Ragnarok Online Thread: Mischevious Lif Edition

If you're here, you want to play Ragnarok Online on the HeRO server.

Pasta Here:


A sprite based MMORPG. First launched in 2002 in Korea and 2003 in the US. The Grandfather to Tree of Savior.

ratemyserver.net/

A handy tool to help explain quests/items/monsters/maps. A must have.


hero-server.net/

pandoraonline.net/heRO_wiki/index.php?title=Main_Page

The private server we'll be playing on.

Key features of HeRO server are as follows:

Pre-Renewal

Low rate: 5x Base Exp / 5x Job Exp

Levels cap at 99/50 and 99/70

More can be found in Info & Features tab.

Guild name is InfinityCircuit

Type /bgm to turn on the glorious background music.


If you've never played Ragnarok, this is a great place to start. If you're an old adventurer this is a great way to relive those old times with a decent server that isn't bot infested.


Guide for finding out what loot is used in quests
irowiki.org/wiki/Quest_Items

Item of the Day for extra EXP
pandoraonline.net/heRO_wiki/index.php?title=Item_of_the_Day

Hunt gears, help level our lower guildmates and have fun

Other urls found in this thread:

pastebin.com/Pv54axVC
pandoraonline.net/heRO_wiki/index.php?title=Buddy_Beanie
docs.google.com/spreadsheets/d/1x6BeEQBEt7hyZ0IVSwv_L30s6_Wy8aUW8dLugzvyOG8/edit?usp=sharing
ratemyserver.net/quest_db.php?type=70000&qid=70003
forum.ratemyserver.net/guides/novice-personality-test/
pandoraonline.net/heRO_wiki/index.php?title=Item_of_the_Day
pandoraonline.net/heRO_wiki/index.php?title=Fishing
pandoraonline.net/heRO_wiki/index.php?title=Mining
ratemyserver.net/index.php?page=skill_db&jid=10000
write.ratemyserver.net/ragnoark-online-how-to/pet-guides/
pandoraonline.net/heRO_wiki/index.php?title=Pets_&_Tames
ratemyserver.net/index.php?page=item_db&item_type=8&page_num=2
pandoraonline.net/heRO_wiki/index.php?title=Mr._Hatter
irowiki.org/~himeyasha/skill4/hwz.html?10qxqAoXeGdFabmoHxhNfNax
rode.doddlercon.com/db/guide/mon111.html),
pandoraonline.net/cp/?module=woe
irowiki.org/wiki/Curse_of_Gaebolg_(Founding_of_the_Nation_Myth_Quest)
steamcommunity.com/groups/8vHeRo),
steamcommunity.com/groups/8vHeRo
panel.aeva-ro.com).
ragnarokreborn.com/).
twitter.com/NSFWRedditImage

Novices can't really do too much. They have a skill that can be learned via a quest called "Play Dead" that is handy, but you lose the skill if you chose any other job class (I forget is Super Novices keep it or not). Get to job level 10 and decide on what class you want next.

Your basic physical strong hitter class. Carries a sword (two handed or single handed), spear, or dagger, and a shield (if you're using a single handed sword/dagger). Swordsmen can be built a few different ways. My personal choice is to build his stats in STR, AGI and some DEX. If you're going to be a tank, swap out AGI for VIT.

Knight
Knights are sick mob control, as bowling bash is a Stooges-level attack that smacks the lead enemy in a cluster into the ones around or on top of it, doing massive damage to all of the monsters in the group. An AGI-based knight can use two-handed quicken to puree monsters while dancing around their feeble attempts to counterattack your rain of pain that falls mainly on their brain. Bowling bash is handy for when a gaggle of the bastards come a' callin', and need to be thinned out so your FLEE doesn't get destroyed. Being attacked by multiple enemies severely cripples your ability to dodge attacks, which is why mobbing tough enemies with multiple people is so effective.

If you go VIT, you are a fortress of smack, and can ignore many enemies' attacks due to your massive health pool and high defense rating, in addition to your absurd health recovery abilities.

Crusader
Crusaders gain a massive HP pool due to the Faith skill. You'll want it as its a requirement for most of the other skills and also because getting some 16k extra HP is just a nice thing to have.

Interestingly enough, you'll likely want to start investing some what into Int for a crusader as they are more skill dependent than their Knight counterparts. Holy Cross, Grand Cross, and a variety of shield skills will be soaking up your SP pool so invest some what into Int.

If you'd like you can go the Spear Quicken route as well. Crusaders don't get as many skills with the spear that Knights do, but you'll be able to do some spear based attacks if your build is made for speed.

If you plan on being your teams tank (like I am) You'll want to invest in Devotion. Devotion allows you to take all incoming damage for your party member (within a 10 level range of your self). This is very good for squishy classes like mages and other classes that have spells that need a few seconds to cast. By devoting them you'll soak up the damage while they continue to cast without issue. Just be sure to have some potions or a healer on your team.

Toss magic bolts of different elements at your foes. Wields staffs or daggers. Magicians are best used with INT (for strong spells) and DEX (for faster casting) builds. Other good skill points can be AGI to evade attacks, or VIT to take more hits.

Wizard
Wizard is basically AoE and concentrated damage attacks, with some oddities here and there. Want to farm looter enemies fast? Cast Storm Gust on your location, danger close, and turn off autoloot (type @autoloot in the chat box/console). Drop an item to start the pain train, and keep casting it. Enemies in thick-spawning areas like Neko Island will come running for the great taste of face-rape.

Sage
Offensively, sages build on the mage skill tree by allowing movement and auto-attacking while casting spells. Sages also have an ability that lets them auto-cast spells for a discount while attacking, opening up the possibility of an agi-based build.

Before they transcend, sages are an unusual support class. They provide utility to their physically attacking allies by changing the element of their attacks. They can also dispell buffs from enemies and debuffs from allies

After becoming a professor, the support sage's role changes entirely. They gain access to soul change, an ability that switches your mana pool with an ally's, and life tap indulge, which lets them trade health for mana. Their role as mana batteries makes them essential for large parties.

Long range fighter. Archers who are using bows require arrows. So always keep an eye out on your arrow count before going into the field as arrows are consumables. You can find arrows for sale in most NPC shops. Archers Damage with a bow is determined by the DEX Stat. So pump up that DEX. Similar to the mage AGI can help you evade foes while VIT can let you take more hits.

Hunter
Hunter is what it says on the tin. You're a remorseless killing machine that cannot be reasoned with or bargained with. The judicious use of traps to immobilize enemies allows you to solo some MVPs, making lesser enemies a cake walk. Groups of enemies are a bit of a hassle, and there are skills to deal with that, but mobs should be avoided. Unless you went full luck and have your accipiter hawk just brutalize anything and everything you notch an arrow at.

Bard/Dancer
You graduate from a high-DPS Archer to a heavy duty utility class; however, Bards and Dancers are still able to level on their own, using what they've learned from being an archer.

They have the ability to "perform" and lay down an aura that causes various effects based upon the song or dance used.

You'll notice that you can only become either a Bard or Dancer based upon whether you are a boy or grill: boys being Bards, grills being smoking hot Dancers.

For both classes you gain the ability to wield close-range weaponry that deal damage based upon Dexterity rather than strength. Whips for Dancers, Instruments for Bards. Both with respective mastery skills that also increase song/dance effectiveness. So max that mastery, really.

They can also throw arrows at enemies using their weapons. Kind of neat.

Both gain access to Ensembles which require both a bard and a dancer to have invested in, and they're pretty niche-use. Do not worry about getting one too much unless you have your heart set on it with a partner bard/dancer. No, bards can't perform with other bards; thas' gay, yo'. And dancers cannot dance with other dancers– that's forbidden love.

Now for the obvious differences between the two classes.

Bards tend to lean towards support, reciting poems, songs, and ballads that inspire those around them.

The first is A Poem of Bragi which decreases cast times and cooldowns, and you are going to learn this song or you are not a Bard. Its effectiveness is based upon the performer's intelligence and dexterity.

The second is Apple of Idun which increases max hp for everyone who hears it. Based on Vitality.

The third is Assassin Cross of the Sunset. It inspires people to stop being wusses and attack faster. Based on Agility.

The fourth and kind of lame song is A Whistle. It increases flee rate and perfect dodge. Based on Agility and Luck.

Bards also have a screen-wide skill that freezes abso-lute-ly everything named "Frost Joker". At level 5, it's a 40% chance to freeze whoever is unlucky enough to hear you attempt to make a joke. Even your party members. It's fun as h*ck.

Pastebin for editing the lines that are spat out when using it: pastebin.com/Pv54axVC

Overall, Bards tend to be the life of their parties.

Dancers however tend to be the center of attention with their performances.

Please Don't Forget Me is the name of one of their dances. It heavily decreases walk speed and attack speed for anyone caught in its range. Fantastic for WoE, an absolute nightmare to deal with when attempting to assault. Acts like a moving ultra-quagmire in PvE however. Attackspeed reduction increases with Dex, Movespeed reduction with Agility.

Service For You largely increases the SP pools of all who watch, along with decreasing sp costs, and increasing sp regen rates. It's a lovely support dance, and expected to be maxed if you plan to level in a party. Effectiveness based solely upon Intelligence.

Fortune's Kiss increases critical rates of everyone in eyeshot. Kind of lame, but pretty nice for melee attackers having trouble hitting mobs. Based upon Luck.

The last dance, "Humming", increases hit rate. Don't get this. That is, don't get this if you aren't planning to get Into The Abyss for fun Abra Kadabra parties with a bard friend.

Dancers get a screen-wide stun, as compared to bards who get a screen-wide freeze, named Scream. You shout lewd things at everyone and the shock causes them to drop everything. Even your party members. Fun.

When either class transcends, they gain some more utility. Neat things like Arrow Vulcan which will make up for being a really slow attacker with a 1200% attack burst of arrow-slinging, Tarot Card of Fate which can and will fuck up everything and everyone in PvP if they're unlucky enough, Marionette Control which endows a party member with half of your stats (you can't do fugging anything while controlling someone), and Longing For Freedom which allows you to move around and act while performing an ensemble.

The Happy Merchant is here! Merchants are primarily used by players who just want to get more profits on the loot they sell to NPCs. But can also be used to sell items to players by setting up a shop. You'll find lots of player owned shops around towns. Merchants can also be good fighters similar to swordsmen. To be completely honest, I don't really have a good idea on how best to make your merchant, but if you'd like to fight with a sword, dagger, or axe, I'd recommended a similar build to a swordsman.

Blacksmith
Two-handed axes suit Merchants.

Remember, the weight that you have on your cart makes you hit HARDER, therefore ALWAYS have your cart filled to maximum capacity with whatever useless crap you have. Try to reach the perfect cap.

AGI / STR are your friends with a Blacksmith. They hit harder than Knights and faster than them, exception of a Frenzy Lord Knight. Knights just are faster, last longer and are easier to have.

Blacksmiths / Whitesmiths lack proper AoE skills, and the best skills costs MONEY, so be sure if you want a merchant.

However, if this server has resets, that I dont know, you can perfectly fine have a Blacksmith reach lv99 and not rebirth him, reset his stats to DEX and LUCK to craft elemental weapons to yourself and the guild, you can also sell them to players since they are quite valuable.

Since you craft weapons, you can try to upgrade them beyond the safe +4, try to reach +10, don't go beyond that.

Whitesmiths (rebirth of Blacksmith) can UPGRADE weapons way better than the NPC with better % chance and with less materials."

Alchemist
Alchemists are an intresting bunch. They have the ability to craft potions and summon some monsters to fight for them, thoguh a bit limited to plants and marine spheres (basicly time bombs).

An Alchemist can toss potions to his allies for just a little extra kick from the potion. Works well when teaming up with SP dependant classes (as long as they let you know they need SP).

One of the best reasons to make an alchemist though so for the Homonculi. Homonculous come in 4 diffrent flavors (with 8 looks betwwen them all), One has quick attack speed, another is a magic bolt user, then you have the tanky one. And finaly you have the sort of odd one that costs more to maintain than the others. but at least she's a cutie.

Do your Bio Ethics quest and get one after crafting an Embryo and do your best to help your guildmates with there brewing needs.

Agile and quick hitters, Thief's can do very well for a new player who's looking to get a bit more out of each fight. Using daggers or swords Thief's can learn double hit as a passive skill to sneak in a little extra damage per hit. They can also attempt to steal items off monsters even if they don't fight them at all! Thief's are built best with STR and AGI in mind with some DEX thrown in. There are other ways to build a Thief but that's just my suggestion.

Assassin
Your go to for pvp instagibbing. That's most of what they do. They have very few skills and half of them are shit. They are good at both pvp and pve regardless of how you build, but you have few build options. Build STR+INT for maximum pvp instagib plus mobbing option or agi+str for pve and some pvp/woe action. Choose between double daggers or katars (katars are the cheaper option). Choose between Deadly Poison (fucking costly to make) + Sonic Blow/Grimtooth or the damaging SinX skills(they don't benefit from Deadly Poison). FYI Deadly poison costs a ton to make and only lasts for 60 but increase your damage by up to 400% (which, again, doesn't effect the SinX attack skills). That's enough to 1shit niggas with Sonic blow and it helps with destroying Emperium (how you take guilds), a lot. In short, you should always be useful for killing shit, it's a matter of what you specialize in killing and how.

There is more to know, but beginners only need to know that much.

Rogue
Dick-ass thieves. Well balanced jack of all trades that can do just about anything. Two very strong builds with them: dagger gank or bow. Dagger gank rogues are masters of getting comfy, left clicking mobs, and raking in tons of loot. Bow rogues don't have a variety of ranged attacks like hunters, but they have a lot of utility skills to keep them alive. Double strafe as a bow hunter is stable and easy, dagger gank with plagiarism can get frustrating but allows for some cool shit and lodsemone. Able to dabble in everything but masters of nothing but theft.

Get about a million times better as a Stalker, where they transition from master looters to extreme perverts who enjoying leaving their opponents crippled and naked instead of outright killing them.

Acolyte is a base class focused on healing, buffing, supporting oneself and others and fighting demon and undead monsters. There are essentially two paths when playing as acolyte: going maximum support and undead-killing with high intelligence and vitality into a Priest or building as a self-buffing battle class that will eventually change into a Monk. Regardless, with so many useful acolyte skills changing class at Job Level 50 is practically mandatory in all cases.

Important skills: Heal, Agility Up, Blessing, Pneuma (all builds), Angelus (Support), Divine Protection lvl 10 and Demon Bane lvl 10 (Monk)

Priest
The ultimate party support and healer. With high Int, Vit and some Dex you have great healing, solid survivability and good casting time to keep your teammates buffed and healed with minimal SP downtime. Even if by some miracle you don't have people wanting to party with you you can still solo level by healbombing undead monsters and exorcizing powerful undead like Anubis. High vit is mandatory for PVP and War of Emperium as you will be targetted by virtually everyone of the enemy team.

''Important skills": Impositio Manus, Ressurrection, Magnificat, (all builds), Kyrie Eleison (Priest) OR Assumptio (High Priest), Turn Undead (Exorcist).

Monk
Unlike the support-oriented Priest, the Monk is a more rounded and self-sufficient fighter with some supernatural abilities of his own. Monks have a wide variety of skills available - from high damage combo attacks to the close-ranged Investigate which deals higher damage the higher the defense of the foe to freezing attacking foes with Blade Stop and their most famous skill - the incredibly powerful Asura Strike. The downsides to being a monk are the very limited SP, limited support abilities and the fact that many of your skills are forced neutral damage, which makes it difficult to deal with certain foes and builds.

There are two paths one can go when playing as Monk/Champion: agility-focused combo builds that deal good sustained damage and can easily dodge enemy attacks (and are fun to boot) to dexterity-focused builds that rely on their spirit skills such as Investigate and Finger Offensive as well as Asura Strike. Regardless, you will want very high strength on both counts for maximum damage.

Important Skills: Summon Spirit Sphere, Investigate (All Builds), Triple Attack, Chain Combo and Combo Finish (Combo), Finger Offensive, Asura Strike (Spirit), Dangerous Soul Collect and Body Relocation (Champion).

Taekwon's are a pretty interesting character type. They primary use no items to attack with other than their kicks. Leveling up Taekwon's skills are basically determined if you'll go ether Taekwon Master or Soul Linker. Level a Taekwon with STR, AGI or VIT and some DEX to help hit. You'll start out your early days being a physical fighter so be strong for now. If you decide to go the magical path of a soul linker, you can always reset your stats in this server (for a price of zenny).

Tekwon Master

Star Gladiator (Taek Master) are the most weird class of the bunch, depending if the number of the day is odd, or if it's day or night or what month it is… His power changes.

He can only have one of these powers in three maps, however, you can stack all of these in a single map.

It also focus on targets with the same name, choose wisely.

As you can see, it sounds pretty stupid, but when you have a Star Gladiator stacked a single map, they become GOD destroyer of worlds.

This little fellas deal MASSIVE damage on that map and are truly fearsome.

If you are an advanced player or you want to invest to be filthy RICH make a Star Gladiator and put your three maps on Morroc, where all the Satan's Morroc shadows are. If you focus the Ghosts you can try to lure them alone and 1v1 them into oblivion and pray to the gods that you get Diabolus ring, which usually costs a fucking fortune."


Soul Linker

The more mystically-inclined Taekwons can become Soul Linkers, eschewing their martial foot fighting to become one of the most powerful magic classes in the game. Soul Linkers can…


These buffs do anything from allow Bards and Dancers to benefit from their own auras and cast eachother's auras, to doubling the damage and halving the cooldown of an Assassin's Sonic Blow, to enabling a Super Novice to ignore many class restrictions on equipment.


These include heal-when-struck Kaahi, auto-revive-on-death Kaizel, damage ignoring Kaupe, and magic reflecting Kaite.


These include the immense slow Eswoo, and the trolling Eske/Eska


These include the knockback Estin, the stunning Estun, and the nuking Esma.


While they lose the ability to cast all of their kicks, they can still cast High Jump and Running.

While the Soul Links, Ka- buffs, and Es- Debuffs are fairly self-evident in their power, the Es- damage spells are perhaps the most impressive single target damage spells in the entire game:

Unfortunately, due to their power, they have several severe limitations:


In spite of their one-man-army PvE power and their extremely powerful support buffs, they are not recommended for a first-timer, as they usually require a stat reset (if not also a skill reset) after becoming a Soul Linker, are fairly dependant on a feel for the game's mechanics for their survivability, and a large amount of skill build pressure.

They are however a very solid second-or-later choice, as they are effectively the Magical equivalent of a Sniper, only with more mobility, more survivability, and lacking an ammo crafting requirement."

Gunslingers are ranged fighters who specialize in firearms, be it revolvers, shotguns, Gatling guns or grenade launchers (there might be more but I think thats all of them). Gunslingers will have to buy all there ammunition from venders, similar to how a archers arrows are consumables so are bullets and shells. Level up similar to a archer with Dex as your primary focus. AGI or VIT to dodge or stay alive longer. Gunslingers are pretty neat if you can get the hang of them, but NOT A RECOMMENDED STARTER CLASS as the weapons are expensive and the ammo is slightly as well.

Extra Notes from another User:
" This is a FUN class with NOTHING more. It's REALLY expensive to have a Gunslinger and ANY class do all of their jobs better.

However it's just fun to switch from pistols to shotguns or gatling gun just cause you can.

His skills costs money too even."