Game Mechanics

From DarkRO

Jump to: navigation, search

Contents

[edit] Game Mechanics

In Ragnarok Online, there are several rules and mechanics that apply to produce a gratifying gameplay for players. Its goal is to further enhance the gaming experience of players, and to let them discover many different things beyond the game itself.

[edit] Levels

Unlike most other RPGs, each character within Ragnarok Online has two different levels: Base Level (blvl) and Job Level (jlvl). This is denoted as "Base/Job". So, a character who is 5/1 would be Base Level 5, and Job Level 1.

Base Level indicates personal growth. Through base levels, your stats grow — you become stronger, faster, or smarter, for example.

Job Level indicates your progression within your chosen profession. For example, you become a better Archer or Blacksmith. In game terms, that means you get more skills and bonus stat points.

The maximum level for first and second classes in DarkRO Force is 255/100 and in DarkRO Pie is 99/70.

For more see Leveling.

[edit] Jobs and Classes

A normal player begins the game as a 1/1 Novice. Upon reaching Job Level 10, a Novice can change into six different job classes, and become stronger.

For more see Classes.

[edit] First Job Classes (1-1)

There are six basic classes, also known as 1-1 classes.

  • Swordsman
    • Swordsmen deal with swords, spears, and excel in direct combat. This job is also recommended for people who likes high HP and strong melee attacks. Suggested stats: VIT or AGI, STR and DEX.
  • Thief
    • Thieves use sneaky tactics to defeat enemies, such as Hiding, Envenom, etc. Thieves are usually dagger users in terms of combat. Suggested stats: AGI, STR and DEX.
  • Mage
    • Mages conquer enemies by the use of magical force. Mages concentrate on magical intelligence; they also use rods, staffs, and wands. Suggested stats: INT, DEX and VIT.
  • Archer
    • Archers excel in long-range bow attacks. This job attack at a long range without usually being hit by enemies. They have skills that allow them to hit from a long range, as well as conquer several maneuvers to their enemies. Suggested stats: DEX, and AGI.
  • Merchant
    • Merchants initially have poor battle skills, and usally deal with the NPCs and other players. Merchants balance the world of Midgard in terms of money to help people obtain money and items. Suggested stats for Blacksmiths who plan to be a battle-type are STR, DEX, AGI, and VIT. Blacksmiths-to-be who also plan to forge weapons and other materials are recommended to achieve DEX and LUK. Merchants who plan to be an Alchemist are suggested to take INT, VIT, and DEX as their main stat points.
  • Acolyte
    • Acolytes harness the power of God to aid themselves and others. Acolytes also have the power to use buffing skills that gives different kinds of improvement to other people's stats and current state and even to themselves to help them defeat enemies a lot easier. Suggested stats for Acolytes that plan to be a Priest as their second job class are VIT, INT, and DEX. Acolytes that plan to be a fighter rather than a supporter are recommended to take STR, AGI, VIT, and DEX as their base stats. Acolytes who are battle types plan to be Monks as their second job class.
  • Super Novice
    • Super Novice is a special class that allow high-leveled Novices to become a more powerful class. Super Novice has all the abilities of all the other first job classes, except for the skills that they are not allowed to perform or use without having to wear certain weapons, such as Double Strafe and Two-Handed Sword Mastery. A Novice has to be at Level 45 or beyond, and has a Basic Skill Level of 9 before changing into a Super Novice.

Note that the stats listed above are only loose guidelines and suggestions. Also note that no class has a stat requirement; the stats you build are entirely up to you, though some choices are better than others.

For more see 1st Job Classes.

[edit] Extended Job Classes

There are three several extended classes in which a normal player can choose. They were added recently, and allows players to choose from three more classes. In DarkRO Force, the Taekwon class has been replaced by the Padawan class as a custom-job class.

  • Taekwon Boy/Girl
    • The Taekwon class is a martial arts themed character specializing in various kicks. They do not use any weapons to defeat enemies. They have several skills that continuously extend their ability to use their feet in battle. Taekwon Boys/Girls, just like a normal first job, have the ability to change into a second job class. They could choose from either a Star Gladiator (Taekwon Master), or a Soul Linker. They do not have a transcended job class.
  • Gunslinger
    • Gunslingers specializes on guns and bullets, allowing them to attack enemies at a long-range. They have several skills that can cause enormous damage to enemies, such as Bullet Shower and Desperado. They have a variety of guns to choose from, ranging from revolvers to grenade launchers. Gunslingers doesn't have a second job and they cannot transcend. As a result, they gain more skill points than the usual first job class.
  • Ninja
    • Ninjas specializes in using elemental magics, and the use of kunai and shuriken to destroy their enemies. They have skills that are both offensive and defensive, allowing them to live longer in battle. Just like Gunslingers, they don't have neither a second job, nor a transcendent class. They receive more skill points than the normal first job class as well.
  • Padawan
    • Padawans is the extended first job class in DarkRO Force. It's a custom-made class exclusive for DarkRO, and the replacement of the Taekwon class. They have the ablities that concentrates with the use of lightsabers. Just like Taekwons, they could become either a Jedi, or a Sith as their second job class, and doesn't have a transcended job class.

For more see Expanded Classes and Custom Classes.

[edit] Second Job Classes (2-1)

Each class branches off into two different "Second classes", to make an effective selection of 12 different classes.

  • Knight
    • A knight is the primary 2nd class of a Swordsman. Knights have the ability to learn several weapon masteries that enable them to deal more damage with swords, two-hand swords, and spears. Knights also have the ability to ride a Pecopeco which allows them to walk faster than normal.
  • Assassin
    • Assassins are the primary 2nd class of the Thief class. Assassin use katars and/or daggers in both hands to kill enemies. Assassins have skills which allow them to master katar and daggers, apply poison to their attacks to inflict them to the enemy, and stealth skills such as Cloaking.
  • Wizard
    • Wizards are the primary 2nd class of the Mage class which uses powerful magic attacks of the elements Fire, Ice, Lightning and Earth.
  • Hunter
    • Hunters are the primary 2nd class of Archers. Hunters are good at long-range attacks, but they are also good at using traps to kill or give enemies status ailments. Hunters also have the ability to train a falcon and to bring them around to assit them in battle.
  • Blacksmith
    • A blacksmith is the primary 2nd class of a Merchant. Blacksmiths have axe mastery and other combat abilities relating to hammers and axes. They have several buffs that can strengthen their weapons, as well as the weapons of the people in his/her party. There are also some Blacksmiths who concentrate on forging to create weapons and other materials necessary for more forging.
  • Priest
    • Priests are the primary 2nd class of the Acolyte class. They have powerful healing magic and exorcises the undead. They are usually called the "foundation" of a party because they help and support others, and even save their lives in several situations.
  • Star Gladiator (Taekwon Master)
    • Star Gladiators are the primary 2nd class of the Taekwon class. Taekwons who chose to follow this path greatly improves their ability to use their feets in battle. They also gain the ability to wear Books, which allows them to harness its power. Star Gladiators also have skills that allow them to gain stats improvements in certain maps and/or monsters.
  • Jedi
    • Jedis are the primary 2nd class of the Padawan class. This is the custom second job of the Padawan class in DarkRO Force that focuses on lightsabers and melee-attacks.

For more see 2nd Job Classes, Expanded Classes and Custom Classes.

[edit] Alternate Second Job Classes (2-2)

First classes also have the option to choose an alternative path into a whole different scenario of job classes. There are 6 alternative classes, not including Bards and Dancers which come from the same first job.

  • Crusader
    • A Crusader is the alternate 2nd class of the Swordsman class. Crusaders specializes with shields, and two-hand spears. They also have healing magic and several skills that sacrifices their own HP to deal damage. Crusaders are also granted with a skill that enables them to ride a Grand Pecopeco.
  • Rogue
    • Rogues are the alternate 2nd class of the Thief class. They can use bows and arrows to deal long-range damage to their enemies, or a dagger and a shield while sneaking around and stripping their enemies off from their armor and weapons. They also have skills that allow them to move underground, and attack enemies without being noticed.
  • Sage
    • Sages, which are known for their spiritual and philosophical tactics, are the alternate 2nd class of the Mage class. They can give temporary elemental enchantments to weapons and small areas. Sages also have some unique skills that allow the Sage to cast spells while walking, and prevent some enemies from casting spells.
  • Bard and Dancer
    • A Bard is the alternate 2nd class of the Archer class if you're a male. Female archers become Dancers when they choose to follow this alternative path. They can sing and dance to support party members with various boosts. They also have several attacks using their musical instruments and whips.
  • Alchemist
    • Alchemist are the alternate 2nd class of the Merchant class. They specialize in creating different kinds of potions. They also have the ability to throw potions to themselves and their party members to heal them. Alchemists can also summon several plants to support them in battle. Alchemists also have the ability to summon a Homunculus.
  • Monk
    • Monks are the alternate 2nd class of the Acolyte class. Monks uses fists and maces to perform different attack commbinations. They also have skills that allow them to summon spirit spheres, and use them to unleash very powerful attacks, including the one-shot kill ability, Asura Strike.
  • Soul Linker
    • Soul Linkers are the alternate 2nd class of the Taekwon class. Taekwons who chose to follow this path gave up their abilities to fight using melee combat, and pursued to continue training their spitirual abilities. Soul Linkers focus on temporarily maximizing the abilities and skills of another class, and/or allowing them to gain new abilities that only they can learn for a limited period of time.
  • Sith
    • Sith is the alternate 2nd class of the Padawan class. They focus on the dark side, and use the force for evil. They concentrate on melee attacks, as well as the use of some magic attacks.

For more see Alternate 2nd Job Classes, Expanded Classes and Custom Classes.

[edit] Transcendent Job Classes (2-1-2 & 2-2-2)

Recently, new additions have been added in the form of Advanced Second Class jobs were released in kRO (and private server), and were released in iRO [July 2005] under the name of Transcendent Classes. These are NOT the 3rd class jobs.

  • Lord Knight
    • Lord Knights are the primary Advanced 2nd Class of the High Swordsman class. They carry all the abilities of knights plus a few new abilities pertaining to swords and spears. Their Pecopecos now also wear an armor to show the similarity between the Pecopeco and a Lord Knight's appearance.
  • Assassin Cross
    • Assassin Cross is the primary Advanced 2nd Class of High Thief class, with all former abilities of assassin, in addition to more poisoning skills, advanced katar mastery, and additional attack skills.
  • High Wizard
    • High Wizards are the primary Advanced 2nd class of High Mage, with the magical skills of wizards, including more powerful and improved spells.
  • Sniper
    • Sniper is the primary Advanced 2nd class of the High Archer class, which received further mastery of the bow. Traps become more effective, and the bond with the Falcon is much stronger.
  • Whitesmith (Mastersmith)
    • Whitesmith is the primary Advanced 2nd class of the High Merchant that can make weapons better than ever before. They received more effective weapon masteries and combat abilities relating to hammers and axes, and now can utilize these abilities better than ever. They also received the ability to upgrade weapons, and the ability to break weapons while attacking.
  • High Priest
    • High Priests are the primary Advanced 2nd class of the High Acolyte class. High Priests have more powerful healing magic and more effective buff spells. Their new skills are powerful, and the extra skill points allows more variation for this skill-oriented class.
  • Paladin
    • Paladin is the alternate advanced 2nd class of the High Swordsman class. Paladins have improved skills with the spear and shield, as well as healing and holy magic. Paladins also received more skills in terms of sacrificing their own HP for the good of others. Just like Lord Knights, their Grand Pecopecos look much better than ever before.
  • Stalker
    • Stalkers are the alternate advanced 2nd class of the High Thief class. Stalkers received enhanced stripping and stealth abilities, as well as more powerful attacks.
  • Professor (Scholar)
    • Professors are the alternate advanced 2nd class of the High Mage class. They can perform more powerful elemental enchantments to weapons and small areas. They also received more powerful spells and skills that allow them to defeat enemies a lot eaasier.
  • Clown (Minstrel) and Gypsy
    • Clowns and Gypsies are the alternate advanced 2nd classes of the High Archer class. They have enhanced abilities as a Bard or a Dancer, including more improvements to their singing and dancing abilities. Clowns and Gypsies also received several powerful attacks using their musical instruments and whips, as well as several new songs.
  • Creator (Biochemist)
    • Creators are the alternate advanced 2nd class of the High Merchant. They can make and throw more powerful types of healing and offensive potions. They could also still harness the ability of a Homunculus.
  • Champion
    • Champions are the alternate advanced 2nd class of the High Acolyte. They received more powerful and improved combo attacks. They also received more skills that allow them to perform more combo attacks, as well as the ability to summon several spirit spheres in an instant.

For more see Transcedent Classes and Alternate Transcedent Classes.

[edit] Stats

In Ragnarok Online, there are six attributes that determine your stats.

  • Strength (STR)
    • Increases physical attack damage and carrying capacity.
  • Agility (AGI)
    • Increases flee (dodge) rate and attack speed. Reduces skill delay.
  • Vitality (VIT)
    • Decreases damage taken, increases maximum HP and the rate at which HP is regenerated while at rest, increases healing ability of items, decreases chance of being afflicted by negative status affects.
  • Intelligence (INT)
    • Increases magic damage, magic defense, max SP, and SP regeneration rate, decreases chance of being afflicted by negative status affects.
  • Dexterity (DEX)
    • Increases hit rate, cast speed and increases minimum damage. It also increases damage dealt with bow and arrows.
  • Luck (LUK)
    • Increases critical hit and perfect dodge probability, slightly decreases chance of being afflicted by negative status affects. Increases chances of successfully refining or forging a weapon.

Due to the open-ended nature of the game, one can "build" their character any way they choose. However, due to the low number of overall stat points (and the cost increases that arise with higher stats), it is generally advised to excel in a few stats rather than indulge in them all. In DarkRO Force, the maximum stat is 255 without item or job bonuses, and only two stats can be raised to 255 (as well as nine other stat points which one can gain during character creation) before the stat points are exhausted. In DarkRO Pie, the same thing applies except for the fact that the maximum stat is 99.

Most classes pick one or two "main" stats, and raise those two above all else. An offensive stat and a defensive stat often create a potent combination that allows the character to succeed.

For more see Stats.

[edit] Skills

Each class have a unique set of skills. Skills often have several levels, which normally range from either 1 to 10 or 1 to 5. Like learning a new skill, improving a known skill also takes a skill point.

After a first-level class player changes to a second-level class, the learned skills are maintained.

Other ways of learning a skill include taking a quest (apart from "First Aid", all skill quests are class-specific) or applying a card to equipment. Quest skills are permanent; card skills are only available as long as you're equipped with the item. However, skills learned with either method can't be improved, and are always at level 1 (or in the case of a card, set at a certain level described on the card, e.g. Magnum Break level 3).

For more see Skills.

[edit] Cards

There is a rare chance that certain enemies will drop cards, or items that provide some sort of positive effect on the player, including stat boosts, abilities, and damage reduction. Cards may be placed in "slotted" equipment (example: if a sword has three slots, three cards can be compounded with it). Cards may only be placed on certain equipment, which is usually determined by the effect that the card has (the Hydra card provides addition of 20% attack to Demi-Human enemies, hence it is compounded with weapon). Merchants often vend these valuable items, as well.

For more see Cards.

[edit] Parties and Guilds Warfare

Players in the game may form parties which in most cases, help by providing the party with added experience, as there is a bonus to the experience received by a player in a party that can share it. They can also benefit from it by having the ability to benefit from some skills normally usable by only one character. Partying is crucial for those who want to reach the highest level and doing some quest that might require a party to do.

Guilds are on the other hand, a way for people who already know each other well to show their uniqueness as a group, or as an expression of power or influence in the game. Each guild has a guild-master who has the initial ability to invite and reject possible members, and guilds also have levels, which members can push higher by contributing some experience to it through taxes on their own experience gain. Guilds with high levels may invite more members, and be officialy recognized. This added attraction of being recognized entitles the guild to participate in massive player vs player / guild vs guild warfare called the War of Emperium.

The War of Emperium is fought in castle maps, located near major cities, and each castle having unique layouts. Guilds who manage to control the castle at a war's end gets access to treasure boxes, which may yield extremely rare pieces of equipment.

For more see PvP And WoE.

[edit] External links

Personal tools