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==I've never played Ragnarok Online before, help me with the basics!==
 +
===Let's talk in a surface level about each one of the six main stats:===
 +
Ragnarok Online as a game has Six stats mechanics (STR,AGI,VIT,INT,DEX,LUK) and a linear static class system that gives you skill points to use (this means, you choose one first job class and you branch from there). Because of these two elements the game divides both stats and skills by Base LV. and Job LV. .
 +
Everytime you level up a base level, you are given stat points to use, those points increase in amount when you keep leveling up. In the other case of leveling up your job level, you are always given one skill point to assign to your available skills, there are some skills that require points in others.
 +
[[File:StatusUI.jpg|thumb|right|To enter the stat interface, you should do ALT + A.]]
 +
#[[STR]]: Mainly invested by short range physical classes because it raises their damage output (Ranged classes are the ones that use Bows, Instruments, Whips and Guns) , but can also be used by other classes because every point in STR gives +30 to your weight limit.
 +
#[[AGI]]: For each point it gives +1 point of FLEE and also increases your ASPD, auto attack (AA) and some skills that have animation delay on ASPD benefits of having high AGI for better DPS output. Also FLEE can negate any damage a monster tries to strike at you, but you can only evade a maximum of 95% of their attacks with this defensive stat.
 +
#[[VIT]]: For each point of VIT you get 1% Maximum HP and also you gain -1% chance of being inflicted with the following status effects: Bleeding, Poison, Silence, Stun, and you reduce the duration of the Curse status effect. You also gain a +2% of effectiveness of consumables that heals HP. Having VIT adds a layer of survivability that could gain you a second or more to get healed and not die. The classes that use a high amount of AGI can disregard the use of VIT because they can evade their attacks as I mentioned in the AGI part, full support classes and tanks will benefit a lot of the VIT stat because they have to resist the blows that are thrown in.
 +
#[[INT]]: Mainly invested by magical builds (They could be in any form of class) for better damage output because it point raises the minimum MATK and maximum MATK, also affects soft MDEF by +1 and Maximum SP and regeneration of items by 1% for 1 point invested. Every 6 points you get +1 to your natural regeneration value. In the status resistance department, blind and chaos chances of being inflicted are reduced by 2% to 3% (blind also gets a reduction in its duration), sleep chance is reduced by 1%. Lastly, INT has a role on the alchemist class for brewing potions.
 +
#[[DEX]]: Mainly used by long range classes because it boost their damage, it gives 1 point of HIT for every point invested (this is necessary to actually kill monsters), gives minimum boost damage to every weapon regardless if it is ranged or not, it increases the ASPD in a lower amount than AGI and every point of DEX you use it reduces the cast time of skills (150 total DEX being instacast).
 +
#[[LUK]]: The last stat of the list, used mainly by critical builds, each point of it gives 0,3% of CRIT chance, 0,1% of perfect dodge, every 5 points it gives 1% crit shield and 1 ATK and also contribute to the resistance of some status effects (Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, Stun).
 +
 +
There are some extra key aspects to have in mind:
 +
 +
*Try to round up your physical stat (STR for close range and DEX for long range) in multiples of 10 to receive a boost in ATK (Example: Rogue with 130 total STR / Hunter with a 150 Total DEX). For magical builds it is different, minimum MATK is boosted every 7 points and maximum is every 5 points (35, 70, 105 and 140 of total INT fulfill both minimum and maximum bonuses).
 +
*The defensive properties of VIT and INT can make you immune to the status effects that the prior list has, you'll need 100 total in both stats to obtain it (Curse case isn't immune but cuts it to a minimum duration).
 +
 +
----
 +
===Wait a minute, there are sub-stats too!===
 +
The sub-stats are displayed on the right side of the stat UI, they’re modified by your base + bonus stats, equipment and buffs / nerfs, let’s proceed to talk about them:
 +
*[[ATK]]: This is the indicator for physical (short or long range) classes, if you invest STR/DEX and/or change between weapons with different base ATK (or even option ATK) the number in the left side of it will change, the number in the right side of the + (plus) is the refinement bonus ATK.
 +
*[[MATK]]: These two numbers are your actual MATK value in this order: “Min-MATK ~ Max-MATK”, only by investing INT.
 +
*[[HIT]]: It’s a number that determines your probability of successfully striking an attack on the opponent, it is empowered by DEX, your Base Level and equipment that gives HIT. In the Person VS Monsters (or its acronym PvM) and Most Valuable Player (MvP) environments, you need to achieve an equal or higher number of the 100%HIT that is displayed in the commands on your server or in any database such as RateMyServer or Divine-Pride. In the case of PvP.
 +
*[[DEF]]/[[MDEF]]: Both sub-stats work in the same way so they can be explained in one item. There is a Hard and Soft part, the hard part is the number to the left of the “+” sign, involves Items/cards that affects it and it is a percentage value that reduces the total damage you get (Example: a character with 31 + 5, has a 31% total damage reduction), the soft part is located to the right side of the “+” sign, and it involves your total VIT for DEF and INT for MDEF, it’s effects is to lessen the damage by subtracting the exact number it is presented in the status UI. (Using the same example, the +5 would say that you’ll get 5 less HP damage after the 31% reduction).
 +
*[[CRIT]]: Is the acronym for Critical. Mainly used in Auto Attacks builds to maximize damage because it bypasses FLEE and DEF, it is increased in a LUK / 3 pace (so 3 points of LUK is equal to 1 CRIT point), enemies also have CRIT shield if they have LUK points.
 +
*[[FLEE]] and [[Perfect Dodge]]: It’s a number that determines your capability of successfully evading an attack from an enemy.
 +
**The left number of the “+” sign is the FLEE, it’s empowered by AGI, Base Level and in the case of PvM/MvP you can cap your probability of evading an auto attack with FLEE upon 95% for one enemy that is trying to strike you, if there are multiple hitting you that FLEE is reduced to the point of you not having chance to evade (you can evade auto attacks and melee skills)-
 +
**The right number of the “+” sign is the Perfect Dodge (or PD), it’s empowered by LUK (every 10 LUK equals 1 point of Perfect Dodge) and the main feature of this sub stat is that it doesn’t suffer from reduction by how many enemies are hitting you. It also doesn’t have an actual cap and you can get 100 Perfect Dodge.(You can only evade Autoattacks).
 +
*[[ASPD]]: It’s the acronym for Attack Speed, this number represents the speed of your auto attacks and it is used also in other skills for their delay. The number is affected by the weapon you’re wielding (Each class has their own modifier and are limited in their weapon selection), AGI, DEX and more modifiers that are explained in depth on the ASPD Wiki page. The ASPD max cap is 190.
 +
*Status Points: They aren’t a substat per se but I decided to add them here to keep the momentum. These points are gained by leveling up a Base level and then they are spent in the main stats to raise them. The amount of points that each level rises (first levels are 3 and the last ones are 22) and also the cost (initial costs are 2 stat points and in the range of 92 is 11).
 +
*[[Max_HP|HP]] - Health Points: It’s your life bar, if it reaches zero then you die and you have the option of respawning on your last save spot or if you have a token of siegfried you can resurrect in the spot. Each class has a proper modifier of Max HP, so classes like mages are more frail in HP than tank classes.
 +
*[[SP]] - Spiritual Points: They are used when casting skills. In the same fashion as HP, each class has a modifier for Max SP. You can have 0 SP and still be in combat, you’ll be just unable to cast anymore until you replenish your SP in some way.
 +
----
 +
===Let's talk in a surface level about skills and skill trees===
 +
[[File:SkillUI.jpg|500px|thumb|right|To enter the skill interface, you should do ALT + S.]]
 +
Skills are a core part of the game that gives each class an unique feeling, they can be oriented in a lot of ways and that makes them somewhat flexible, they can be separated into "passives", "actives" and "offensives".
 +
When we first start as a Novice / High Novice, the only skill we have to level up is "Basic skill" that unlocks basic features until we reach level 9 of it and we are ready to change classes. There are six first job classes and four job expanded classes to choose in our early days, we are going to cover those up later.
 +
 +
Everytime we level up a job level, we can use one point in any of the available skills we have at the moment. There are also skills that have pre-requisites (For example, to be able to use points on "Two hand Quicken", you need to use 1 skill point in both "Sword Mastery" and "2H Mastery"). Always check for pre-requisites in our wiki, because there are some internal changes in our server and also there are sites that can be factually wrong.
 +
Passive skills are always active, each point strengthens their effects.
 +
 +
Active skills are the ones that can be casted by your character, could have or not an actual duration and the key of them is that they don't do damage.
 +
Offensive skills are active ones that can do damage to enemies / players.
 +
 +
Active skills and Offensive ones can be used by double clicking the skill, the client cursor will change showing a circle and a number in the bottom right part of it, that is the level that is actually in place to use, you can change it with the mousewheel. If you left click the skill will be used into the target you aimed with your mouse, in the case you use the right click the skill will be canceled entirely and your character won’t do any action
 +
Alfheim has custom changes for some skills and also reworked jobs that are unique in the pre-renewal scene, they are mostly documented into our Wikipedia, so it is advised to refer to it first before going to any external source.
 +
----
 +
====Skill Bars====
 +
[[File:SkillbarsUI.png|thumb|right|Skill bars available pressing the key F12.]]
 +
The existence of skill bars is a convenient form of using your skills / equipment and even consumables.
 +
The default setting for the skill bar is to use the F1 to F9 keys for the first row (the one with the “1” label), there are four levels and are fully customizable in the sense you can change the keys to anything you really want (even gaming mouse buttons!).
 +
To use a skill/equipment/consumable with the bar, you need to left click the skill/equipment/consumable and hold and then drop the skill inside any of the squares you want to use, then use the key in your Keyboard / Mouse and viola.
 +
Bear in mind that the skill keys are locally stored in your PC, you can do a copy of the config file to keep them safe, anytime you install the client you can restore by overwriting the file.
 +
----
 +
==Levels: Base, Job and Job classes==
 +
With this last segment we explain the core bases of our character, Ragnarök Online has two level metrics: Base and Job.
 +
They are independent, monsters give in most cases different values of experience on both of them, so you can tackle your training in a lot of different ways only by changing the monster you’re killing.
 +
*Base level up gives us Status points, recovers us to 100% HP/SP and in some cases they give us buffs (Taekwon Kid and Super Novice only). The max level of base in our server is 99.
 +
*Job level up gives us skill points and also depending on our actual job class it also grants bonus stats. The maximum level of each stage of job is:
 +
**1st Job / 1 High Job / 2nd Job: 50.
 +
**Transcend Job: 70.
 +
**Super Novice: 99.
 +
Job classes are split generally in normal and expanded but there are also the transcend classes that are upgraded forms of those two, being granted more stats points, Max HP and SP and more skills to unlock and experiment. To be able to transcend, you need to be a normal 2nd / Expanded job with max level in both Base and Job and finally do the quest for it.
 +
The job system is mostly “Static” once you choose one class in specific from 1st job or the expanded jobs (Taekwon, Gunslinger, Ninja and Super Novice).
 +
If you are doing a normal class job (Swordman, Mage, Thief, Acolyte, Archer, Merchant), when you get to job level 40 you can start your quest to get one of your second job classes.
 +
----
 +
==Inventory and Equipment UI==
 +
[[File:Inventory.png|thumb|center|You can access the inventory by pressing ALT + E
 +
]]
 +
The inventory has three categories (Use, Equipment, Etc) that are mainly used by the game and the fourth one “Favorites” can be used at will with anything from the first three.
 +
Let me explain each of the categories:
 +
#Use: here everything that is labeled as a consumable is stored here, for the simple reason that it can be usable on your character or another one (if the item does so).
 +
#Equipment/Eqp: any piece of equipment will go here, you can double left click to equip or change your actual piece of gear.
 +
#Etc: Here goes everything else the game throws at you, things that aren’t interactive directly with you.
 +
#Favorite: Here you can transfer items from the three categories to lock them up / differentiate it from the rest of the inventory. You transfer them by left clicking and holding it to hover the item, move it to the Fav tab and release the click. The item will disappear from their normal tab and if you go to the Fav it will be there.
 +
Other things to mention:
 +
*The maximum capacity of a normal inventory is of 100 unique items, can be expanded to 200 (The inventory will always show the max) and different items, the maximum capacity for stackables is 30000 of each (that is also applicable to the storages).
 +
*You are also limited by your weight capacity in order to loot more.
 +
*You can lock your equipment by using the lock button for not dropping any loot.
 +
 +
Right clicking any item in the inventory will display the description menu that gives you detailed information about the item. If you right click an equipment piece you’ll see a comparative between what you have equipped and the item in the inventory.
 +
 +
[[File:Equipment.png|thumb|center|You can access the Equipment by pressing ALT + Q
 +
]]
 +
The equipment UI shows your actual set of armor and weapons that are used, you can change partially or all your equipment making you more versatile.
 +
To change partially, you can double left click the equipment in your Inventory or just press a button by dropping the equipment in your skill bar. In the other case of changing everything in your equipment you use the “swap equipment” button that is in the lower right corner of the UI, bear in mind you need to address the second set of equipment before using the button. You can also add a custom command for swapping in the “Shortcut Settings” from the option menu.
 +
There is a quirk about equipping and swapping in the Right and Left hand (Only for Assassin Class) and the Right and Left accessories, if you want to change them by using the skill bar only it will specifically change the left hand weapon/accessory.
 +
----
 
==Status Effects==
 
==Status Effects==
 
There is an entire page ([[Status_Effects]]) about them but we will focus in how to negate the most common ones that we can find in our first steps!
 
There is an entire page ([[Status_Effects]]) about them but we will focus in how to negate the most common ones that we can find in our first steps!
#[[Poison]]: The status does reduce your soft DEF, take a % of your health and negate you from recovering SP naturally. To cure it you'll need to use some kind of item (green herb/potion, panacea, royal jelly) or use the skill [[Detoxify]] from thieves and [[Dispell]] from Sage class. Putting status points on [[VIT]] will reduce the chance and duration of it.
+
#[[Poison]]: The status does reduce your soft DEF, take a % of your health and negate you from recovering SP naturally. To cure it you'll need to use some kind of item (green herb/potion, panacea, royal jelly) or use the skill [[Detoxify]] from thieves and [[Dispell]] from Sage class. Putting status points on [[VIT]] will reduce the chance and duration of it.
 
#[[Stun]]: This effect negates any kind of control from your character, adding [[VIT]] points will reduce the chance and duration. To cure it you'll need the skill [[Status_Recovery]] from priests or [[Dispell]] from sage class.
 
#[[Stun]]: This effect negates any kind of control from your character, adding [[VIT]] points will reduce the chance and duration. To cure it you'll need the skill [[Status_Recovery]] from priests or [[Dispell]] from sage class.
#[[Blind]]: This effect reduces your actual screen vision, HIT and FLEE by 25%. To cure it you'll need to use some kind of item (green herb/potion, panacea, royal jelly) or an acolyte class using cure on you. There is a niche trick of using /effect for undoing the reduced screen vision, but at the same time you'll not see skill effects.
 

Latest revision as of 22:29, 8 December 2024

I've never played Ragnarok Online before, help me with the basics!

Let's talk in a surface level about each one of the six main stats:

Ragnarok Online as a game has Six stats mechanics (STR,AGI,VIT,INT,DEX,LUK) and a linear static class system that gives you skill points to use (this means, you choose one first job class and you branch from there). Because of these two elements the game divides both stats and skills by Base LV. and Job LV. . Everytime you level up a base level, you are given stat points to use, those points increase in amount when you keep leveling up. In the other case of leveling up your job level, you are always given one skill point to assign to your available skills, there are some skills that require points in others.

To enter the stat interface, you should do ALT + A.
  1. STR: Mainly invested by short range physical classes because it raises their damage output (Ranged classes are the ones that use Bows, Instruments, Whips and Guns) , but can also be used by other classes because every point in STR gives +30 to your weight limit.
  2. AGI: For each point it gives +1 point of FLEE and also increases your ASPD, auto attack (AA) and some skills that have animation delay on ASPD benefits of having high AGI for better DPS output. Also FLEE can negate any damage a monster tries to strike at you, but you can only evade a maximum of 95% of their attacks with this defensive stat.
  3. VIT: For each point of VIT you get 1% Maximum HP and also you gain -1% chance of being inflicted with the following status effects: Bleeding, Poison, Silence, Stun, and you reduce the duration of the Curse status effect. You also gain a +2% of effectiveness of consumables that heals HP. Having VIT adds a layer of survivability that could gain you a second or more to get healed and not die. The classes that use a high amount of AGI can disregard the use of VIT because they can evade their attacks as I mentioned in the AGI part, full support classes and tanks will benefit a lot of the VIT stat because they have to resist the blows that are thrown in.
  4. INT: Mainly invested by magical builds (They could be in any form of class) for better damage output because it point raises the minimum MATK and maximum MATK, also affects soft MDEF by +1 and Maximum SP and regeneration of items by 1% for 1 point invested. Every 6 points you get +1 to your natural regeneration value. In the status resistance department, blind and chaos chances of being inflicted are reduced by 2% to 3% (blind also gets a reduction in its duration), sleep chance is reduced by 1%. Lastly, INT has a role on the alchemist class for brewing potions.
  5. DEX: Mainly used by long range classes because it boost their damage, it gives 1 point of HIT for every point invested (this is necessary to actually kill monsters), gives minimum boost damage to every weapon regardless if it is ranged or not, it increases the ASPD in a lower amount than AGI and every point of DEX you use it reduces the cast time of skills (150 total DEX being instacast).
  6. LUK: The last stat of the list, used mainly by critical builds, each point of it gives 0,3% of CRIT chance, 0,1% of perfect dodge, every 5 points it gives 1% crit shield and 1 ATK and also contribute to the resistance of some status effects (Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, Stun).

There are some extra key aspects to have in mind:

  • Try to round up your physical stat (STR for close range and DEX for long range) in multiples of 10 to receive a boost in ATK (Example: Rogue with 130 total STR / Hunter with a 150 Total DEX). For magical builds it is different, minimum MATK is boosted every 7 points and maximum is every 5 points (35, 70, 105 and 140 of total INT fulfill both minimum and maximum bonuses).
  • The defensive properties of VIT and INT can make you immune to the status effects that the prior list has, you'll need 100 total in both stats to obtain it (Curse case isn't immune but cuts it to a minimum duration).

Wait a minute, there are sub-stats too!

The sub-stats are displayed on the right side of the stat UI, they’re modified by your base + bonus stats, equipment and buffs / nerfs, let’s proceed to talk about them:

  • ATK: This is the indicator for physical (short or long range) classes, if you invest STR/DEX and/or change between weapons with different base ATK (or even option ATK) the number in the left side of it will change, the number in the right side of the + (plus) is the refinement bonus ATK.
  • MATK: These two numbers are your actual MATK value in this order: “Min-MATK ~ Max-MATK”, only by investing INT.
  • HIT: It’s a number that determines your probability of successfully striking an attack on the opponent, it is empowered by DEX, your Base Level and equipment that gives HIT. In the Person VS Monsters (or its acronym PvM) and Most Valuable Player (MvP) environments, you need to achieve an equal or higher number of the 100%HIT that is displayed in the commands on your server or in any database such as RateMyServer or Divine-Pride. In the case of PvP.
  • DEF/MDEF: Both sub-stats work in the same way so they can be explained in one item. There is a Hard and Soft part, the hard part is the number to the left of the “+” sign, involves Items/cards that affects it and it is a percentage value that reduces the total damage you get (Example: a character with 31 + 5, has a 31% total damage reduction), the soft part is located to the right side of the “+” sign, and it involves your total VIT for DEF and INT for MDEF, it’s effects is to lessen the damage by subtracting the exact number it is presented in the status UI. (Using the same example, the +5 would say that you’ll get 5 less HP damage after the 31% reduction).
  • CRIT: Is the acronym for Critical. Mainly used in Auto Attacks builds to maximize damage because it bypasses FLEE and DEF, it is increased in a LUK / 3 pace (so 3 points of LUK is equal to 1 CRIT point), enemies also have CRIT shield if they have LUK points.
  • FLEE and Perfect Dodge: It’s a number that determines your capability of successfully evading an attack from an enemy.
    • The left number of the “+” sign is the FLEE, it’s empowered by AGI, Base Level and in the case of PvM/MvP you can cap your probability of evading an auto attack with FLEE upon 95% for one enemy that is trying to strike you, if there are multiple hitting you that FLEE is reduced to the point of you not having chance to evade (you can evade auto attacks and melee skills)-
    • The right number of the “+” sign is the Perfect Dodge (or PD), it’s empowered by LUK (every 10 LUK equals 1 point of Perfect Dodge) and the main feature of this sub stat is that it doesn’t suffer from reduction by how many enemies are hitting you. It also doesn’t have an actual cap and you can get 100 Perfect Dodge.(You can only evade Autoattacks).
  • ASPD: It’s the acronym for Attack Speed, this number represents the speed of your auto attacks and it is used also in other skills for their delay. The number is affected by the weapon you’re wielding (Each class has their own modifier and are limited in their weapon selection), AGI, DEX and more modifiers that are explained in depth on the ASPD Wiki page. The ASPD max cap is 190.
  • Status Points: They aren’t a substat per se but I decided to add them here to keep the momentum. These points are gained by leveling up a Base level and then they are spent in the main stats to raise them. The amount of points that each level rises (first levels are 3 and the last ones are 22) and also the cost (initial costs are 2 stat points and in the range of 92 is 11).
  • HP - Health Points: It’s your life bar, if it reaches zero then you die and you have the option of respawning on your last save spot or if you have a token of siegfried you can resurrect in the spot. Each class has a proper modifier of Max HP, so classes like mages are more frail in HP than tank classes.
  • SP - Spiritual Points: They are used when casting skills. In the same fashion as HP, each class has a modifier for Max SP. You can have 0 SP and still be in combat, you’ll be just unable to cast anymore until you replenish your SP in some way.

Let's talk in a surface level about skills and skill trees

To enter the skill interface, you should do ALT + S.

Skills are a core part of the game that gives each class an unique feeling, they can be oriented in a lot of ways and that makes them somewhat flexible, they can be separated into "passives", "actives" and "offensives". When we first start as a Novice / High Novice, the only skill we have to level up is "Basic skill" that unlocks basic features until we reach level 9 of it and we are ready to change classes. There are six first job classes and four job expanded classes to choose in our early days, we are going to cover those up later.

Everytime we level up a job level, we can use one point in any of the available skills we have at the moment. There are also skills that have pre-requisites (For example, to be able to use points on "Two hand Quicken", you need to use 1 skill point in both "Sword Mastery" and "2H Mastery"). Always check for pre-requisites in our wiki, because there are some internal changes in our server and also there are sites that can be factually wrong. Passive skills are always active, each point strengthens their effects.

Active skills are the ones that can be casted by your character, could have or not an actual duration and the key of them is that they don't do damage. Offensive skills are active ones that can do damage to enemies / players.

Active skills and Offensive ones can be used by double clicking the skill, the client cursor will change showing a circle and a number in the bottom right part of it, that is the level that is actually in place to use, you can change it with the mousewheel. If you left click the skill will be used into the target you aimed with your mouse, in the case you use the right click the skill will be canceled entirely and your character won’t do any action Alfheim has custom changes for some skills and also reworked jobs that are unique in the pre-renewal scene, they are mostly documented into our Wikipedia, so it is advised to refer to it first before going to any external source.


Skill Bars

Skill bars available pressing the key F12.

The existence of skill bars is a convenient form of using your skills / equipment and even consumables. The default setting for the skill bar is to use the F1 to F9 keys for the first row (the one with the “1” label), there are four levels and are fully customizable in the sense you can change the keys to anything you really want (even gaming mouse buttons!). To use a skill/equipment/consumable with the bar, you need to left click the skill/equipment/consumable and hold and then drop the skill inside any of the squares you want to use, then use the key in your Keyboard / Mouse and viola. Bear in mind that the skill keys are locally stored in your PC, you can do a copy of the config file to keep them safe, anytime you install the client you can restore by overwriting the file.


Levels: Base, Job and Job classes

With this last segment we explain the core bases of our character, Ragnarök Online has two level metrics: Base and Job. They are independent, monsters give in most cases different values of experience on both of them, so you can tackle your training in a lot of different ways only by changing the monster you’re killing.

  • Base level up gives us Status points, recovers us to 100% HP/SP and in some cases they give us buffs (Taekwon Kid and Super Novice only). The max level of base in our server is 99.
  • Job level up gives us skill points and also depending on our actual job class it also grants bonus stats. The maximum level of each stage of job is:
    • 1st Job / 1 High Job / 2nd Job: 50.
    • Transcend Job: 70.
    • Super Novice: 99.

Job classes are split generally in normal and expanded but there are also the transcend classes that are upgraded forms of those two, being granted more stats points, Max HP and SP and more skills to unlock and experiment. To be able to transcend, you need to be a normal 2nd / Expanded job with max level in both Base and Job and finally do the quest for it. The job system is mostly “Static” once you choose one class in specific from 1st job or the expanded jobs (Taekwon, Gunslinger, Ninja and Super Novice). If you are doing a normal class job (Swordman, Mage, Thief, Acolyte, Archer, Merchant), when you get to job level 40 you can start your quest to get one of your second job classes.


Inventory and Equipment UI

You can access the inventory by pressing ALT + E

The inventory has three categories (Use, Equipment, Etc) that are mainly used by the game and the fourth one “Favorites” can be used at will with anything from the first three. Let me explain each of the categories:

  1. Use: here everything that is labeled as a consumable is stored here, for the simple reason that it can be usable on your character or another one (if the item does so).
  2. Equipment/Eqp: any piece of equipment will go here, you can double left click to equip or change your actual piece of gear.
  3. Etc: Here goes everything else the game throws at you, things that aren’t interactive directly with you.
  4. Favorite: Here you can transfer items from the three categories to lock them up / differentiate it from the rest of the inventory. You transfer them by left clicking and holding it to hover the item, move it to the Fav tab and release the click. The item will disappear from their normal tab and if you go to the Fav it will be there.

Other things to mention:

  • The maximum capacity of a normal inventory is of 100 unique items, can be expanded to 200 (The inventory will always show the max) and different items, the maximum capacity for stackables is 30000 of each (that is also applicable to the storages).
  • You are also limited by your weight capacity in order to loot more.
  • You can lock your equipment by using the lock button for not dropping any loot.

Right clicking any item in the inventory will display the description menu that gives you detailed information about the item. If you right click an equipment piece you’ll see a comparative between what you have equipped and the item in the inventory.

You can access the Equipment by pressing ALT + Q

The equipment UI shows your actual set of armor and weapons that are used, you can change partially or all your equipment making you more versatile. To change partially, you can double left click the equipment in your Inventory or just press a button by dropping the equipment in your skill bar. In the other case of changing everything in your equipment you use the “swap equipment” button that is in the lower right corner of the UI, bear in mind you need to address the second set of equipment before using the button. You can also add a custom command for swapping in the “Shortcut Settings” from the option menu. There is a quirk about equipping and swapping in the Right and Left hand (Only for Assassin Class) and the Right and Left accessories, if you want to change them by using the skill bar only it will specifically change the left hand weapon/accessory.


Status Effects

There is an entire page (Status_Effects) about them but we will focus in how to negate the most common ones that we can find in our first steps!

  1. Poison: The status does reduce your soft DEF, take a % of your health and negate you from recovering SP naturally. To cure it you'll need to use some kind of item (green herb/potion, panacea, royal jelly) or use the skill Detoxify from thieves and Dispell from Sage class. Putting status points on VIT will reduce the chance and duration of it.
  2. Stun: This effect negates any kind of control from your character, adding VIT points will reduce the chance and duration. To cure it you'll need the skill Status_Recovery from priests or Dispell from sage class.