Ragnarok Online Revo-Classic Guides

  Game information and Mechanics

Revo-Classic


Ragnarok Online is a Massively Multiplayer Online Role Playing Game (MMORPG). It was created by the Gravity Corporation based in Seoul, South Korea. Ragnarok Online (RO) allows you to create a virtual character, customize it, and partake in epic adventures across exotic lands. RO is a great way to hang out with friends as well as make new ones. With an ever-expanding universe, in-game events, and a large community of users, there are always places to see, things to do, and people to meet in the world of Ragnarok!

System Requirements
OS Windows 7, 8, 10
CPU Pentium 4 (2.5GHz) / Athlon64 3500
RAM 1GB
Graphics card 512MB
Direct X 9.0c
Hard disk 2GB

Story

In a time of strife between God, humans, and demons...

Scarred during the gruesome war and avoiding total destruction altogether, God, humans, and demons manage to enter into a truce...

But after 1,000 years of fragile and forged peace in Rune Midgard...

The lengthy peace eventually led the humans to forget their memories of the scars and hardship from the war. As they forgot faults of the past, selfishness, corruption, and arrogance slowly spread throughout the land...

Finally, the balance of peace broke and strange occurrences started happening. There came a strange howl from the boundaries that divided God, humans, and demons. Peaceful creatures became aggressive and attacked innocent villagers. Violent earthquakes ripped whole continents apart. Great hail storms drove some species to the brink of extinction...

The mysterious legend of demons were rediscovered...

As the fragile peace began to fall apart, stories about the parts of Ymir protecting the peace began to spread among the adventurers. Forgetting the true nature of the ancient relics, people set out to seek the pieces out of selfishness and the promise of wealth that would come with it...


MECHANICS



Primary Stats

Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99. Base stats are increased by spending stat points, higher stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.


STR: For melee weapons, every point in STR increases StatusATK by +1. For ranged weapons, every 5 points in STR increases StatusATK by +1. Each point of STR also adds +30 Weight Limit. The bonus ATK per 10 STR for melee weapons is no longer applied.

AGI: Every point in AGI adds +1 Flee and increases ASPD. Additionally, every 5 points in AGI adds 1 SoftDEF.

VIT: Every point in VIT adds +1% MaxHP, +2% HP Healing Item effectiveness, and +1% resistance to several status effects. Every 2 points in VIT adds +1 SoftDEF. Every 5 points in VIT adds +1 SoftMDEF and +1 HP Recovery Rate.

INT: Every point in INT adds +1.5 StatusMATK, +1% MaxSP, 1% SP Healing Item effectiveness, and decreases cast time. Every 2 points of INT adds +1 SoftMDEF and every 6 points in INT adds +1 SP Recovery Rate. The multiples of 5 and 7 bonus for minMATK and maxMATK is no longer applied.

DEX: For ranged weapons, every point in DEX increases StatusATK by +1. For melee weapons, every 5 points in DEX increases StatusATK by +1. Every point in DEX also adds +1 HIT, decreases cast time, and increases ASPD. Every 5 points in DEX adds +1 StatusMATK and +1 SoftMDEF. The bonus ATK per 10 DEX for ranged weapons is no longer applied.

LUK: Every point in LUK adds +0.3% Critical Hit Rate, as well as resistance to several status effects. Every 3 points in LUK adds +1 StatusATK, +1 StatusMATK, and +1 HIT. Every 5 points in LUK adds +1 Flee and +1% Anti-Critical Rate, and Every 10 points in LUK adds +1 Perfect Dodge.




Sub Stats

There are also secondary stats which are determined by the primary stats, along with gears and skills.

ATK:

ATK is the byproduct of STR and DEX and is divided into two, StatusATK(red box) and WeaponATK(blue box). In essence, they both contribute to the final damage (StatusATK being multiplied by two). However, when amplified by % cards, only the WeaponATK is amplified. This makes it so that people don't rely on 4-slotted starter weapons (such as a Quad-Racial Composite Bow), and instead will strive to get better, rarer weapons to deal better damage.


NOTE: Percent(%) damage modifiers are hidden values. Meaning, the amount they give isn't reflected on your stats window.

MATK

As with ATK, Magical Attack Power(MATK) is also divided into two, StatusMATK(red box) and WeaponMATK(blue box). In MATK's case, WeaponMATK makes up the greater percentage of the final damage, due to the variance factor which relates to weapon level.

DEF & MDEF

DEF and MDEF are values that reduces incoming damage. There are 2 types of defense:

  • Softdef (red box): comes from INT and VIT and reduces damage by flat amount.

  • Harddef: is the total of equipment defense, including upgrades(blue box) and have some calculation in it to reduce damage by percentage.

    Hard def example

    • 200 HardDEF = 25% damage reduction
    • 400 HardDEF = 40% damage reduction
    • 20 HardMDEF = 15% damage reduction
    • 40 HardMDEF = 25% damage reduction

the effect of HardDEF/MDEF is now reduced exponentially as the number goes up (the higher the number, the less effective it becomes)

HIT

Hit rate is the accuracy rating, in which you land your physical attacks. It is affected by DEX and LUK, but primarily, luck is the significant factor between the two.
  • HIT can be calculated as (175 + BaseLv + DEX + Floor(LUK ÷ 3) + Bonus).
  • Based on the example above: (175 + 82 + 53 + Floor(5 / 3 = 1.3) + 0) = 311 Hit

FLEE

Flee is the stat that is responsible for a characters dodge. There are 2 types of flee, Flee(red box) and Perfect dodge(blue box)
  • Flee is your evasion from physical attacks(excluding critical hits) and is calculated as (100 + BaseLv + AGI + Floor(LUK ÷ 5) + Bonus)
  • Perfect dodge is your evasion from physical attacks(including critical hits) and is increased every 10 LUK. It's default value is 1.
  • Based on the example above (100 + 82 + 52 + Floor(5/5 = 1) + 0) = 235 Flee


NOTE: at 100 perfect dodge, you're immune to physical attacks (but it is impossible to achieve since it requires you to have 1000 LUK).

CRITICAL

Critical is the byproduct of LUK and deals 40% more damage compared to non-critical attacks, it also ignores flee(never misses).
Just like any normal attacks though, critical is reduced by the targets defense. However, there are items that provide Critical Damage bonuses, which means with the right combination of equipment and cards, it's possible to deal 200% your regular damage per critical hit, or even higher.


NOTE: An assassin wielding a katar will have their critical doubled, but not shown in the stats window (hidden value).

ASPD

Attack Speed is the hit per second rating. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases hits/second exponentially. It has a limit of 190.

CAST TIME

Cast time is the time needed to completely activate a skill. It is split into Fixed cast time and Variable cast Time.


Fixed cast time: is the casting time that cannot be reduced, unless by special means (third job skills and items - not implemented yet)


Variable cast time: can be reduced by INT and DEX. To remove Variable cast time completely, the formula is ((DEX x2) + INT) = 530.


NOTE: Not all skills have Fixed casting time.

DELAY & COOLDOWN

Delay is the time needed to cast another skill. Delay is divided into two:

  • Cast Delay: is the time needed to cast another skill, and affects all skills (global cooldown).


    Delay example


  • Cooldown: is the time needed to cast the same skill (doesn't affect other skills, skill specific cooldown).


    Cooldown example




Elements

Elements are properties that can strengthen, weaken, or nullify attacks when they interact. Every player and monster in the game has an element and, with the exception of the Neutral element, every element has both strengths and weaknesses to other elements. The term "element" is often used interchangeably with "property" and "attribute".


NOTE: Physical attacks from monsters are alway NEUTRAL element.


There are 10 known elements on Ragnarok Online:

• Neutral
• Water
• Earth
• Fire
• Wind

• Undead
• Ghost
• Shadow
• Holy
• Poison


Elements can be grouped into two types: attacking and defending. Defending elements are separated into four levels(1 - 4); their resistance and weakness are amplified relative to its level. Attacking elements are always level 1.
Credits to iROwiki for the table

Column : Attacking element



Refinement System

In Ragnarok Online, equipments can be 'upgraded' or 'refined' by upgrade NPCs in each major towns to make them more powerful. All upgradable equipments can be refined up to +10, starting from +0. +0 items do not have any prefixes, but once they are upgraded, the number of upgrade levels will be displayed on the equipment.


Not all item types can be upgraded. The following item types cannot be upgraded:
• Middle and Lower Headgears.
• Accessories.
• Any items that are not equipment.
• Any equipment that specifically says it cannot be upgraded.

Upgrading requirements
In order to upgrade, you need to have the item equipped. You'll also need certain materials depending on the item that will be upgraded, and zeny to pay for the upgrading cost. Here's the list of the requirements needed:


• Here's the list of upgrading chances:
  NOTE: When an upgrade fails - the item, materials, and zeny used will all be gone.

Effects gained:

Example : A +10 level 4 weapon will give 70 + (0 ~ 84) additional damage.

Example : A +10 armor will give (1+1+1+1) + (2+2+2+2) + (3+3) = 18 HARD DEF.


Card System

Cards are items that are installed into equipment to provide benefitial effects to the player. Equipments with slots can be installed with a card. A maximum of 4 slots are available on weapons, and 1 slot for Armors.


• By double-clicking the card, you can compound the card into a piece of equipment of your choice. The card does not disappear from your inventory until you install the card in a piece of equipment.

• To install, the equipment must have a slot available for a card to go in. Cards only install into their own specific type of equipment category. When double-clicked, you are shown list of equipment you currently have that the card can be put in to. Right click the card to see what effect it gives, and where it can be installed.

• To see if your equipment has a slot available for a card, simply mouse over the equipment in question. if it does, it'll appear with suffix [1] to [4]. An example would be "Guard [1]", which means it has 1 slot for inserting a card. Some equipment can have slots added to them via Socket Enchant.

• Once you install a card into an equipment, you cannot remove the card from equipment under any circumstance. Also, many weapons (mainly weapons that can also be bought from NPC shops) have multiple variants with different numbers of slots. For example, "Blade [3]" is store-bought, and "Blade [4]" is dropped by monsters. If a piece of equipment is destroyed because you failed when you tried to upgrade it, the equipment and all of the installed cards will be destroyed. If a piece of equipment is damaged in battle, it will not harm the cards.


NOTE: Cards are one of the rarest items in-game which has a 0.01% drop chance. Despite the astronomically high drop rate, it doesn't mean that you need to kill 10,000 monsters just to get a card, it all boils down how lucky you are. You can even get a card the first time killing a monster!


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