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%
The rules
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.
The tables were rewritten from scratch, so nobody can quote you a rate. What follows is the shape of the curve instead.
| Your level against the monster | Experience |
|---|---|
| 15 or more levels above the monster | Nothing at all |
| 10 levels above | Half |
| 6 levels above | 90% |
| Up to 5 levels above | Full experience |
| 3 to 10 levels below | 5% more, rising to 40% more at ten |
| 10 to 15 levels below | Tapering back down, 15% more at fifteen |
| 16 or more levels below | 90% 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.
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.
Physical attack with melee weapons, and carry weight.
Flee and attack speed.
Max HP, HP regeneration and carry weight.
Magic attack, max SP and SP regeneration.
Physical attack with ranged weapons, hit rate, and cast time.
Critical rate and perfect dodge.
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.
Most formulas match renewal. These are the ones that do not, and they are the ones that decide how a build feels.
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.
| Attacker down, defender across | Neutral | Fire | Water | Wind | Earth | Poison | Undead | Ghost | Dark | Holy |
|---|---|---|---|---|---|---|---|---|---|---|
| Neutral | · | · | · | · | · | · | · | 10/20/30/50 | · | 10/25/50/75 |
| Fire | · | 15/25/50/75 | 0/10/25/50 | · | 10/25/35/50 | · | 10/25/35/50 | · | · | 10/25/50/75 |
| Water | · | 10/25/35/50 | 15/25/50/75 | 0/10/25/50 | · | · | · | · | · | 10/25/50/75 |
| Wind | · | · | 10/25/35/50 | 15/25/50/75 | 0/10/25/50 | · | · | · | · | 10/25/50/75 |
| Earth | · | 0/10/25/50 | · | 10/25/35/50 | 15/25/50/75 | · | · | · | · | 10/25/50/75 |
| Poison | · | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 15/25/50/75 | 0/10/25/50 | · | · | 10/25/50/75 |
| Undead | 5/10/15/20 | 0/10/25/50 | · | · | · | 5/10/15/20 | 15/25/50/75 | 0/10/25/50 | 5/10/15/20 | 10/25/50/75 |
| Ghost | · | · | · | · | · | · | 10/25/35/50 | 5/10/15/20 | · | 10/25/50/75 |
| Dark | · | · | · | · | · | · | 0/10/25/50 | · | 15/25/50/75 | 10/25/35/50 |
| Holy | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 5/10/15/20 | 10/25/35/50 | 10/25/35/50 | 10/25/35/50 | 10/25/50/75 |
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.
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.
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.
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.
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.
| Skill | What it does |
|---|---|
| Basic Skill | Explains the common status effects as you meet them. |
| Sense | Prints everything about a monster into the chat window. This is the whole reason the old monster info command is gone. |
| Mobile Storage | Your cart, once you have bought a licence. |
| Vending | Opens a shop out of that cart. Needs the same licence. |
| Teleport | Random spot on the map, or back to your save point. Long cooldown. |
| Area Loot | Picks up everything within four cells, and respects loot priority. |
| Skill | What it does |
|---|---|
| Resurrection | Revives 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 Portal | Memo a spot, open a portal to it, spend a Blue Gemstone. |
| High Jump | Jumps 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.
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.
| Refine | Ore | Per step |
|---|---|---|
| +0 to +3 | Phracon or better | +2 attack and magic attack each |
| +4 to +6 | Emveretarcon or better | +4 each |
| +7 to +9 | Oridecon or better | +6 each |
| +10 | Enriched Oridecon | +10, for +46 in total |
| Refine | Ore | Per step |
|---|---|---|
| +0 to +3 | Iron or better | +1 defence each |
| +4 to +6 | Steel or better | +2 each |
| +7 to +9 | Elunium or better | +3 each |
| +10 | Enriched Elunium | +5, for +23 in total |
| Boss | Drops |
|---|---|
| Boss level 1 to 50 | Phracon and Iron |
| 51 to 100 | Emveretarcon and Steel |
| 101 to 150 | Oridecon and Elunium |
| Over 150 | Enriched Oridecon and Enriched Elunium |
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.
MVP Armors drop at one Level Tier above their Requirements
MVP Armors and Shields drop at one Level Tier above their Requirements
MVP Armors and Shields drop at one Level Tier above their Requirements
This tier only exists for 110~150 MVP Gear
MVP Shoes drop at one Level Tier above their Requirements
MVP Shoes drop at one Level Tier above their Requirements
MVP Shoes drop at one Level Tier above their Requirements
This tier only exists for 110~150 MVP Gear
MVP Garments drop at one Level Tier above their Requirements
MVP Garments drop at one Level Tier above their Requirements
MVP Garments drop at one Level Tier above their Requirements
This tier only exists for 110~150 MVP Gear
[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.
The Kafra teleport service works, with one condition attached.
The short list of what @ commands do here.
| Command | What it does |
|---|---|
@showexp | Prints experience gained and lost into the chat log. |
@showzeny | The same for zeny. |
@whereis | Where a named monster spawns. The in game navigation window does the same job. |
@refresh | Redraws the screen when your position goes out of sync. |
@noks | Stops other players touching what you are fighting. It works on bosses here, which is unusual. |
@autotrade | Closes the client without closing your shop, so you can vend while logged out. |
@prep | Toggles the safety catch on the Sniper preparation mechanic. Nothing to anyone else. |
@casttime | Your current fixed and variable cast reduction, buffs and gear included. |
@autoswap | Registers weapons to swap to. Cast a skill your current weapon cannot use and the game finds one that can and equips it. |
| Command | Why |
|---|---|
@whodrops | Its answers were incomplete and wrong. |
@mobinfo | The Sense skill replaced it. |
@iteminfo | Too much leftover junk in the files for it to be useful. |
@autoloot | Pick your own items up. |
Make an account, grab the client, and come and see what changed.