The rules

How the server actually works

Everything below is different enough from the game you remember that guessing will cost you levels. It is worth twenty minutes before you pick a build.

Levels and experience

The tables were rewritten from scratch, so nobody can quote you a rate. What follows is the shape of the curve instead.

Max level
150 base, 50 job. Jobs come in three tiers: first job carries you from 1 to 50, second from 51 to 99, third from 100 to 150. Each tier has its own fifty job levels, so fifty skill points to spend before you move on.
Ninja and Gunslinger
The exceptions. They stay on their first job until 99 and then go straight to their final one. They still collect both sets of fifty skill points.
Per kill
About 5% of a level at base 50, 1% at 100, 0.1% at 149. Monsters here take much longer to kill than you are used to, so read those numbers with that in mind.
Parties
Five players. Experience only splits evenly if the lowest and highest member are within 15 levels of each other.

What the level gap costs you

Your level against the monsterExperience
15 or more levels above the monsterNothing at all
10 levels aboveHalf
6 levels above90%
Up to 5 levels aboveFull experience
3 to 10 levels below5% more, rising to 40% more at ten
10 to 15 levels belowTapering back down, 15% more at fifteen
16 or more levels below90% less

So the sweet spot is monsters a few levels above you, not below. Fighting something ten levels higher pays 40% more, and grinding something fifteen levels lower pays nothing.

Stats and breakpoints

Each stat still does what you expect, and then gives you something extra at every tenth and every twenty fifth point. Several of those bonuses depend on what you are holding.

Str

Strength

Physical attack with melee weapons, and carry weight.

Melee weapon

  • Every 10Weapon attack +5%
  • Every 25Melee damage +3%

Bow, instrument, whip or gun

  • Every 10Defence pierce +3%
  • Every 25Max HP +3%
Agi

Agility

Flee and attack speed.

  • Every 10Perfect dodge +1
  • Every 25All skill cooldowns -5%
Vit

Vitality

Max HP, HP regeneration and carry weight.

  • Every 10Status damage taken -2%
  • Every 25Potion cooldown -0.5s
Int

Intelligence

Magic attack, max SP and SP regeneration.

Staff, mace, dagger, instrument or whip

  • Every 10Weapon magic attack +5%
  • Every 25Magic damage +3%

Any other weapon

  • Every 10Fixed cast time -0.1s
  • Every 25SP consumption -10%
Dex

Dexterity

Physical attack with ranged weapons, hit rate, and cast time.

Bow, instrument, whip or gun

  • Every 10Weapon attack +5%
  • Every 25Ranged damage +3%

Any other weapon

  • Every 10Defence pierce +3%
  • Every 25Movement speed +3%
Luk

Luck

Critical rate and perfect dodge.

  • Every 10Outgoing status duration +3%
  • Every 255% chance to resist most negative statuses

Bonus stats count. If you have 77 Strength and 23 from gear and buffs, the game reads 100 for every breakpoint above. The Luck resistance roll does not cover statuses you inflict on yourself, item or homunculus cooldowns, Threefold Arrow or Quick Draw charges, Convex Mirrors, or Death Sentence.

Combat maths

Most formulas match renewal. These are the ones that do not, and they are the ones that decide how a build feels.

Critical hits
Every physical skill and attack can crit. Rate is still 1 + (Luk / 3) + (base level / 100). The damage bonus dropped from 40% to 20%, crits no longer skip flee or defence, and monsters have no crit shield, so their Luck does not reduce your rate.
Cast time
Split into fixed and variable. Variable reduction is sqrt((Dex × 2) / 600) × 100, which means 300 Dex for a full 100%, which nobody reaches. Reduction from gear adds to reduction from stats instead of multiplying, so 40% from stats and 60% from gear leaves nothing. Fixed cast only bends to gear and to the Intelligence breakpoints.
Attack speed
ASPD = base ASPD + (Agi / 5), where the base comes from your class and weapon type. There is a soft cap at 185 that gear and buffs can push through, and a hard cap at 190 that nothing can.
Status resistance
Outside the Luck breakpoints, no stat resists anything. Two thousand Vitality still gets stunned. Gear is the only other answer.
Elements and cards
Weapon element applies to your whole attack, not just the weapon part of it. Damage bonuses against a race, element or size work the same way.
Movement and regen
Base movement went from 150ms per cell to 120ms. HP and SP regeneration are five times what you remember.
Where stacking stops
Five hard ceilings, and nothing gets past them: elemental resistance at 80%, cooldown reduction at 70%, attack speed at 190, movement speed at +40%, and since 29 August the damage reduction you carry on gear and cards at 75%. Worth knowing before you build a set around a sixth piece that does nothing.
The 75% is only your gear
Three pools, counted separately. Gear and cards share the 75% cap, and defence and magic defence count towards it. Statuses and skills are tracked on their own and are not capped with it. Elemental resistance is its own thing at 80%. Defence can no longer be pushed below zero either, so stacking pierce past what a monster has is wasted. This landed because people were reaching 100% and becoming unkillable; every account was given 5000 cash points the same day for the Yggdrasilid set going down with it.

Element table

This table has moved a long way from the one you know, and Undead in particular is now worth carrying. Read your attack element down the left, your target across the top. The four numbers are the four levels of the target's element.

10/25/35/50 you deal that much more 10/25/35/50 you deal that much less
Attacker down, defender acrossNeutralFireWaterWindEarthPoisonUndeadGhostDarkHoly
Neutral·······10/20/30/50·10/25/50/75
Fire·15/25/50/750/10/25/50·10/25/35/50·10/25/35/50··10/25/50/75
Water·10/25/35/5015/25/50/750/10/25/50·····10/25/50/75
Wind··10/25/35/5015/25/50/750/10/25/50····10/25/50/75
Earth·0/10/25/50·10/25/35/5015/25/50/75····10/25/50/75
Poison·5/10/15/205/10/15/205/10/15/205/10/15/2015/25/50/750/10/25/50··10/25/50/75
Undead5/10/15/200/10/25/50···5/10/15/2015/25/50/750/10/25/505/10/15/2010/25/50/75
Ghost······10/25/35/505/10/15/20·10/25/50/75
Dark······0/10/25/50·15/25/50/7510/25/35/50
Holy5/10/15/205/10/15/205/10/15/205/10/15/205/10/15/205/10/15/2010/25/35/5010/25/35/5010/25/35/5010/25/50/75

Holy beats everything and is beaten by nothing except itself, which is why holy monsters are the wall they are. Poison is a small edge against most things and a wall against Undead. Neutral has no answer to Ghost.

Status effects

Statuses are a pillar of combat here rather than a nuisance. Most last five seconds or less and hit far harder than they used to, and a lot of skills change behaviour depending on what is already on the target.

  • Bleeding Damage every second, scaled off the applier's Strength and level. Internal Bleeding works the same but scales off Dexterity. Internal Bleeding, Bleeding, Bleed
  • Burning Damage every second, scaled off Intelligence. Severe Burning scales off Vitality instead. Severe Burning, Burning
  • Poison Damage every second, scaled off Agility. Deadly Poison scales off Luck instead. Deadly Poison, Poison
  • Blind Cuts the target's Hit and Flee by a flat 30, and shrinks how much of the screen a player can see. Blinded, Blind
  • Vulnerable Strips 40% of the target's hard and soft defence. No attack bonus, unlike the Provoke you remember. Vulnerable
  • Breach The same idea aimed at magic defence instead. It is how a caster gets through a high MDef enemy, and Breach Potency raises what it strips. Breached, Breach
  • Frozen Cancels casting and locks the target until it takes damage. Chill is the milder one, taking a slice off movement, attack and cast speed at once. Cold is the follow up during the resist window. Freeze, Frozen, Chill
  • Stun Cancels casting and stops the target acting. Monsters resist for 30 seconds afterwards and take Stagger instead. Staggered, Stagger, Stunned
  • Sleep Cancels casting and stops the target acting until it takes damage. Monsters take Dazed during the resist window. Sleeping, Dazed, Sleep
  • Slow Movement speed down. Atrophy hits attack speed instead, and Slowcast stretches fixed cast time. Immobilized, Immobilize, Slowcast

The three damage over time families all tick once a second for (stat × 8) × (base level / 100), and the stat is the one named on the card above. So the same status is worth more or less depending on who applied it, and a stronger variant is not stronger by itself, it just reads a different stat.

Two rules follow from that. No stat gives you any resistance, so the only defences are the Luck breakpoints and gear. And champions and bosses have no immunity at all, so everything you carry works on them.

Potions and catalysts

Your potion is a piece of equipment, not a stack of items. It is never consumed, it sits on a cooldown instead, and you upgrade it as you go. Nothing on this ladder can be traded.

Healing
Red, then Orange, Yellow, White. Around level 30 the Red one stops keeping up. Gather the herbs and materials and commission the upgrade from the Alchemists in Aldebaran, or from any starting town tool shop for the Red one. Ten second cooldown.
SP
Grape Juice, then Blue Potion. Thirty second cooldown.
Attack speed
Concentration +2, Awakening +4, Berserk +6. Every class restriction on these has been removed.
Status
A Green Potion, which clears bleeding, poison and burning on the spot. Thirty second cooldown.
Cooldowns
Those are the baseline numbers. Vitality shortens all of them, half a second for every twenty five points.
Catalysts
Most class consumables are gone. The ones that stayed became catalysts that are not used up: endow stones, arrows, maintenance kits, poisons and the rest. Short quests or crafting get you them.

Skills everyone has

The novice stage is skipped, since the tutorial hands you your first job at level 1. The novice skills stayed, and several of them matter for the whole game.

SkillWhat it does
Basic SkillExplains the common status effects as you meet them.
SensePrints everything about a monster into the chat window. This is the whole reason the old monster info command is gone.
Mobile StorageYour cart, once you have bought a licence.
VendingOpens a shop out of that cart. Needs the same licence.
TeleportRandom spot on the map, or back to your save point. Long cooldown.
Area LootPicks up everything within four cells, and respects loot priority.

The three you have to earn

SkillWhat it does
ResurrectionRevives a downed player and spends one Holy Water out of their inventory. You get three every time you respawn or talk to a Kafra.
Warp PortalMemo a spot, open a portal to it, spend a Blue Gemstone.
High JumpJumps to where you point, through anything in the way.

All three need a quest to learn and more quests to raise past level 1. Where each one starts is written in its skill description, in your skill tree.

Refining

The one part of this server that is kinder than the game you remember. Gear never breaks and never drops a level. The only thing at risk is your wallet.

The odds
Maximum is +10, and success is 100% minus 10% per current refine. So +0 to +1 always works, +4 to +5 is a coin flip and a bit, and +9 to +10 is one in ten.
One weapon level
Every weapon in the game refines with the same ores. Armour, shields, garments, shoes and headgear share one ladder too.
Where the ores come from
Mostly from killing bosses, banded by the boss's own level.

Weapons

RefineOrePer step
+0 to +3Phracon or better+2 attack and magic attack each
+4 to +6Emveretarcon or better+4 each
+7 to +9Oridecon or better+6 each
+10Enriched Oridecon+10, for +46 in total

Armour

RefineOrePer step
+0 to +3Iron or better+1 defence each
+4 to +6Steel or better+2 each
+7 to +9Elunium or better+3 each
+10Enriched Elunium+5, for +23 in total

Which boss drops what

BossDrops
Boss level 1 to 50Phracon and Iron
51 to 100Emveretarcon and Steel
101 to 150Oridecon and Elunium
Over 150Enriched Oridecon and Enriched Elunium

Random options

Almost everything that drops rolls its own extra stats on top of the ones printed on it. Which stats it can roll depends on what the piece is and what level bracket it came from, and the tables below are the whole of it.

What does not roll
Headgears, except in special cases. Costumes, which are appearance only. And the non standard weapons: shuriken, kunai, huuma, gatling guns and grenade launchers.
Slots
A piece rolls one option per slot on its table. Weapons get fewer slots as their level bracket climbs, so a two slot weapon at 150 rolls less than a four slot weapon at 30 and each roll is worth much more. Two handed weapons get a fourth slot the one handed ones do not.
Boss gear
Gear that drops from a boss rolls on the tier above the one its level requirement would suggest, and the top bracket has a tier that only boss gear can reach.
No options at all
Anything handed over by the Roaming Archaeologist, relic gear included, comes with no random options. That is the price of a guaranteed drop.
Rerolling
Reroll Scrolls come out of the reward chests in the challenge dungeons, which is the only way to change a roll you do not want.

Weapons

Physical Weapons (4 Slots)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • Atk +1~5%
  • Hit +1~10
  • Crit +1~5
  • Crit Damage +1~5%
  • ASPD +1
  • Bleeding Damage +1~10%
  • Poison Damage +1~10%
Slot 3
  • Damage to [Size] +1~5%
Slot 4 (2h Weapons Only)
  • Damage Taken from [Size] -1~5%
  • Damage Taken from All Sizes -1~3%

Physical Weapons (3 Slots)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • Atk +1~8%
  • Hit +1~15
  • Crit +1~8
  • Crit Damage +1~10%
  • ASPD +1~2
  • Bleeding Damage +1~15%
  • Poison Damage +1~15%
Slot 3
  • Damage to [Size] +1~10%
Slot 4 (2h Weapons Only)
  • Damage Taken from [Size] -1~10%
  • Damage Taken from All Sizes -1~5%

Physical Weapons (2 Slots)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Atk +1~10%
  • Hit +1~20
  • Crit +1~10
  • Crit Damage +1~15%
  • ASPD +1~3
  • Bleeding Damage +1~20%
  • Poison Damage +1~20%
Slot 3
  • Damage to [Size] +1~15%
Slot 4 (2h Weapons Only)
  • Damage Taken from [Size] -1~15%
  • Damage Taken from All Sizes -1~10%

Physical Weapons (MVP Drop)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • Atk +6~10%
  • Hit +11~20
  • Crit +6~10
  • Crit Damage +11~15%
  • ASPD +3~3
  • Bleeding Damage +11~20%
  • Poison Damage +11~20%
Slot 3
  • Damage to [Size] +9~15%
Slot 4 (2h Weapons Only)
  • Damage Taken from [Size] -9~15%
  • Damage Taken from All Sizes -6~10%

Magical Weapons (4 Slots)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • Matk +1~5%
  • FCT -0.1s
  • VCT -1~5%
  • SP Consumption -1~10%
  • Burning Damage +1~10%
Slot 3
  • Magic Damage to [Size] +1~5%

Magical Weapons (3 Slots)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • Matk +1~10%
  • FCT -0.1s~-0.15s
  • VCT -1~8%
  • SP Consumption -1~15%
  • Burning Damage +1~15%
Slot 3
  • Magic Damage to [Size] +1~10%

Magical Weapons (2 Slots)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Matk +1~15%
  • FCT -0.1s~-0.2s
  • VCT -1~10%
  • SP Consumption -1~20%
  • Burning Damage +1~20%
Slot 3
  • Magic Damage to [Size] +1~15%

Magical Weapons (MVP Drops)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • Matk +11~15%
  • FCT -0.2s
  • VCT -6~10%
  • SP Consumption -11~20%
  • Burning Damage +11~20%
Slot 3
  • Magic Damage to [Size] +11~15%

Hybrid Weapons (4 Slots)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • Atk +1~5%
  • Hit +1~10
  • Crit +1~5
  • Crit Damage +1~10%
Slot 3
  • Matk +1~5%
  • FCT -0.1s
  • VCT -1~5%
  • SP Consumption -1~10%

Hybrid Weapons (3 Slots)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • Atk +1~10%
  • Hit +1~15
  • Crit +1~10
  • Crit Damage +1~20%
Slot 3
  • Matk +1~10%
  • FCT -0.1~0.15s
  • VCT -1~8%
  • SP Consumption -1~15%

Hybrid Weapons (2 Slots)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Atk +1~15%
  • Hit +1~20
  • Crit +1~15
  • Crit Damage +1~30%
Slot 3
  • Matk +1~15%
  • FCT -0.1~0.2s
  • VCT -1~20%
  • SP Consumption -1~20%

Hybrid Weapons (MVP Drops)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • Atk +11~15%
  • Hit +11~20
  • Crit +11~15
  • Crit Damage +16~30%
Slot 3
  • Matk +11~15%
  • FCT -0.2s
  • VCT -6~10%
  • SP Consumption -11~20%

Armour, shields and shoes

Armor / Shields (Level 1~30)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • Max HP +1~3%
  • Max SP +1~3%
  • Hard Defense +1~10
Slot 3
  • Small Resistance +1~6%
  • Medium Resistance +1~6%
  • Large Resistance +1~6%
  • All Size Resistance +1~3%

MVP Armors drop at one Level Tier above their Requirements

Armor / Shields (Level 50~90)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • Max HP +1~6%
  • Max SP +1~6%
  • Hard Defense +1~20
Slot 3
  • Small Resistance +1~8%
  • Medium Resistance +1~8%
  • Large Resistance +1~8%
  • All Size Resistance +1~4%

MVP Armors and Shields drop at one Level Tier above their Requirements

Armor / Shields (Level 110~150)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Max HP +1~10%
  • Max SP +1~10%
  • Hard Defense +1~30
Slot 3
  • Small Resistance +1~10%
  • Medium Resistance +1~10%
  • Large Resistance +1~10%
  • All Size Resistance +1~5%

MVP Armors and Shields drop at one Level Tier above their Requirements

Armor / Shields (Level 110~150 MVP Gear)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • Max HP +6~10%
  • Max SP +6~10%
  • Hard Defense +21~30
Slot 3
  • Small Resistance +6~10%
  • Medium Resistance +6~10%
  • Large Resistance +6~10%
  • All Size Resistance +3~5%

This tier only exists for 110~150 MVP Gear

Shoes (Level 1~30)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • HP Regen +1~10%
  • SP Regen +1~10%
  • Crit Rate +1~5
  • VCT -1~5%
Slot 3
  • Def Pierce +1~10%
  • MDef Pierce +1~10%
  • Bleed/Poison/Burn Damage Taken -1~10%
  • Movement Speed +1~5%

MVP Shoes drop at one Level Tier above their Requirements

Shoes (Level 50~90)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • HP Regen +1~20%
  • SP Regen +1~20%
  • Crit Rate +1~8
  • VCT -1~8%
Slot 3
  • Def Pierce +1~15%
  • MDef Pierce +1~15%
  • Bleed/Poison/Burn Damage Taken -1~15%
  • Movement Speed +1~8%

MVP Shoes drop at one Level Tier above their Requirements

Shoes (Level 110~150)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • HP Regen +1~30%
  • SP Regen +1~30%
  • Crit Rate +1~10
  • VCT -1~10%
Slot 3
  • Def Pierce +1~20%
  • MDef Pierce +1~20%
  • Bleed/Poison/Burn Damage Taken -1~20%
  • Movement Speed +1~10%

MVP Shoes drop at one Level Tier above their Requirements

Shoes (Level 110~150 MVP Gear)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • HP Regen +21~30%
  • SP Regen +21~30%
  • Crit Rate +6~10
  • VCT -6~10%
Slot 3
  • Def Pierce +11~20%
  • MDef Pierce +11~20%
  • Bleed/Poison/Burn Damage Taken -11~20%
  • Movement Speed +6~10%

This tier only exists for 110~150 MVP Gear

Garments and accessories

Garments (Level 1~30)

Slot 1
  • Str +1
  • Agi +1
  • Int +1
  • Vit +1
  • Dex +1
  • Luk +1
Slot 2
  • Flee +1~10
  • Perfect Dodge +1~5
  • Hard MDef +1~5
Slot 3
  • [Element] Resistance +1~10%
  • Neutral Resistance +1~5%

MVP Garments drop at one Level Tier above their Requirements

Garments (Level 50~90)

Slot 1
  • Str +1~2
  • Agi +1~2
  • Int +1~2
  • Vit +1~2
  • Dex +1~2
  • Luk +1~2
Slot 2
  • Flee +1~15
  • Perfect Dodge +1~8
  • Hard MDef +1~10
Slot 3
  • [Element] Resistance +1~20%
  • Neutral Resistance +1~10%

MVP Garments drop at one Level Tier above their Requirements

Garments (Level 110~150)

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Flee +1~20
  • Perfect Dodge +1~10
  • Hard MDef +1~15
Slot 3
  • [Element] Resistance +1~30%
  • Neutral Resistance +1~15%

MVP Garments drop at one Level Tier above their Requirements

Garments (Level 110~150 MVP Gear)

Slot 1
  • Str +3
  • Agi +3
  • Int +3
  • Vit +3
  • Dex +3
  • Luk +3
Slot 2
  • Flee +11~20
  • Perfect Dodge +6~10
  • Hard MDef +11~15
Slot 3
  • [Element] Resistance +21~30%
  • Neutral Resistance +9~15%

This tier only exists for 110~150 MVP Gear

Accessories

Slot 1
  • Str +1~3
  • Agi +1~3
  • Int +1~3
  • Vit +1~3
  • Dex +1~3
  • Luk +1~3
Slot 2
  • Bleed Resist +21~50%
  • Burn Resist +21~50%
  • Poison Resist +21~50%
  • Blind Resist +21~50%
  • Chill Resist +21~50%
  • Confusion Resistance +21~50%

[Size] and [Element] are placeholders: the roll picks one and prints it. A range like +1~5% means the roll lands somewhere in it, so two copies of the same item are rarely worth the same.

Warps

The Kafra teleport service works, with one condition attached.

  • You cannot warp to a town until you have walked there once and spoken to its Kafra.
  • Prontera, Izlude, Morroc, Geffen, Payon and Alberta are open from your first login, and warping between those six is free.
  • Everything else costs zeny once you have unlocked it.
  • Unlocks are account wide, so your second character starts with everything the first one opened.

Commands

The short list of what @ commands do here.

CommandWhat it does
@showexpPrints experience gained and lost into the chat log.
@showzenyThe same for zeny.
@whereisWhere a named monster spawns. The in game navigation window does the same job.
@refreshRedraws the screen when your position goes out of sync.
@noksStops other players touching what you are fighting. It works on bosses here, which is unusual.
@autotradeCloses the client without closing your shop, so you can vend while logged out.
@prepToggles the safety catch on the Sniper preparation mechanic. Nothing to anyone else.
@casttimeYour current fixed and variable cast reduction, buffs and gear included.
@autoswapRegisters weapons to swap to. Cast a skill your current weapon cannot use and the game finds one that can and equips it.

Gone on purpose

CommandWhy
@whodropsIts answers were incomplete and wrong.
@mobinfoThe Sense skill replaced it.
@iteminfoToo much leftover junk in the files for it to be useful.
@autolootPick your own items up.

Come find out what changed

Make an account, grab the client, and come and see what changed.