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Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | ||
Stats | ==Stats== | ||
Status Window (Alt+A) of a Level 1 Character | Status Window (Alt+A) of a Level 1 Character | ||
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A more in-depth explanation of these stats as well as substats can be found on the Introduction to Renewal page. | A more in-depth explanation of these stats as well as substats can be found on the Introduction to Renewal page. | ||
In MuhRO, Stats and Skills can be reset with a small cost by talking to the | In MuhRO, Stats and Skills can be reset with a small cost by talking to the Reseter NPC in the Main Office. | ||
Skills | ==Skills== | ||
Swordsman Skill Window (Alt+S) | Swordsman Skill Window (Alt+S) | ||
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Non-targeted skills do not need a target, and are activated on button or key press. These skills are often self or party-targeted by default. Some examples of these are Merchant's Loud Exclamation and Acolyte's Angelus. | Non-targeted skills do not need a target, and are activated on button or key press. These skills are often self or party-targeted by default. Some examples of these are Merchant's Loud Exclamation and Acolyte's Angelus. | ||
==Equipment== | |||
Equipment | |||
Equipment Window (Alt+Q) | Equipment Window (Alt+Q) | ||
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Headgear occupy the first three slots of the equipment window, labeled head, and may either occupy the upper, middle, or lower slot. Some headgear can also occupy two or three slots at once. These are the only equipment that are visible at all times, and often have unique appearances. | Headgear occupy the first three slots of the equipment window, labeled head, and may either occupy the upper, middle, or lower slot. Some headgear can also occupy two or three slots at once. These are the only equipment that are visible at all times, and often have unique appearances. | ||
Armour occupy the body slot, and often have a decent amount of DEF. | Armour occupy the body slot, and often have a decent amount of DEF. | ||
Weapons often occupy the Right Hand Slot, and are differentiated by types, including daggers, swords, maces, staves, books, bows, etc. Assassins and Kagerou/Oborou can wield an additional weapon on their Left Hand Slot. These are visible when the character is in their battle stance. | Weapons often occupy the Right Hand Slot, and are differentiated by types, including daggers, swords, maces, staves, books, bows, etc. Assassins and Kagerou/Oborou can wield an additional weapon on their Left Hand Slot. These are visible when the character is in their battle stance. | ||
Shields occupy the Left Hand Slot, and often have a significant amount of DEF, while reducing the wearer's ASPD. These are also visible during battle stance. | Shields occupy the Left Hand Slot, and often have a significant amount of DEF, while reducing the wearer's ASPD. These are also visible during battle stance. | ||
Garments and Shoes occupy the Robe and Shoes slots. Most of these add an extra amount of DEF, while also having certain bonuses. | Garments and Shoes occupy the Robe and Shoes slots. Most of these add an extra amount of DEF, while also having certain bonuses. | ||
Accessories occupy the last 2 slots, and rarely provide any DEF bonus, but often provide stats or other bonuses. | Accessories occupy the last 2 slots, and rarely provide any DEF bonus, but often provide stats or other bonuses. | ||
Every piece of equipment found in the game has several aspects, including ATK/DEF value, required Level, required Job, Extra Effects, and Slots. It is important to carefully check if your character can wear the item before deciding to buy, sell, or trade a piece of equipment. | Every piece of equipment found in the game has several aspects, including ATK/DEF value, required Level, required Job, Extra Effects, and Slots. It is important to carefully check if your character can wear the item before deciding to buy, sell, or trade a piece of equipment. | ||
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Ring[1] with a Card | Ring[1] with a Card | ||
Gameplay | ==Gameplay== | ||
Basic Controls | Basic Controls | ||
Ragnarok Online's gameplay revolves mostly on a point-and-click system. As such, the mouse is an essential tool for playing the game. | Ragnarok Online's gameplay revolves mostly on a point-and-click system. As such, the mouse is an essential tool for playing the game. | ||
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Many other actions are done with the Keyboard. However all of the keybindings are customisable through the options menu. These keyboard actions include the usage of the Hotbar to cast skills, use items and put on equipment; opening user interface windows; and using chat macros. | Many other actions are done with the Keyboard. However all of the keybindings are customisable through the options menu. These keyboard actions include the usage of the Hotbar to cast skills, use items and put on equipment; opening user interface windows; and using chat macros. | ||
Leveling and Experience | ==Leveling and Experience== | ||
Basic Info Window (Alt+V) | Basic Info Window (Alt+V) | ||
Every new character in Ragnarok Online starts out at Base Level 1 and Job Level 1 (often written as Level 1/1), which can be viewed in the Basic Info Window. It is one of a player's main objective to gain levels through earning Experience Points(EXP). | Every new character in Ragnarok Online starts out at Base Level 1 and Job Level 1 (often written as Level 1/1), which can be viewed in the Basic Info Window. It is one of a player's main objective to gain levels through earning Experience Points(EXP). | ||
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In MuhRO, you can easily check a monster's EXP and JEXP value by using the @monsterinfo(@mi) Player Command. Otherwise, you can check an online database such as Divine Pride to find these information. | In MuhRO, you can easily check a monster's EXP and JEXP value by using the @monsterinfo(@mi) Player Command. Otherwise, you can check an online database such as Divine Pride to find these information. | ||
'''Base levels''' (or just Levels) are the main measurement of a character's growth. | |||
Base levels (or just Levels) are the main measurement of a character's growth. | |||
Each time your character gains a Base Level, they will earn the following: | Each time your character gains a Base Level, they will earn the following: | ||
A number of Status Points, which you can spend to increase your Stats (STR, AGI, VIT, INT, DEX, LUK). | *A number of Status Points, which you can spend to increase your Stats (STR, AGI, VIT, INT, DEX, LUK). | ||
A permanent increase in your MaxHP and MaxSP. | *A permanent increase in your MaxHP and MaxSP. | ||
A permanent increase in various substats such as ATK, MATK, HIT, FLEE, DEF, and MDEF. | *A permanent increase in various substats such as ATK, MATK, HIT, FLEE, DEF, and MDEF. | ||
Access to stronger equipment, if you've met the level requirement stated on the item description. | *Access to stronger equipment, if you've met the level requirement stated on the item description. | ||
The maximum attainable Base Level is | *The maximum attainable Base Level is 200. However, there are certain requirements to reach this level. | ||
Novices, First Jobs, Second Jobs, and Extended First Jobs, can only reach as high as Base Level 99. At that point, they cannot reach higher levels, and will show a visible aura. This level is colloquially known as "aura" or "first aura" | Novices, First Jobs, Second Jobs, and Extended First Jobs, can only reach as high as Base Level 99. At that point, they cannot reach higher levels, and will show a visible aura. This level is colloquially known as "aura" or "first aura" | ||
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The visibility of auras can be toggled with the in-game command /aura. | The visibility of auras can be toggled with the in-game command /aura. | ||
'''Job levels''' are tied to your current job class. Each time your character advances to the next job class, your job level will be reset to 1. | |||
Job levels are tied to your current job class. Each time your character advances to the next job class, your job level will be reset to 1. | |||
Each time your character gains a Job Level, they will earn 1 Skill Point, which can be spent to learn new Skills. They will also earn Job Bonuses, which adds a value up to +13 to certain stats. These bonuses are unique to each class, and disappears when you advance to a different class. | Each time your character gains a Job Level, they will earn 1 Skill Point, which can be spent to learn new Skills. They will also earn Job Bonuses, which adds a value up to +13 to certain stats. These bonuses are unique to each class, and disappears when you advance to a different class. | ||
Novices can reach a maximum of Job level 10, and earns 9 Skill Points which can only be spent on Basic Skill. | *Novices can reach a maximum of Job level 10, and earns 9 Skill Points which can only be spent on Basic Skill. | ||
First Jobs and Taekwon Kids can reach a maximum of Job Level 50, and earns of 49 Skill Points on this stage. | *First Jobs and Taekwon Kids can reach a maximum of Job Level 50, and earns of 49 Skill Points on this stage. | ||
Second Jobs, including Star Gladiators and Soul Linkers, also have a maximum job level of 50, and earns 49 Skill Points. (98 in total, counting their First Jobs). | *Second Jobs, including Star Gladiators and Soul Linkers, also have a maximum job level of 50, and earns 49 Skill Points. (98 in total, counting their First Jobs). | ||
Ninjas, and Gunslingers can reach a maximum of Job Level 70, and earns 69 Skill Points. | *Ninjas, and Gunslingers can reach a maximum of Job Level 70, and earns 69 Skill Points. | ||
Transcendent Second Jobs (i.e. post Rebirth) can also reach a maximum of Job Level 70, earning 69 Skill Points. (118 in total, counting their First Jobs) | *Transcendent Second Jobs (i.e. post Rebirth) can also reach a maximum of Job Level 70, earning 69 Skill Points. (118 in total, counting their First Jobs) | ||
Super Novices can reach a maximum of Job Level 99, earning 98 Skill Points. After becoming an Extended Super Novice, their Job Level is reset, and they can reach Job level 50, earning 49 more Skill Points. (148 in total) | *Super Novices can reach a maximum of Job Level 99, earning 98 Skill Points. After becoming an Extended Super Novice, their Job Level is reset, and they can reach Job level 50, earning 49 more Skill Points. (148 in total) | ||
Third Jobs, Star Emperors/Soul Reapers, Kagerou/Oboro, and Rebels can reach a maximum of Job Level 60, earning 59 Skill Points. (Non-reborn Third jobs including Star Emperor/Soul Reaper will have 157 in total, Reborn Third Jobs will have 177 in total, Kagerou/Oboro and Rebels will have 128 in total) | |||
Doram Summoners can reach a maximum of Job Level 50, earning 49 Skill Points | *Third Jobs, Star Emperors/Soul Reapers, Kagerou/Oboro, and Rebels can reach a maximum of Job Level 60, earning 59 Skill Points. (Non-reborn *Third jobs including Star Emperor/Soul Reaper will have 157 in total, Reborn Third Jobs will have 177 in total, Kagerou/Oboro and Rebels will have 128 in total) | ||
EXP Sharing | *Doram Summoners can reach a maximum of Job Level 50, earning 49 Skill Points | ||
'''EXP Sharing''' | |||
In the game, EXP is rewarded to players based on how much damage each player dealt to the monster. When two or more people attack the same monster, the EXP is split according to how much damage each player dealt on the monster, with an extra percentage given to the first attacker of the monster. | In the game, EXP is rewarded to players based on how much damage each player dealt to the monster. When two or more people attack the same monster, the EXP is split according to how much damage each player dealt on the monster, with an extra percentage given to the first attacker of the monster. | ||
Kill Stealing or KSing is the act of killing a monster that is currently being engaged by another player. This is a punishable offence. | '''Kill Stealing''' or KSing is the act of killing a monster that is currently being engaged by another player. This is a punishable offence. | ||
The Player Command @NoKS protects you from being KS'ed by another player and records the offender's name. It is recommended to activate this command as a protection, as well as convenience for reporting a KSer. | The Player Command @NoKS protects you from being KS'ed by another player and records the offender's name. It is recommended to activate this command as a protection, as well as convenience for reporting a KSer. | ||
Party Window (Alt+Z) and Setup | '''Party Window (Alt+Z) and Setup''' | ||
In the case of Parties, there is an option to have an Even Share of EXP. In such case, the EXP is split evenly among all the party members, regardless of who actually did the damage. For example, in a party of two, a Swordman kills an Orc, while an Acolyte keeps the Swordman alive. The Acolyte still gets half of the EXP, without actually dealing any damage. | In the case of Parties, there is an option to have an Even Share of EXP. In such case, the EXP is split evenly among all the party members, regardless of who actually did the damage. For example, in a party of two, a Swordman kills an Orc, while an Acolyte keeps the Swordman alive. The Acolyte still gets half of the EXP, without actually dealing any damage. | ||
In addition, with every extra party member, a 20% bonus is added to the total EXP split to each member, e.g., 120% total EXP in a 2-person party, 140% total EXP in a 3-person party, and so on. | In addition, with every extra party member, a 20% bonus is added to the total EXP split to each member, e.g., 120% total EXP in a 2-person party, 140% total EXP in a 3-person party, and so on. | ||
Rebirth | '''Rebirth''' | ||
Rebirth or Transcendence is a process of turning a level 99/50 second job into a level 1/1 High Novice. | Rebirth or Transcendence is a process of turning a level 99/50 second job into a level 1/1 High Novice. | ||
While tedious, this process gives several invaluable advantages, which include: | While tedious, this process gives several invaluable advantages, which include: | ||
Additional Status Points, which means higher Stats. | *Additional Status Points, which means higher Stats. | ||
A permanent 25% increase of MaxHP and MaxSP | *A permanent 25% increase of MaxHP and MaxSP | ||
Ability to use "Transcendent Only" equipment | *Ability to use "Transcendent Only" equipment | ||
Transcendent Second Job skills | *Transcendent Second Job skills | ||
Transcendent First Jobs (also called High First Jobs) are no different from their non-transcendent counterparts, aside from a minor difference in outfit colour. However, Transcendent Second Jobs have a different name than their non-transcendent counterparts, and have access to new Transcendent Skills. | *Transcendent First Jobs (also called High First Jobs) are no different from their non-transcendent counterparts, aside from a minor difference in outfit colour. However, Transcendent Second Jobs have a different name than their non-transcendent counterparts, and have access to new Transcendent Skills. | ||
Knights become Lord Knights, and gain more self-buffs to amplify their damage, as well as a powerful attack skill, Spiral Pierce. | '''Knights''' become Lord Knights, and gain more self-buffs to amplify their damage, as well as a powerful attack skill, Spiral Pierce. | ||
Crusaders become Paladins, and gains Gospel, a powerful area buff/debuff, as well as several new offensive skills. | Crusaders become Paladins, and gains Gospel, a powerful area buff/debuff, as well as several new offensive skills. | ||
'''Priests''' become High Priests, and learns Assumptio, a very important defensive support spell, and several other new spells and passive skills. | |||
'''Monks''' become Champions, gain a way to summon multiple spirits at once, and learn new powerful combo skills. | |||
'''Wizards''' become High Wizards, and gain a way to drain dead enemy's soul as well as amplify their magical power. | |||
'''Sages''' become Professors, and learn ways to transform HP into SP, transfer SP with party members, and shorten their own cast time, among other useful skills. | |||
'''Hunters''' become Snipers, and gain new buffs to increase damage and movement speed, as well as two new powerful offensive skills. | |||
'''Bards and Dancers''' become Minstrels and Gypsies, learning a new ensemble and a way to lend their stats to others, among other skills. | |||
'''Assassins''' become Assassin Crosses, and learn to brew a deadly poison and use it to massively boost their damage. | |||
'''Rogues''' become Stalkers, and gain a new stealth skill and a way to fully strip another character's equipment in one cast. | |||
'''Blacksmiths''' become Whitesmiths, and learn to refine weaponry and learns Cart Termination, which can cause massive damage to an enemy. | |||
'''Alchemists''' become Creators, and gains a skill that combines Acid and Bombs to deal massive damage in an instant. | |||
==NPCs== | |||
In the world of RO, there are two kinds of NPCs: Dialogue NPCs and Shop NPCs. | |||
*Dialogue NPCs can be anything from a utility NPC (such as Kafra Services, Reseter, or Jobchanger), quest NPC, or even a miscellaneous town resident with no apparent purpose. Most NPCs who exist in the game are of this kind. | |||
Shop | *Shop NPCs are a special kind of NPC which sells items and buys yours. All Shop NPCs buy items at a same price (Such prices are often called "NPC price", for example, all shop NPCs will buy Sticky Mucus from you for 26 Zeny). They often have the words Dealer, Vendor, or Seller, e.g. Tool Dealer. | ||
Game Mechanics | ==Game Mechanics== | ||
Status Window of a Level 175 Character | Status Window of a Level 175 Character |