be stopped it the MVP suffers from Poison, Burning or Bleeding</li></ul>
 +
|-
 +
| Dark
 +
| <ul><li>May cause Blind status</li></ul>
 +
| <ul><li>The MvP may be silenced for 4 seconds, when this debuff fades, the next received attack will trigger Hell Judgment level 15. This effect has a 45 seconds cooldown</li></ul>
 +
|-
 +
| Ghost
 +
| <ul><li>May cause Curse status</li></ul>
 +
| <ul><li>The MvP may receive the Invisible status for 10 seconds. This status can be ended by using any skill or consumable interrupting Cloak or Hide status</li></ul>
 +
|-
 +
| Undead
 +
| <ul><li>May cause Undead status</li></ul>
 +
| <ul><li>May force the MvP to summon Undead additionnal monsters, which will also occurred if a player is killed by the MvP</li></ul>
 +
|-
 +
| colspan="13" style="border: 0px"|
 +
|-
 +
| colspan="13" style="border: 0px"|
 +
|-
 +
! colspan="13" style="border: 0px"|
 +
|-
 +
| colspan="13" style="border: 0px"|
 +
|-
 +
| colspan="13" style="border: 0px"|
 +
|-
 +
| style="border: 0px"|
 +
! Race
 +
! colspan="2" width="18%"| When attacking
 +
|-
 +
! rowspan="10"| Race
 +
| Demi Human
 +
| colspan="2"| <ul><li>The MvP may ignore the main target and focus any other player attacking it. The new target will receive heavy damage while attacking as long as the target has not changed</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Fish
 +
| colspan="2"| <ul><li>The MvP inflicts Quagmire and Watery Evasion effects for 15 seconds. If an attacker is affected by Quagmire or Watery Evasion effect, consumes SP based on the difference between attacker's and MvP's level</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Plant
 +
| colspan="2"| <ul><li>If an attacker doesn't move each 10 seconds or less, the MvP's anger will grow, this anger will damage the attacker, those damage increasing indefinitely</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Dragon
 +
| colspan="2"| <ul><li>Any attacker will generate one stack each second. If MvP's coordinates aren't changed after 20 stacks, the MvP's anger will grow, any attacker receives damage as anger grows, those damage increasing indefinitely</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Brute
 +
| colspan="2"| <ul><li>The MvP inflicts Bleeding for 15 seconds. If an attacker is affected by Bleeding, inflict damage to the attacker based on the difference between attacker's and MvP's level</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Insect
 +
| colspan="2"| <ul><li>The MvP inflicts Critical Wound for 15 seconds. If an attacker is under Critical Wound effects, inflict damage to the attacker based on the difference between attacker's and MvP's level</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Angel
 +
| colspan="2"| <ul><li>The MvP receives Assumptio for 10 seconds. Any attack dealt to the MvP while this effect is activated will recover 9999 HP to the MvP. This effect has a 30 seconds cooldown and can be removed with regular ways</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Demon
 +
| colspan="2"| <ul><li>The MvP will attempt to delete attackers' Blessing. If the attacker doesn't have Blessing effect, inflicts heavy damage based on the difference between attacker's and MvP's level, those damage increasing indefinitely</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Formless
 +
| colspan="2"| <ul><li>The MvP may receive Assumptio for 10 seconds. When a player attacks it while this effect is activated, the attacker may be stunned. This effect has a 30 seconds cooldown and can be removed with regular ways</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
| Undead
 +
| colspan="2"| <ul><li>The MvP inflicts Fear status for 15 seconds. If an attacker is affected by Quagmire or Watery Evasion effect, consumes SP based on the difference between attacker's and MvP's level</li></ul>
 +
| style="border: 0px"|
 +
|}
  
 
== Soft Cap & Hard Cap System ==
 
== Soft Cap & Hard Cap System ==
  
 +
=== General Caps ===
  
 
This system has been introduced to avoid anyone from being overprotected regarding an element or a statistic.
 
This system has been introduced to avoid anyone from being overprotected regarding an element or a statistic.
  
 
<div class="center-item">
 
<div class="center-item">
   The Soft Cap is fixed from '''41% to 60%''' while the Hard Cap is fixed from '''61% to 80%'''.
+
   A Cap is instored from '''61% to 80%'''.
 
   Past these '''80%''', you won't be granted with additional bonus.
 
   Past these '''80%''', you won't be granted with additional bonus.
 
</div>
 
</div>
Line 115: Line 304:
 
**''Race Resistances''
 
**''Race Resistances''
 
**''Reduction of SP Consumption''
 
**''Reduction of SP Consumption''
 +
**''Hard DEF & Hard MDEF''
 +
**''Bonus called "Damage reduction while casting"''
  
 +
<div class="center-item">
 +
  Concerning DEF and MDEF, the Cap is set to 90 maximum.
 +
</div>
  
 
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:80%; border-collapse: separate; padding: 0.5em;"
 
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:80%; border-collapse: separate; padding: 0.5em;"
Line 121: Line 315:
 
! colspan="2"|  
 
! colspan="2"|  
 
|-
 
|-
! Soft Cap
+
! style="border: 0px" colspan="2"| Cap
! Hard Cap
 
 
|-
 
|-
 
! colspan="2"|  
 
! colspan="2"|  
 
|-
 
|-
| 41% ~ 60%
+
| style="border: 0px"|
 +
|-
 +
! rowspan="2"| Treshold
 
| 61% ~ 80%
 
| 61% ~ 80%
 
|-
 
|-
| 2 times the amount of the bonus required
+
| Twice the amount of the bonus required
| 3 times the amount of the bonus required
 
 
|-
 
|-
 
| style="border: 0px"|
 
| style="border: 0px"|
Line 140: Line 334:
 
! colspan="2"|  
 
! colspan="2"|  
 
|-
 
|-
! colspan="2"| Examples
+
! style="border: 0px" colspan="2"| Examples
 
|-
 
|-
 
! colspan="2"|  
 
! colspan="2"|  
 
|-
 
|-
| If you equip a '''Marse Card''' while you already reached the Soft Cap, it will only give you 15% instead of 30% Water resistance.
+
| style="border: 0px"|
| If you equip a '''Marse Card''' while you already reached the Hard Cap, it will only give you 10% instead of 30% Water resistance.
+
|-
 +
| colspan="2"| If you equip a '''Marse Card''' while you already reached the Cap, it will only give you 15% instead of 30% Water resistance.
 
|}
 
|}
  
== New Critical System ==
+
=== Summons' Caps ===
  
 
<div class="center-item">
 
<div class="center-item">
   '''All Skills can be critical !'''
+
   Concerning MaxHP, the soft Cap is set to 75 000. There is no hard Cap.
 +
  Concerning DEF and MDEF, the soft cap is set to 50, the hard Cap is set to 75.
 
</div>
 
</div>
  
:*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 <u>The Paper Card</u> 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'''.
 
  
 
+
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:50%; border-collapse: separate; padding: 0.5em;"
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:70%; border-collapse: separate; padding: 0.5em;"
 
 
|-
 
|-
! colspan="3"|  
+
! colspan="2"|  
 
|-
 
|-
! colspan="3" style="border: 0px"| Critical Skills
+
! style="border: 0px" colspan="2"| DEF & MDEF Cap
 
|-
 
|-
! colspan="3"|  
+
! colspan="2"|  
 
|-
 
|-
| style="border: 0px"|  
+
| style="border: 0px"|
 
|-
 
|-
! Skill Damage Modifier
+
! rowspan="2"| Treshold
! Final Critical Damage
+
| 51% ~ 75%
! Additional Skill Base Damage
 
 
|-
 
|-
| 100%
+
| Twice the amount of the bonus required
| 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.
+
:*Summons also have a cap regarding their ATK & MATK.
*A critical Healing skill increases the Healing amount by 33%.
+
:**Minimum ATK & MATK are soft capped above 750, gain is halved for each bonus above this value. There is no hard cap.
 +
:**Maximum ATK & MATK are soft capped above 1500, gain is halved for each bonus above this value. There is no hard cap.
 +
 
 +
== Chest Rewards' Distribution ==
 +
 
 +
:*During some events, invasions, or at the end of nightmare dungeons for example, you will find big chests containing decent amount of rewards.
 +
 
 +
::*Items will fall on the floor and people will be able to collect them as a usual item. However, take note that all items are distributed randomly to people in the screen.
 +
 
 +
<div class="center-item">
 +
  This system excludes Double Accounts, which means having several accounts logged in won't increase the rewards you get.
 +
</div>
 +
 
 +
:*If you really need some items that fell on the floor like that and you weren't able to get it, try to get it by discussing calmly with the one who got the precious item.
 +
 
 +
== New Critical System ==
 +
 
 +
<div class="center-item">
 +
  '''All Skills can be critical !'''
 +
</div>
 +
 
 +
:*The critical rate is based on the CRI value showed in Attributs panel (Alt + A).
 +
:**Effects that increase critical output also affect critical skills, depending on the type of Skill used.
 +
:***While a Katar type weapon is equipped, Critical Rate calculated for skills is equal to 50% of the displayed Critical Rate. However, this effect doesn't apply to auto-attacks.
 +
 
 +
:*Damage inflicted with a Critical Skill will have an increased +25% overall damage, will always ignore 25% of the target's defense (DEF or MDEF accordingly) and will have 1/4 more chance to hit (but can miss none the less).
 +
 
 +
<div class="center-item">
 +
  Please note that Cards like '''The Paper Card''' will work on skills such as Acid Demonstration / Cart Termination / ... and will also increase their critical damage part by 25%
 +
  If you have 100% critical damage bonus from The Paper Cards, you will get +50% damage instead of the basic 25%
 +
</div>
 +
 
 +
:*A critical Healing skill increases the healed amount by 33%
 +
 
 +
== Leech HP & SP system ==
 +
 
 +
*If an attack isn't a physical attack, your amount drained is reduced by 33%
 +
*Each cell between the target and the user reduces leech amount by 2% of your leeching amount
 +
*If several targets are hit, each target beyond the first divide drained amount by 2
 +
*If you have 12% Leech, you can convert maximum 12% of your MaxHP or MaxSP into HP or SP each second
 +
*Leech can't exceed target's remaining HP
 +
*Heal Power bonus or malus affecte all leeches
  
 
== Smart Healer ==
 
== Smart Healer ==
Line 256: Line 416:
 
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 !
 
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.
+
:→ If you enter in the 13x13 area '''around her''', she will automatically heal you overtime, up to 100% of your HP & SP.
Take note that if you have a '''Premium Account''', then it will be 100% of your HP & SP.
+
Take note that if you have a '''Premium Account''', then it will heal you two times faster.
 
 
  
 
== Dungeons Access ==
 
== Dungeons Access ==
Line 264: Line 423:
  
  
::*Some of your favorite dungeons required quests to access to them before right ? Such as Kiel Dungeon, Moscovia and Geffenia some others.
+
::*Some dungeons used to require quests to access to them (Kiel Dungeon, Moscovia, Geffenia...).
You will be able to access to them thanks to the '''Quick Access System''' on DaRO !
+
You will be able to access to them thanks to the '''Quick Access System''' on DaRO!
  
 
<div class="center-item">
 
<div class="center-item">
Line 278: Line 437:
  
  
::There you can check locations of all of them :
+
::Here you can check locations of all of them :
  
 
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:60%; border-collapse: separate; padding: 0.5em;"
 
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:60%; border-collapse: separate; padding: 0.5em;"
Line 341: Line 500:
 
=== Direct Warper Access ===
 
=== 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.
+
This feature allows you to choose a Dungeon at the Warpa NPC and teleport to it if you finished 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.
+
Entrance quest: this 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 [[Everything_you_need_to_know#Dungeons_Access|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.
+
For example, after being teleported to Moscovia Dungeon area thanks to the [[Everything_you_need_to_know#Dungeons_Access|Quick Access System]], you will be able to see a '''''blue cross marker''''' on your mini-map (see screenshot below).
  
  
Line 352: Line 511:
  
 
<div class="center-item">
 
<div class="center-item">
   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 !
+
   If you complete the quest and report back to the NPC, you will be allowed to use the Warpa 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 !
+
   This will grant access to the dungeon to the whole account and not just to the character who finished the quest!
 
</div>
 
</div>
  
Line 360: Line 519:
 
All Ragnarok Online's Skills have been reviewed and corrected to open up new possibilities and combinations.
 
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.
+
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. This way the game allows new play styles, without completely sacrificing the original gameplay.
  
  
 
<center>'''''[[Jobs and Skills modifications|List of Skills modifications]]'''''</center>
 
<center>'''''[[Jobs and Skills modifications|List of Skills modifications]]'''''</center>
  
== DoTs - Damage over Time ==
+
== DoT - Damage over Time ==
  
  
 
<div class="center-item">
 
<div class="center-item">
   Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.
+
   Poison / Venom / Deep Poison / Burning / Toxin status effects were modified to make them more viable.
 
</div>
 
</div>
  
Line 378: Line 537:
  
  
*Take note that the success rate of inflicting DoTs is affected by the total amount of LUK of the target and the caster :
+
*Please 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.
+
**Caster's LUK will increase the chance of inflicting a 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.
+
**Target's LUK will increase the chance of resisting a Status effect by 0.2% per point of LUK.
  
  
All effects listed below will affect all DoTs effects :
+
All effects listed below will affect all DoTs effects:
  
 
*All DoTs will deal damage each second.
 
*All DoTs will deal damage each second.
*DoT's ticks can be critical and critical ticks add '''50%''' damage ignoring all race resistances.
+
*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.
+
*DoTs like Venom, Poison, Deep Poison, Bleeding, Burning, Venom, Toxin can't last less than 7 seconds.
 
*Every DoTs with a duration exceeding 10 seconds will have a duration of 10 seconds, plus an additional 33% of the surplus duration.
 
*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 :
+
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.
 
*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 damage are increased based on '''Target's maximum HP'''. For each '''100 HP''' the target currently has, damage increases by '''0.1%'''. Up to 200% damage bonus if the target has at least 200 000 HP.
 
*DoTs can now kill affected targets.
 
*DoTs can now kill affected targets.
  
 +
<div class="center-item">
 +
  '''An entity affected by a DoT can't be at more than 24 cells from the caster.'''
 +
  '''Otherwise, it will nullify the DoT damage received by the target.'''
 +
  '''24 cells = more or less a whole screen while playing.'''
 +
</div>
  
 
=== Poison ===
 
=== Poison ===
Line 412: Line 576:
  
  
:*Poison DoT inflicted by the skill ''Throw Venom Knife'' will inflict '''Venom''' instead of the basic Poison.
+
:*The poison DoT inflicted by the skill ''Throw Venom Knife'' will inflict '''Venom''' instead of the basic Poison effect.
  
 
::*Specificities of '''Venom''' :
 
::*Specificities of '''Venom''' :
::**It can be stacked up to 4 times, each new stack refresh status duration.
+
::**It can be stacked up to 4 times, each new stack refreshes the 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 counts 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 on the target.
::**Venom damage formula is based on the formula above, however, it is weaker at start and stronger as stacks increase.
+
::**The Venom damage formula is based on the formula above, however, it is weaker at the beginning and gets stronger as stacks increase.
 
::***The overall damage formula is (50 + 25 * '''StacksAmount''')% of DoT's damage.
 
::***The overall damage formula is (50 + 25 * '''StacksAmount''')% of DoT's damage.
  
Line 491: Line 655:
  
  
:* Regarding success rates :
+
:* 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 prevent a Status effects.
:**Each point in LUK adds 0.33% chance to inflict these status effects.
+
:**Each point in LUK adds 0.33% chance to inflict a Status effects.
:**Each Base Level apart add or remove 0,1% to common status success rate.
+
:**Each Base Level increased/decreased the chance of inflicting/preventing a common Status by 0.1%
:**Confusion, also called Chaos resistances are based on VIT, but also on the higher value between STR and INT.
+
:**Confusion, also called Chaos resistances are based on VIT, but also on STR and INT (whichever is the highest value).
  
:* Regarding common statuses' durations :
+
:* 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.
+
:**Common Status now have a minimum duration:
:**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.
 
:***'''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.
 
:***'''Snares''' like Stun, Freeze, Stone or Sleep can't last less than 1 second.
  
:* Regarding critical common status :
+
:* 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.
+
:**A Common Status can be critical, which is only based on Critical value and doesn't take into account Cards giving Critical vs Races, Katar type weapon bonus, etc.
:**Critical common status ignores 50% of all resistances including duration resistances.
+
:**Critical Common Status ignores 33% of all resistances including duration resistances.
  
  
  
 
<div class="center-item">
 
<div class="center-item">
   These abnormal statuses have been changed so that they can be bases for real strategies.
+
   These abnormal statuses have been changed so that they can be bases for new gameplay strategies.
 
</div>
 
</div>
  
Line 533: Line 695:
 
| style="border: 0px"| [[File:Curse Effect.png|180px|center]]
 
| style="border: 0px"| [[File:Curse Effect.png|180px|center]]
 
! Curse
 
! Curse
| <ul><li>Reduces STR/INT/DEX by 5 and an additional 10% of these statistics.</li>
+
| <ul><li>Reduces STR/INT/DEX by 5 and an additional 10% of these attributes.</li>
<li>Reduces affected player's damages and heals by 10%.</li>
+
<li>Reduces affected player's damage and heal by 10%.</li>
<li>Reduces affected monster's damages/heals by 20%</li></ul>
+
<li>Reduces affected monster's damage/heal by 20%</li></ul>
 
|-
 
|-
 
| style="border: 0px"| [[File:Blind Effect.png|180px|center]]
 
| style="border: 0px"| [[File:Blind Effect.png|180px|center]]
 
! Blind
 
! Blind
| <ul><li>Affected player or monster has 35% chance to inflict 0 damage with all attacks.</li>
+
| <ul><li>Affected player or monster has 35% chance of inflicting 0 damage with all attacks.</li>
 
<li>Reduces critical rate to 0.</li></ul>
 
<li>Reduces critical rate to 0.</li></ul>
 
|-
 
|-
 
| style="border: 0px"| [[File:Chaos Effect.png|180px|center]]
 
| style="border: 0px"| [[File:Chaos Effect.png|180px|center]]
 
! width="15%"| Confusion / Chaos
 
! width="15%"| Confusion / Chaos
| <ul><li>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.</li>
+
| <ul><li>30% chance to attack themselves instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks themselves.</li>
 
<li>Monsters have half less chances to use skills.</li>
 
<li>Monsters have half less chances to use skills.</li>
<li>Affected target hit have around 30% chance to recover from Confusion if their HP are full.</li>
+
<li>When an affected target is hit, they have 30% chance to recover from Confusion if their HP are full.</li>
<li>Affected target hit have around 100% chance to recover from Confusion if their HP are low.</li>
+
<li>When an affected target is hit, they have 100% chance to recover from Confusion if their HP are low.</li>
<li>SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption multiplied by 4.</li>
+
<li>SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption are multiplied by 4.</li>
 
<li>Spirits Sphere requirement and consumption multiplied by 2.</li></ul>
 
<li>Spirits Sphere requirement and consumption multiplied by 2.</li></ul>
 
|-
 
|-
Line 554: Line 716:
 
! Hallucination
 
! Hallucination
 
| <ul><li>Damage and heals done are randomly changed to a value between 0 and the normal value.</li>
 
| <ul><li>Damage and heals done are randomly changed to a value between 0 and the normal value.</li>
<li>25% more chance to receive critical hits.</li>
+
<li>25% more likely to receive critical hits.</li>
 
<li>Critical hits received inflict 33% more damage.</li></ul>
 
<li>Critical hits received inflict 33% more damage.</li></ul>
 
|-
 
|-
 
| style="border: 0px"| [[File:Sleep Effect.png|180px|center]]
 
| style="border: 0px"| [[File:Sleep Effect.png|180px|center]]
 
! Sleep
 
! Sleep
| <ul><li>Affected target have around 30% chance to recover from Sleeping when hit if its HP are full.</li>
+
| <ul><li>When an affected target is hit, they have 30% chance to recover from Sleeping if their HP are full.</li>
<li>Affected target have around 100% chance to recover from Sleeping when hit if its HP are low.</li></ul>
+
<li>When an affected target is hit, they have 100% chance to recover from Sleeping if their HP are low.</li></ul>
 
|-
 
|-
 
| style="border: 0px"|  
 
| style="border: 0px"|  
Line 732: Line 894:
 
<div class="center-item">
 
<div class="center-item">
 
   If you need any additional information, please mention it to us
 
   If you need any additional information, please mention it to us
</div>
 
 
== Hit & Flee changes ==
 
 
 
 
:*On DaRO, chances of hitting an opponent have been changed to keep dodge-focused builds interesting without going to extremes.
 
 
<div class="center-item">
 
  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...
 
 
</div>
 
</div>
  
  
<div class="center-item">
+
== Flee & Flee Penalty ==
'''''The Flee penalty during WoE 1st Edition is disabled here. Your Flee won't be reduced anymore during WoE time.'''''
 
</div>
 
  
 
+
* Players have a reduction of 5% flee per attacking enemy, as long as at least 2 enemies are attacking.
:*At equal attacker's Hit and defender's Flee the Hit rate is equal to 88%.
+
** Flee Penalty of 5/10/15/20/25/... percent if 2/3/4/5/6/... monsters are tanked by the player.
:*The defender needs to have 100 more '''Flee''' than attacker's '''Hit''' to reach 95% chance to flee the attack.
+
* This penalty isn't applied on Perfect Flee, also called Perfect Dodge.
:*The attacker needs to have 100 more '''Hit''' than defender's '''Flee''' to reach 95% chance to hit.
+
* Reminder : Official Flee reduction in WoE isn't applied here.
:*'''Perfect Hit''' increase the Hit rate ratio and '''Perfect Flee''' reduce the hit rate ratio, works on skills.
+
* Every 20 flee grants 1% chance to avoid any kind of attacks.
 
 
 
 
<div class="center-item">
 
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.
 
</div>
 
  
 
== Cast Time, After Skill Delay & Attack Speed ==
 
== 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 !
+
::→ Here you will find all the information regarding these systems. However, if you still want more information or if you need more explanation or details, please contact us! We will gladly help you!
  
 
<div class="center-item">
 
<div class="center-item">
   Casting Time calculations
+
   Casting Time calculation
 
</div>
 
</div>
  
Your Casting Time can be reduced by :
+
Your Casting Time can be reduced by:
:*DEX (minimum cast 15% with 150 DEX)
+
:*DEX (minimum cast 10% with 150 DEX).
:*Few Effects (Bragi, Memorize, Haste, etc... in a multiplicative way)
+
:*Some effects (Bragi, Memorize, Haste, etc... in a cumulative way).
:*Bonus of some items affecting one skill (in an additive way if the same skill)
+
:*Bonus of some items affecting a specific skill (in a cumulative way if the same skill).
:*Some global bonus items (in an additive way, maximum reduction is 70%)
+
:*Some global bonus items (in a cumulative way, maximum reduction is 70%).
  
  
 
*Example :
 
*Example :
**A skill have a casting time of 2 seconds
+
**A skill has 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 has enough DEX to reduce casting time by 50% (2s => 1s)
**The character is under Bragi's effects, 1 second to 0.5 second.
+
**The character is under Bragi's effect (1s => 0.5s)
**The character is under Suffragium's effects, 0.5 second to 0.25 second.
+
**The character is under Suffragium's effect (0.5s => 0.25s)
**The character have a reduction for this skill thanks to a bonus of 50%, 0.25 second to 0.125 second.
+
**The character has a 50% cast time reduction for this specific skill thanks to a bonus (0.25s => 0.125s)
**The character have a global cast reduction from item bonuses of 50%, 0.125 second to 0.0625 second.
+
**The character has a 50% global cast time reduction from item bonuses (0.125s => 0.0625s)
  
  
 
<div class="center-item">
 
<div class="center-item">
   After Skill Delay calculations
+
   After Skill Delay calculation
 
</div>
 
</div>
  
Your After Skill Delay can be reduced by :
+
Your After Skill Delay can be reduced by:
 
:*AGI
 
:*AGI
:*Reduction from effects (Bragi, Haste, Sagittarius, etc... in a multiplicative way)
+
:*Reduction from effects (Bragi, Haste, Sagittarius, etc... in a cumulative way).
:*Reduction from bonus items affecting one skill (in an multiplicative way for a same skill)
+
:*Reduction from bonus items affecting a specific skill (in an cumulative way for a same skill).
:*Reduction from global bonus items (in an additive way, maximum reduction is 70%)
+
:*Reduction from global bonus items (in an cumulative way, maximum reduction is 70%).
  
 
*Example :
 
*Example :
**A skill have an after skill delay of 2 seconds
+
**A skill has an After Skill Delay of 2 seconds.
**The character have enough AGI to reduce after skill delay by 10% (2s => 1.8s)
+
**The character has 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 Bragi's effect (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 is under Haste's effect (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 has a reduction of 33% for this specific skill (0.54s => 0.36s)
**The character have a global after skill delay reduction from item bonuses of 50% (0.36s => 0.18s)
+
**The character has a global After Skill Delay reduction of 50% from item bonuses (0.36s => 0.18s)
  
  
 
<div class="center-item">
 
<div class="center-item">
   ASPD calculations
+
   ASPD calculation
 
</div>
 
</div>
  
Your ASPD is based on :
+
Your ASPD is based on:
:*Base attack speed comes from weapon type
+
:*Base attack speed comes from the Weapon Type.
:*Reduction from AGI and DEX (in an additive way from both attributes but acting a % on the weapon delay)
+
:*Reduction from AGI and DEX (in a cumulative way from both attributes but acting as % of the weapon delay)
:*Reduction from bonus items (In an additive way)
+
:*Reduction from bonus items (in a cumulative way)
:*Reduction from effects (Bragi, Haste, Sagittarius, etc... in an additive way)
+
:*Reduction from effects (Bragi, Haste, Sagittarius, etc... in a cumulative way)
  
*Note :
+
*Note:
**Cumulated bonus from items and effects can't go higher than 70% without Frenzy  
+
**Cumulated bonus from items and effects can't go higher than 70% without Frenzy.
  
  
*Example :
+
*Example:
**A character use a weapon with an attack speed of 550 (swordman with 1h sword, which is 145 ASPD)
+
**A character uses 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 has 100 AGI and 100 DEX which reduces attack delay by 50% (0.4xAGI + 0.1xDEX) (550 => 275, which is 172.5 ASPD)
**The character have some item bonuses (10+10) for a total of 20% (275 => 221, which is 177.9)
+
**The character has some item bonuses (10+10) for a total of 20% (275 => 221, which is 177.9 ASPD)
**The character is under Quicken (30), Berserker potion (20) for a total of 50% (221 => 110, which is 189.0)
+
**The character is under Quicken (30), Berserker potion (20) for a total of 50% (221 => 110, which is 189.0 ASPD)
  
*Notes :
+
*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.
 
**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.
+
**Status frame displays a rounded ASPD value, but there is a difference between an ASPD of 170.4 and 170.8, even if it's not shown.
**A swordman with a sword without frenzy can't go higher than 183 without any points in AGI/DEX, because of math above.
+
**A Swordman using a sword without frenzy can't go higher than 183 without any points in AGI/DEx (see 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).
+
***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 ==
 
== Monsters modifications ==
Line 841: Line 984:
 
   <html><a href="http://mysticprojectro.com/?module=monster">Elite Monsters • Custom Monsters</a></html>
 
   <html><a href="http://mysticprojectro.com/?module=monster">Elite Monsters • Custom Monsters</a></html>
 
</div>
 
</div>
 +
 +
== Armor Classification ==
 +
 +
<div class="center-item">
 +
  Some Kugans and custom Gears have mention of specific "classifications" such as this Medium armor for example.
 +
</div>
 +
[[File:Armor Classification.png|center]]
 +
 +
 +
=== Official Gears ===
 +
 +
:*Official gears have a DEF defining their armor classification according to the table below.
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:70%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="5"|
 +
|-
 +
! colspan="5" style="border :0px"| Official Armor Classification
 +
|-
 +
! colspan="5"|
 +
|-
 +
| colspan="3" style="border :0px"|
 +
|-
 +
| colspan="3" style="border :0px"|
 +
|-
 +
! Classification
 +
! Armor
 +
! Shield
 +
! Footgear
 +
! Garment
 +
|-
 +
| Light
 +
| DEF <= 3
 +
| DEF <= 1
 +
| DEF <= 1
 +
| DEF <= 1
 +
|-
 +
| Medium
 +
| DEF <= 5
 +
| DEF == 2
 +
| DEF == 2
 +
| DEF == 2
 +
|-
 +
| Neutral
 +
| DEF <= 7
 +
| DEF == 3
 +
| DEF == 3
 +
| DEF == 3
 +
|-
 +
| Heavy
 +
| DEF <=9
 +
| DEF <=5
 +
| DEF <=5
 +
| DEF <=5
 +
|-
 +
| Very Heavy
 +
| DEF >= 10
 +
| DEF >= 6
 +
| DEF >= 6
 +
| DEF >= 6
 +
|}
 +
 +
=== Custom Gears ===
 +
 +
:*All custom gears are defined by a class of armor giving DEF or MDEF according to the table below.
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:70%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="5"|
 +
|-
 +
! colspan="5" style="border :0px"| Custom Armor Classification
 +
|-
 +
! colspan="5"|
 +
|-
 +
| colspan="3" style="border :0px"|
 +
|-
 +
| colspan="3" style="border :0px"|
 +
|-
 +
! Classification
 +
! Armor
 +
! Shield
 +
! Footgear
 +
! Garment
 +
|-
 +
| Light
 +
| DEF = 0
 +
| DEF = 0
 +
| DEF = 0
 +
| DEF = 0
 +
|-
 +
| Medium
 +
| DEF = 2
 +
| DEF = 1
 +
| DEF = 1
 +
| DEF = 1
 +
|-
 +
| Neutral
 +
| DEF = 3
 +
| DEF = 1
 +
| DEF = 1
 +
| DEF = 1
 +
|-
 +
| Heavy
 +
| DEF = 4
 +
| DEF = 2
 +
| DEF = 2
 +
| DEF = 2
 +
|-
 +
| Very Heavy
 +
| DEF = 6
 +
| DEF = 3
 +
| DEF = 3
 +
| DEF = 3
 +
|}
 +
 +
:*In addition of the DEF/MDEF given by the classification, a bonus applies depending on the job on every custom gear.
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:70%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! scope="row" colspan="1" width="12%"| Bonus on Class
 +
| scope="row" colspan="3" width="50%"| '''Concerning Armors'''<ul><li>Swordman & Merchant Class : DEF +4</li>
 +
<li>Mage & Acolyte Class : MDEF +4</li>
 +
<li>All other Classes : DEF & MDEF +2</li></ul>
 +
'''Concerning Garments, Footgears & Shields'''<ul><li>Swordman & Merchant Class : DEF +2</li>
 +
<li>Mage & Acolyte Class : MDEF +2</li>
 +
<li>All other Classes : DEF & MDEF +1</li></ul>
 +
|}
 +
 +
== Gear Improvements ==
 +
 +
*Three systems can particularily help you to improve the value of your equipement:
 +
**The <html><a href="https://mysticprojectro.com/wiki/index.php/Quality_System" target="_blank">Quality System</a></html>
 +
**The <html><a href="https://mysticprojectro.com/wiki/index.php/Gemstones_System" target="_blank">Gemstone System</a></html>
 +
**The <html><a href="https://mysticprojectro.com/wiki/index.php/Custom_Enchant_System" target="_blank">Enchant System</a></html>
 +
 +
*The Quality System doesn't work on all pieces of gear but can add a significant buff, however, it will costs you Moonstones & zenys.
 +
*The Gemstone System allows you to engrave equipement with Gemstones obtained in Gem Boxes. These boxes are obtained by doing mercenary quests, nightmare dungeons or via Benedictions.
 +
*The Enchant System is perhaps the hardest one. It can '''break your item upon failure''', so please be careful. This system is used to add attribute buffs on Armor.
 +
 +
=== Reworked Cards ===
 +
 +
:*A lot of cards have been reworked in order to improve the possibilities of builds and open new doors to the players.
 +
:**You can check all changes made by clicking <html><a href="https://mysticprojectro.com/wiki/index.php/New_Cards_%26_Official_Cards_modifications" target="_blank">here</a></html>.
 +
:**Please note that some of the cards are placed in other slots than usual.
 +
 +
=== Special Headgears System ===
 +
 +
:*On DaRO, you can craft and dismantle <html><a href="https://mysticprojectro.com/wiki/index.php/Headgears_System" target="_blank">headgears</a></html> in order to make your character stronger!
  
 
== Items modifications ==
 
== Items modifications ==
  
 
<div class="center-item">
 
<div class="center-item">
   All the items below are worth enough to mention their new drop locations or modifications here.
+
   All the item modifications below are worth mentioning here.
   If you think an item shall be added here, contact our Staff !
+
   If you think an item should be added, please contact our Staff!
 
</div>
 
</div>
  
  
:::*General feature : A lot of items locked to '''"Rebirth Class only"''' have been unlocked for advanced and non-Rebirth Classes.
+
:::*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 !
+
:::**If you see an item that is still locked for Rebirth or otherwise, and you think it shouldn't be the case, please contact us!
  
  
Line 859: Line 1,150:
 
! colspan="3"|  
 
! colspan="3"|  
 
|-
 
|-
! colspan="3"| Added Items
+
! colspan="3" style="border :0px"| Added Items
 
|-
 
|-
 
! colspan="3"|  
 
! colspan="3"|  
Line 881: Line 1,172:
 
| 2202
 
| 2202
 
| Sunglasses [1]
 
| Sunglasses [1]
| Bronze Coin Shop
+
| Official Quest
 
|}
 
|}
  
Line 890: Line 1,181:
 
! colspan="3"|  
 
! colspan="3"|  
 
|-
 
|-
! colspan="3"| Modified Items
+
! colspan="3" style="border :0px"| Modified Items
 
|-
 
|-
 
! colspan="3"|  
 
! colspan="3"|  
Line 905: Line 1,196:
 
| Elemental Sword [3]
 
| Elemental Sword [3]
 
| If equipped in the left hand, autocast chances are doubled, however, burst caused with all bolts isn't activate anymore.
 
| If equipped in the left hand, autocast chances are doubled, however, burst caused with all bolts isn't activate anymore.
 +
 +
Take note that you can convert your Elemental Sword into one of another Element to the NPC located in Midgard ??? ??? '''''ALERT MISSING INFORMATION'''''
 
|}
 
|}
  
== Selling price reduced ==
 
  
<div class="center-item">
 
  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 !
 
</div>
 
  
 
+
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:90%; border-collapse: separate; padding: 0.5em;"
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:80%; border-collapse: separate; padding: 0.5em;"
+
|-
 +
! colspan="4"|
 +
|-
 +
! colspan="4" style="border :0px"| Modified Quest Location
 
|-
 
|-
| style="border: 0px"|
+
! colspan="4"|  
! ID
 
! Name
 
! Base selling price
 
| width="2%" style="border: 0px" rowspan="20"|  
 
| style="border: 0px"|
 
! ID
 
! Name
 
! Base selling price
 
 
|-
 
|-
| style="border: 0px"| [[File:522 Mastela Fruit.png|center]]
+
| colspan="4" style="border :0px"|  
| 522
 
| Mastela Fruit
 
| 1.500 zenys
 
| style="border: 0px"| [[File:747 Crystal Mirror.png|center]]
 
| 747
 
| Crystal Mirror
 
| 2.500 zenys
 
 
|-
 
|-
| style="border: 0px"| [[File:748 Witherless Rose.png|center]]
+
| colspan="4" style="border :0px"|  
| 748
 
| Witherless Rose
 
| 9.000 zenys
 
| style="border: 0px"| [[File:749 Frozen Rose.png|center]]
 
| 749
 
| Frozen Rose
 
| 6.000 zenys
 
 
|-
 
|-
| style="border: 0px"| [[File:2609 Skull Ring.png|center]]
+
| style="border: 0px" rowspan="2"| [[File:Binoculars Item.png|center]]
| 2609
+
! ID
| Skull Ring
+
! Name
| 2.000 zenys
+
! New location
| style="border: 0px"| [[File:2610 Gold Ring.png|center]]
 
| 2610
 
| Gold Ring
 
| 5.000 zenys
 
 
|-
 
|-
| style="border: 0px"| [[File:2611 Silver Ring.png|center]]
+
| 2296
| 2611
+
| Binoculars
| Silver Ring
+
| Morroc Town Center Place - 169 / 168
| 3.000 zenys
 
| style="border: 0px"| [[File:2613 Diamond Ring.png|center]]
 
| 2613
 
| Diamond Ring
 
| 7.500 zenys
 
 
|}
 
|}

Latest revision as of 07:52, 22 April 2024

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 Cards : Maximum one card worn at a time
  • 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.
  • Custom commands
  Since the elements attribute table has been slightly modified here, you can consult it thanks to the link below.
  Attribute Table reworked
  • 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
  • @menu command in order to modify your settings

Regarding MVP

  • Autoloot doesn't work on MVP
  • MVP' Tombstones System : Enabled
  • Coma on any MVP only deal 9999 flat damage
  • Boss Status immunity : Disabled, success rate is reduced by 66% and all durations are reduced by 80%.
  • Ankle Snare & Land Mine receive modifications on MVP and Elite monsters :
    • Elite monsters : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
    • MVP : Receive a 7s immunity after being affected by Land Mine or Ankle Snare.
    • Elite MVP : Receive a 12s immunity after being affected by Land Mine or Ankle Snare.


  • 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.


  • 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.
  • Using an elemental skill while wearing an elemental weapon of the same element will increase damage done by 25%. Doesn't work with endowed weapons but only innate elemental weapons.
  • Break and Strip on monsters inflict the effect mentionned below :
    • Armor : VIT -40% & DEF2 reduced to 0
    • Weapon : ATK -25%
    • Helm : INT -40% & MDEF2 reduced to 0
    • Shield : DEF & MDEF -15%

Battle Damage System

Battle Damage display

Displayed in blue, this additional damage can be obtained through some Kugans. The damage has the following properties:

  • Ignores Flee.
  • Default element: Neutral.
  • Is not considered Physical, Magical or Special damage.
  • Reduced by DEF or MDEF depending of source's description.
  • Does not trigger auto-cast.

Battle Damage rules vary depending of the Kugan effects. If no precisions are made, rules above prevail overall.

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 amount 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 the damage comes from a Skill, the reduction formula applied is: (20% + 3% if Neutral type, 6% if Medium type, 9% if Heavy type, 12% if Very Heavy type) + (DEF2 or MDEF2 or (DEF2+MDEF2) /2) * 3
      • If the damage comes from a basic attack, the reduction formula applied is: (20% + 3% if Neutral type, 6% if Medium type, 9% if Heavy type, 12% if Very Heavy type) + (DEF2 or MDEF2 or (DEF2+MDEF2) /2)


  • Parrying requires a weapon, which gives a chance to parry and reduce damage by a specific amount 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 the damage comes from a Skill, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF2 or (DEF2+MDEF2) /2 ) * 3
      • If the damage comes from a basic attack, the reduction formula applied is: (10 + Weapon ATK / 10)% + ( DEF2 or MDEF2 or (DEF2+MDEF2) /2)

Elite monsters Elite MvPs System

  An elite MvP is affecting its surroundings with an aura if its level is above 100. World Event, Purgators and Elite MvPs are concerned.
  Any MvP that can be affected by an aura will be immune to damage for 15 seconds when MvP's left HP are at 75, 50 & 25% of its MaxHP.
  • All Elite monsters, monsters and MvPs included receive extra buffs based on the difference between MvP's and player's level :
    • Increase Critical by 1 every 4 exceeding levels
    • Increase Critical damage inflicted by 1% per exceeding level
    • Ignores 1 DEF and 1 MDEF every 4 exceeding levels
    • Reduces any long ranged damage received by 0.5% per exceeding levels
      • Bonus above are only buffs, if you manage to outlevel the affected monster, they aren't activated but you don't get any benefit from this system.

Party Shield

  • The MvP aura makes MvP immune to damage if not enough players are on the same screen as attackers.
    • For every missing attackers, damage are reduced by half. A player attacking the MvP within 7s is considered as an attacker.
Number of players required Number of attackers required
MvP event, Sadness / Tempus / ... 4 players 2 attackers
Super MvP, appearing in elemental dungeons 6 players 3 attackers
Purgator MvP 10 players 5 attackers
World Boss 16 players 8 attackers
  Those MvP are meant to be killed with a party!

Modified Auras based on the Race and Element of the Elite MvP

  Any Elite MvP is surrounded by a strong Aura. Each second, the MvP aura may inflict a status to any attacker and to any prey.
  Chances depends on the exceeding level of the MvP, compared to the player's level.
  Some additionnal effects may occur depending of the element of the MvP.
Elite MvP Auras
Element When attacking When being attacked
Element
Neutral
  • May cause Stun status
  • May be immune to damage for 7s, while this bonus is activated every attacks may confuse the attacker, this effect has a 30 seconds cooldown
Water
  • May cause Freeze Status
  • Attackers loose 20% of their MaxSP
  • If the attacker's remaining SP are lower than 20% of his MaxSP, then the remaining amount is depleted and the attacker suffers from Freeze, Chill & Crystalisation
Earth
  • May cause Stone Curse status
  • Attackers may be pushed 5 cells away
  • If the attacker is pushed against a wall, each missing cell inflicts 999 damage + 10% of attackers MaxHP
Fire
  • May cause Burning
  • Attackers might receive a stack. If 10 stacks or more are inflicted on the player, inflicts 999 damage per stack
  • To lower the amount of stacks to 0, the attacker needs to cease attacks for 7 seconds
Wind
  • May cause Sleep status
  • The MvP can randomly teleport in a 15 x 15 cells area. When it occurs, its aggro is reevaluated
Poison
  • May cause Poison
  • The MvP receives a shield preventing neutral element damage if not at least half of total damage dealt to the MvP are inflicted by any other element
Holy
  • May cause Silence status
  • The MvP may get a Healing on Time which recovers 9999 HP per second
  • This effect can be stopped it the MVP suffers from Poison, Burning or Bleeding
Dark
  • May cause Blind status
  • The MvP may be silenced for 4 seconds, when this debuff fades, the next received attack will trigger Hell Judgment level 15. This effect has a 45 seconds cooldown
Ghost
  • May cause Curse status
  • The MvP may receive the Invisible status for 10 seconds. This status can be ended by using any skill or consumable interrupting Cloak or Hide status
Undead
  • May cause Undead status
  • May force the MvP to summon Undead additionnal monsters, which will also occurred if a player is killed by the MvP
Race When attacking
Race Demi Human
  • The MvP may ignore the main target and focus any other player attacking it. The new target will receive heavy damage while attacking as long as the target has not changed
Fish
  • The MvP inflicts Quagmire and Watery Evasion effects for 15 seconds. If an attacker is affected by Quagmire or Watery Evasion effect, consumes SP based on the difference between attacker's and MvP's level
Plant
  • If an attacker doesn't move each 10 seconds or less, the MvP's anger will grow, this anger will damage the attacker, those damage increasing indefinitely
Dragon
  • Any attacker will generate one stack each second. If MvP's coordinates aren't changed after 20 stacks, the MvP's anger will grow, any attacker receives damage as anger grows, those damage increasing indefinitely
Brute
  • The MvP inflicts Bleeding for 15 seconds. If an attacker is affected by Bleeding, inflict damage to the attacker based on the difference between attacker's and MvP's level
Insect
  • The MvP inflicts Critical Wound for 15 seconds. If an attacker is under Critical Wound effects, inflict damage to the attacker based on the difference between attacker's and MvP's level
Angel
  • The MvP receives Assumptio for 10 seconds. Any attack dealt to the MvP while this effect is activated will recover 9999 HP to the MvP. This effect has a 30 seconds cooldown and can be removed with regular ways
Demon
  • The MvP will attempt to delete attackers' Blessing. If the attacker doesn't have Blessing effect, inflicts heavy damage based on the difference between attacker's and MvP's level, those damage increasing indefinitely
Formless
  • The MvP may receive Assumptio for 10 seconds. When a player attacks it while this effect is activated, the attacker may be stunned. This effect has a 30 seconds cooldown and can be removed with regular ways
Undead
  • The MvP inflicts Fear status for 15 seconds. If an attacker is affected by Quagmire or Watery Evasion effect, consumes SP based on the difference between attacker's and MvP's level

Soft Cap & Hard Cap System

General Caps

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

  A Cap is instored 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
    • Hard DEF & Hard MDEF
    • Bonus called "Damage reduction while casting"
  Concerning DEF and MDEF, the Cap is set to 90 maximum.
Cap
Treshold 61% ~ 80%
Twice the amount of the bonus required
Examples
If you equip a Marse Card while you already reached the Cap, it will only give you 15% instead of 30% Water resistance.

Summons' Caps

  Concerning MaxHP, the soft Cap is set to 75 000. There is no hard Cap.
  Concerning DEF and MDEF, the soft cap is set to 50, the hard Cap is set to 75.


DEF & MDEF Cap
Treshold 51% ~ 75%
Twice the amount of the bonus required


  • Summons also have a cap regarding their ATK & MATK.
    • Minimum ATK & MATK are soft capped above 750, gain is halved for each bonus above this value. There is no hard cap.
    • Maximum ATK & MATK are soft capped above 1500, gain is halved for each bonus above this value. There is no hard cap.

Chest Rewards' Distribution

  • During some events, invasions, or at the end of nightmare dungeons for example, you will find big chests containing decent amount of rewards.
  • Items will fall on the floor and people will be able to collect them as a usual item. However, take note that all items are distributed randomly to people in the screen.
  This system excludes Double Accounts, which means having several accounts logged in won't increase the rewards you get.
  • If you really need some items that fell on the floor like that and you weren't able to get it, try to get it by discussing calmly with the one who got the precious item.

New Critical System

  All Skills can be critical !
  • The critical rate is based on the CRI value showed in Attributs panel (Alt + A).
    • Effects that increase critical output also affect critical skills, depending on the type of Skill used.
      • While a Katar type weapon is equipped, Critical Rate calculated for skills is equal to 50% of the displayed Critical Rate. However, this effect doesn't apply to auto-attacks.
  • Damage inflicted with a Critical Skill will have an increased +25% overall damage, will always ignore 25% of the target's defense (DEF or MDEF accordingly) and will have 1/4 more chance to hit (but can miss none the less).
  Please note that Cards like The Paper Card will work on skills such as Acid Demonstration / Cart Termination / ... and will also increase their critical damage part by 25%
  If you have 100% critical damage bonus from The Paper Cards, you will get +50% damage instead of the basic 25%
  • A critical Healing skill increases the healed amount by 33%

Leech HP & SP system

  • If an attack isn't a physical attack, your amount drained is reduced by 33%
  • Each cell between the target and the user reduces leech amount by 2% of your leeching amount
  • If several targets are hit, each target beyond the first divide drained amount by 2
  • If you have 12% Leech, you can convert maximum 12% of your MaxHP or MaxSP into HP or SP each second
  • Leech can't exceed target's remaining HP
  • Heal Power bonus or malus affecte all leeches

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 100% of your HP & SP.

Take note that if you have a Premium Account, then it will heal you two times faster.

Dungeons Access

  • Some dungeons used to require quests to access to them (Kiel Dungeon, Moscovia, Geffenia...).

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.


Here 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 Dungeon at the Warpa NPC and teleport to it if you finished the related entrance quest.

Entrance quest: this 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 (see screenshot below).


Entrance Quest Moscovia.png
  If you complete the quest and report back to the NPC, you will be allowed to use the Warpa to teleport directly to Moscovia Dungeon!
  This will grant access to the dungeon to the whole account and not just to the character who finished 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. This way the game allows new play styles, without completely sacrificing the original gameplay.


List of Skills modifications

DoT - Damage over Time

  Poison / Venom / Deep Poison / Burning / Toxin status effects were modified to make them more 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.


  • Please 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 of inflicting a Status effect to a target by 0.2% per point of LUK.
    • Target's LUK will increase the chance of resisting a 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 7 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. For each 100 HP the target currently has, damage increases by 0.1%. Up to 200% damage bonus if the target has at least 200 000 HP.
  • DoTs can now kill affected targets.
  An entity affected by a DoT can't be at more than 24 cells from the caster.
  Otherwise, it will nullify the DoT damage received by the target.
  24 cells = more or less a whole screen while playing.

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

  • The poison DoT inflicted by the skill Throw Venom Knife will inflict Venom instead of the basic Poison effect.
  • Specificities of Venom :
    • It can be stacked up to 4 times, each new stack refreshes the Status duration.
    • Venom counts 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 on the target.
    • The Venom damage formula is based on the formula above, however, it is weaker at the beginning and gets 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 a Status effects.
    • Each point in LUK adds 0.33% chance to inflict a Status effects.
    • Each Base Level increased/decreased the chance of inflicting/preventing a common Status by 0.1%
    • Confusion, also called Chaos resistances are based on VIT, but also on STR and INT (whichever is the highest value).
  • Regarding Common Statuses' durations:
    • Common Status now have 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:
    • A Common Status can be critical, which is only based on Critical value and doesn't take into account Cards giving Critical vs Races, Katar type weapon bonus, etc.
    • Critical Common Status ignores 33% of all resistances including duration resistances.


  These abnormal statuses have been changed so that they can be bases for new gameplay 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 attributes.
  • Reduces affected player's damage and heal by 10%.
  • Reduces affected monster's damage/heal by 20%
Blind Effect.png
Blind
  • Affected player or monster has 35% chance of inflicting 0 damage with all attacks.
  • Reduces critical rate to 0.
Chaos Effect.png
Confusion / Chaos
  • 30% chance to attack themselves instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks themselves.
  • Monsters have half less chances to use skills.
  • When an affected target is hit, they have 30% chance to recover from Confusion if their HP are full.
  • When an affected target is hit, they have 100% chance to recover from Confusion if their HP are low.
  • SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption are 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 likely to receive critical hits.
  • Critical hits received inflict 33% more damage.
Sleep Effect.png
Sleep
  • When an affected target is hit, they have 30% chance to recover from Sleeping if their HP are full.
  • When an affected target is hit, they have 100% chance to recover from Sleeping if their 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


Flee & Flee Penalty

  • Players have a reduction of 5% flee per attacking enemy, as long as at least 2 enemies are attacking.
    • Flee Penalty of 5/10/15/20/25/... percent if 2/3/4/5/6/... monsters are tanked by the player.
  • This penalty isn't applied on Perfect Flee, also called Perfect Dodge.
  • Reminder : Official Flee reduction in WoE isn't applied here.
  • Every 20 flee grants 1% chance to avoid any kind of attacks.

Cast Time, After Skill Delay & Attack Speed

→ Here you will find all the information regarding these systems. However, if you still want more information or if you need more explanation or details, please contact us! We will gladly help you!
  Casting Time calculation

Your Casting Time can be reduced by:

  • DEX (minimum cast 10% with 150 DEX).
  • Some effects (Bragi, Memorize, Haste, etc... in a cumulative way).
  • Bonus of some items affecting a specific skill (in a cumulative way if the same skill).
  • Some global bonus items (in a cumulative way, maximum reduction is 70%).


  • Example :
    • A skill has a casting time of 2 seconds.
    • The character has enough DEX to reduce casting time by 50% (2s => 1s)
    • The character is under Bragi's effect (1s => 0.5s)
    • The character is under Suffragium's effect (0.5s => 0.25s)
    • The character has a 50% cast time reduction for this specific skill thanks to a bonus (0.25s => 0.125s)
    • The character has a 50% global cast time reduction from item bonuses (0.125s => 0.0625s)


  After Skill Delay calculation

Your After Skill Delay can be reduced by:

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


  ASPD calculation

Your ASPD is based on:

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


  • Example:
    • A character uses a weapon with an attack speed of 550 (Swordman with 1H Sword, which is 145 ASPD)
    • The character has 100 AGI and 100 DEX which reduces attack delay by 50% (0.4xAGI + 0.1xDEX) (550 => 275, which is 172.5 ASPD)
    • The character has some item bonuses (10+10) for a total of 20% (275 => 221, which is 177.9 ASPD)
    • The character is under Quicken (30), Berserker potion (20) for a total of 50% (221 => 110, which is 189.0 ASPD)
  • 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 displays a rounded ASPD value, but there is a difference between an ASPD of 170.4 and 170.8, even if it's not shown.
    • A Swordman using a sword without frenzy can't go higher than 183 without any points in AGI/DEx (see 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.

Armor Classification

  Some Kugans and custom Gears have mention of specific "classifications" such as this Medium armor for example.
Armor Classification.png


Official Gears

  • Official gears have a DEF defining their armor classification according to the table below.
Official Armor Classification
Classification Armor Shield Footgear Garment
Light DEF <= 3 DEF <= 1 DEF <= 1 DEF <= 1
Medium DEF <= 5 DEF == 2 DEF == 2 DEF == 2
Neutral DEF <= 7 DEF == 3 DEF == 3 DEF == 3
Heavy DEF <=9 DEF <=5 DEF <=5 DEF <=5
Very Heavy DEF >= 10 DEF >= 6 DEF >= 6 DEF >= 6

Custom Gears

  • All custom gears are defined by a class of armor giving DEF or MDEF according to the table below.
Custom Armor Classification
Classification Armor Shield Footgear Garment
Light DEF = 0 DEF = 0 DEF = 0 DEF = 0
Medium DEF = 2 DEF = 1 DEF = 1 DEF = 1
Neutral DEF = 3 DEF = 1 DEF = 1 DEF = 1
Heavy DEF = 4 DEF = 2 DEF = 2 DEF = 2
Very Heavy DEF = 6 DEF = 3 DEF = 3 DEF = 3
  • In addition of the DEF/MDEF given by the classification, a bonus applies depending on the job on every custom gear.
Bonus on Class Concerning Armors
  • Swordman & Merchant Class : DEF +4
  • Mage & Acolyte Class : MDEF +4
  • All other Classes : DEF & MDEF +2
Concerning Garments, Footgears & Shields
  • Swordman & Merchant Class : DEF +2
  • Mage & Acolyte Class : MDEF +2
  • All other Classes : DEF & MDEF +1

Gear Improvements

  • The Quality System doesn't work on all pieces of gear but can add a significant buff, however, it will costs you Moonstones & zenys.
  • The Gemstone System allows you to engrave equipement with Gemstones obtained in Gem Boxes. These boxes are obtained by doing mercenary quests, nightmare dungeons or via Benedictions.
  • The Enchant System is perhaps the hardest one. It can break your item upon failure, so please be careful. This system is used to add attribute buffs on Armor.

Reworked Cards

  • A lot of cards have been reworked in order to improve the possibilities of builds and open new doors to the players.
    • You can check all changes made by clicking here.
    • Please note that some of the cards are placed in other slots than usual.

Special Headgears System

  • On DaRO, you can craft and dismantle headgears in order to make your character stronger!

Items modifications

  All the item modifications below are worth mentioning here.
  If you think an item should be added, please 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 an item that is still locked for Rebirth or otherwise, and you think it shouldn't be the case, please contact us!


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


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.

Take note that you can convert your Elemental Sword into one of another Element to the NPC located in Midgard ??? ??? ALERT MISSING INFORMATION


Modified Quest Location
Binoculars Item.png
ID Name New location
2296 Binoculars Morroc Town Center Place - 169 / 168