Everything you need to know
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 MvPs
- 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 MvPs 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.
- Few examples :
- On MvPs only, the formula applied is : (BaseLvl x BaseLvl x 2) x percentage of reflection
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 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.
- Battle Damage System : Displayed in blue, this additionnal effect can be obtained thanks to some Kugans. These damage are ruled by the specificities below :
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)
- Minimum 1 damage taken if an attack is blocked and Blocking will fail if you are Stoned, Stunned, Frozen or Asleep.
- 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)
- Minimum 1 damage taken if an attack is parried and Parrying will fail if you are Stoned, Stunned, Frozen or Asleep.
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. |
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 :
- 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 |
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.
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 !
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.
Critical Skills and effects
All Skills now can be critical! The critical rate and critical damage are based on the critical value which takes account of every piece of gear, equipped cards and Kugan. Thus, effects that increase critical ouput also affect critical skills, depending on the type of Skill used.
- Critical physical attacks inflict 33% more damage, have twice the success to hit your target and ignore a third of the target's defense (DEF). They still can miss their targets.
- Critical magical attacks inflict a 33% more damage and ignore a third of the target's magical defense (MDEF).
- Critical misc Skills increase the damage input by 66% depending on the skills (such as Falcon Assault, Soul Destroyer, Acid Demonstration, Self Destruction).
- Critical healing Skills increase the Healing value by 33%.
As opposed to the Skills' critical rate, the critical resistance reduces the probability to be targeted by those attacks.
For example, the Perfect Flee reduces critical skills rate by a ratio (just like normal critical attacks).
DoTs - Damage over Time
Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.
- 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.
- Specificities of Venom :
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 success rates :
- 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 common statuses' durations :
- 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.
- Regarding critical common status :
These abnormal statuses have been changed so that they can be bases for real strategies.
Modified Common Status effects | ||||||||||||||||||||
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Silence |
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Curse |
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Blind |
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Confusion / Chaos |
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Hallucination |
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Sleep |
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Custom Status Effects
Custom Status Effects | ||||
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Crystallize |
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Slow |
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Fast |
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Chill |
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Fever |
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Feeble |
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Weak |
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Brake |
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Crack |
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Oath |
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Hit & Flee changes
Chances of hitting an opponent have been changed to keep dodge-focused builds interesting without going to extremes.
- 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 80%.
- 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.
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...
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.
Special Items
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 !
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 | 1.500 zenys | 747 | Crystal Mirror | 2.500 zenys | |||
748 | Witherless Rose | 9.000 zenys | 749 | Frozen Rose | 6.000 zenys | |||
2609 | Skull Ring | 2.000 zenys | 2610 | Gold Ring | 5.000 zenys | |||
2611 | Silver Ring | 3.000 zenys | 2613 | Diamond Ring | 7.500 zenys |