Guides These are player and GM made guides to help explain some of the things both native to RO, wRO, and pre-renewal Raganrok. NuMnUmZz Guide to Tasty Card combo's Do you want to do big dick DPS? do you want to survive and not be running in circles with your head cut off? You've come to the right place. I will give you all the secrets to not fucking die and do all the damages!!! Some basics, a lot of defensive Card combinations (Most) are tied to things like Armor, Garment and Shield card slots. Shoes have some and so do Accessories. Offensive card compounds are tied to weapons, some are tied to accessory slots and headgear slots. But for the most part headgear card compound slots and accessory slots exist as sort of utility and provide options. Basic Defensive Card Compounds Here is a list of elemental compounds on armor Card Item ID Armor becomes Extra effect Pasana Card 4099 🔥 Fire 1 DEF +1 Swordfish Card 4089 💧 Water 1 DEF +1 Dokebi Card 4098 ⚡ Wind 1 DEF +1 Sandman Card 4101 🌍 Earth 1 DEF +1 Argiope Card 4114 ☠️ Poison 1 DEF +1 Bathory Card 4119 🌑 Shadow 1 — Evil Druid Card 4141 💀 Undead 1 INT +1, DEF +1 Angeling Card 4054 ✨ Holy 1 — Ghostring Card 4047 👻 Ghost 1 HP Recovery −25% All these armor compounds change your element to the level 1 variant, which is approximately a -75% incoming damage from that same element. So if you are fighting Roweens (Hyenas for the plebs), their element is Wind, and if you get a piece of slotted armor with the dokebi card on it, you would take -75% damage from Roweens.  So instead of getting your dick chopped off for 300-500 damage, you would only take 75-125 damage per swing.  Also some things to consider; those cards do not ONLY change your element. Things like ghostring cards also decrease your hp/sp recovery by 25% so be aware there are in some instances costs. I am not going to list those here, you can check the wRO database OR Rate my server Here is a brief list of Garment compounds to help some more with not fucking dying. Card Compounds on Damage reduced Reduction Other important effect Orc Baby Garment Neutral 10% Becomes 15% on +9 or higher garment; +Flee Noxious Garment Neutral 10% Also 10% ranged damage reduction Harpy Garment Neutral 15% +5% Napalm Beat damage Raydric Garment Neutral 20% No drawback Deviling Garment Neutral 50% +50% damage taken from every non-Neutral element Jakk Garment Fire 30% Flee +5 Marse Garment Water 30% Flee +5 Dustiness Garment Wind 30% Flee +5 Hode Garment Earth 30% Flee +5 Myst Garment Poison 30% Flee +5 Isis Garment Shadow 30% Flee +5 Marionette Garment Ghost 30% Flee +5 Orc Zombie Garment Undead 30% Flee +5 Here is another list of Shield compounds to assist with also not fucking dying. Side-note, the left column is what it mitigates, the center section is what monster drops the card. ALSO Demi-human is just humans, so other players count as demi-human, if you are ever curious about a monster's race, check Rate my server MonsterDB. Shield Card Mitigation Compounds Race Card Slot Reduction Demi-Human Thara Frog Shield 30% Brute Orc Warrior Shield 30% Insect Bigfoot Shield 30% Formless Penomena Shield 30% Demon Khalitzburg Shield 30% Undead Teddy Bear Shield 30% Fish Rafflesia Shield 30% Plant Soldier Andre Shield 30% Dragon Sky Petite Shield 30% Angel Anubis Shield 30% BIG DICK DAMAGE or Offensive Card Combos Now that I have covered how not to die like a bitch, let's get into how to do BIG dick damage. This can actually be really complicated, so let's simplify this. First and foremost, the way the Ragnarok online calculates damage from cards is that each damage type will multiply with another type. So let's take the classic PvP combo "Double Bloody Double Boned" AKA (2) Skeleton worker cards (+15% damage on medium monsters) and (2) Hydra Cards (+20% damage on Demi-human.) In this case, you ADD the 2x Skel-workers so it's 15%+15%=30% 1.30 (130% damage) And then ADD the 2xHydras 20%+20%= 40% OR 1.40 (140%) Then you multiply them So 1.30*1.40=1.82 and if we convert it back to %, you would be hitting a whopping 182% damage on the target. Big wow!!! (insert Shamwow meme here) TO BE FAIR, you are getting a whopping 2% extra damage by doing thisc compared to just doing 4 hydra cards, but this demonstrates what I am getting at. When you are trying to figure out how much damage you want to do on a specific type or Element monster, we need to reverse engineer what cards we are looking for. ALSO consulting the elemental Attributes table is very useful because there are different tiers to elemental damage and defenses. You can find that at Rate my server Let's take a Roween a popular leveling monster and work from there. To determine how much damage we want to do, and how much we want to mitigate, we need to look in this section, which I have "circled" in red. We know its Race, elemental property, its size, and we now how much hit rate it has to hit at 100% and how much Flee (dodge rate) it has. This gives us everything we need to not die, and to do lots of damage.  Also, if we look on the RIGHT side, we can see its elemental weaknesses. Now that we know what this monster is, we can start looking at card compounds. The simple way to do this is 2x2, or 2 cards of one damage and 2 of another damage. We are going to assume you have a four slot weapon (I will explain less slots in the next sub section.)  Let's list all the weapon compounds you can use and work from there. Weapons that increase damage via Size Target size Card Prefix Effect Item ID Small Desert Wolf Card Gigantic +15% damage vs Small, ATK +5 4082 Medium Skeleton Worker Card Boned +15% damage vs Medium, ATK +5 4092 Large Minorous Card Titan +15% damage vs Large, ATK +5 4126 Weapon card compounds that increase damage via Element Target Property Weapon Card Damage Increase Item ID Neutral — None — — Water Drainliar Card +20% 4069 Earth Kaho Card +20% 4065 Fire Vadon Card +20% 4049 Wind Mandragora Card +20% 4030 Poison Anacondaq Card +20% 4062 Holy Orc Skeleton Card +20% 4085 Shadow Santa Poring Card +20% 4005 Ghost Mao Guai Card +20% 4202 Weapon card compounds that increase damage via Race Target Race Weapon Card Damage Increase Demi-Human Hydra Card +20% Brute Goblin Card +20% Insect Caramel Card +20% Formless Peco Peco Egg Card +20% Demon Strouf Card +20% Fish Flora Card +20% Plant Scorpion Card +20% Dragon Earth Petite Card +20% Angel — None — Now that I have given you a list of options, some key notes: The categories for Race damage and Elemental damage are usually easy to distinguish, but there are a few confusing exceptions. An example is Undead, which has two separate categories. There is Undead Element and Undead Race, so when you look at a card, you may need to double check whether it specifies "element" or "race" to correctly understand the math. ALRIGHT Let's kill Roweens! First, we want the highest Percentages in both of our 2x2 categories. We know it's Wind T1, Brute, and medium type. Let's consult my handy dandy graphs because bitches love graphs. Weapon Race Element Size Flat ATK Multiplier 2 Goblin + 2 Mandragora +40% +40% — — 1.96× 2 Mandragora + Goblin + Skeleton Worker +20% +40% +15% +5 1.932× 2 Mandragora + 2 Skeleton Worker — +40% +30% +10 1.82× WOW numbers! Honestly, just look at the multiplier on the right and turn it into a % which looks like 2xGobby+2xMandro = 196% 2xMandro +Gobby+Skel-Worker=193.2% 2xMandro=2xSkel-Worker=182%  Clearly, we want the two highest percentages multiplied against each-other, but there is the break down to show it. I didn't feel like showing you all the math this time. Now let's look at a three card combo and a 2 card combo option. 3 Card Weapon 3-Card Weapon Combo Race Bonus Element Bonus Size Bonus Flat ATK Damage Multiplier 2 Goblin + 1 Mandragora +40% +20% — — 1.68× 1 Goblin + 1 Mandragora + 1 Skeleton Worker +20% +20% +15% +5 ATK 1.656× 1 Mandragora + 2 Skeleton Worker — +20% +30% +10 ATK 1.56× 2 Card Weapon 2-Card Weapon Combo Race Bonus Element Bonus Size Bonus Flat ATK Damage Multiplier Goblin + Mandragora +20% +20% — — 1.44× Goblin + Skeleton Worker +20% — +15% +5 ATK 1.38× Mandragora + Skeleton Worker — +20% +15% +5 ATK 1.38× Clearly, the OPTIMAL strategy is getting a 4 slot weapon, but there are the multipliers for the other weapon options. These are JUST the basics. There are many more card combinations available to be played with in our dope ass wRO server.  This HOPEFULLY will give you the tools to not fucking die and do big dick damage. Be aware that I haven't told you everything. I want you to explore and find things! I have given you some fish, hopefully you have learned to fish, good luck happy hunting. See you in the dungeons. Addendum Weapon Cards that increase Hit Weapon Card HIT Bonus Other Effect Item ID MVP Card? Stone Shooter Card +10 HIT ATK +10 4225 No Fur Seal / Seal Card +10 HIT FLEE +3 4312 No Mummy Card +20 HIT — 4106 No  Howard Alt-Eisen Card +30 HIT ASPD −5% 4362 No Phreeoni Card +100 HIT — 4121 YES Weapon Cards that increase Crit Weapon Card CRIT Increase Condition / Target Item ID MVP Card? Lunatic Card +1 CRIT Always 4006 No Wolf Card +1 CRIT Always; also ATK +15 4029 No Soldier Skeleton Card +9 CRIT Always 4086 No Gryphon Card +7 CRIT Always; also FLEE +2 4163 No Bow Guardian Card +5 CRIT While using a Bow; also HIT +5 4428 No Sword Guardian Card +5 CRIT While using 1H/2H Sword; also HIT +5 4427 No Drosera Card +15 CRIT Long-range physical attacks only 4421 No Mobster Card +4 CRIT Thief-class only 4317 No Seal / Fur Seal Card +9 CRIT Acolyte-class vs Demon & Undead 4312 No Eremes Guile Card +10 CRIT vs Demi-Human 4360 No Assaulter Card +7 CRIT vs Demi-Human 4246 No Cruiser Card +7 CRIT vs Brute 4297 No Bloody Murderer Card +7 CRIT vs Insect 4214 No Goblin Steamrider Card +7 CRIT vs Formless 4156 No Panzer Goblin Card +7 CRIT vs Demon 4310 No Goblin Archer Card +7 CRIT vs Undead 4157 No Rotar Zairo Card +7 CRIT vs Fish 4192 No Kobold Archer Card +7 CRIT vs Plant 4292 No Dullahan Card +7 CRIT vs Dragon 4176 No Accessory Cards that increase Crit Accessory Card CRIT Increase Condition Item ID MVP Card? Kobold Card +4 CRIT Always 4091 No Heater Card +3 CRIT Always 4331 No Zhu Po Long Card +3 CRIT Always 4272 No Ragged Zombie Card +5 CRIT vs. Demi-Human 4436 No Ifrit Card +1 CRIT per 10 Job Levels Up to +5 at Job Lv. 50 4430 YES NuMnUmZz Tasty guide to Attributes, or how to not worry about gear and git gud You might be a tad bit confused when you increase your stats and things don't feel right or don't make sense. so lets demystify your Attributes You have your base attributes and then you have your compound attributes Base Attributes are highlighted in green and compound are highlighted in orange Handy dandy base attributes Table Attribute Primary Effects STR Melee ATK, STR damage bonus every 10 STR, weight limit, minor ranged damage AGI FLEE, ASPD VIT Max HP, Soft DEF, HP regeneration, healing-item effectiveness, status resistance INT MATK, Soft MDEF, Max SP, SP regeneration, SP-item effectiveness, some status resistance DEX HIT, cast-time reduction, weapon damage consistency, ranged ATK, minor ASPD LUK CRIT, Perfect Dodge, minor ATK, resistance to several statuses, crafting success STR — Strength STR is the primary offensive stat for most melee physical characters. Each point increases melee attack, while every 10 total STR gives an increasingly large bonus through the classic STR + floor(STR/10)² progression. It also increases carrying capacity by 30 weight per base STR. STR contributes only a small amount to ranged weapon damage compared with DEX.  GETTING INTO THE WEEDS:This is how your strength is calculated STR+⌊10STR​⌋2 ⌊10STR​⌋ this essentially means it will round down to the nearest whole number Weeds TLDR: put STR+bonus STR to 10's I.E 10, 20, 30, etc...  numbers for strength so you get the most out of your status points and damage. AGI — Agility AGI primarily controls attack speed and dodge. Each point gives +1 FLEE and contributes substantially toward ASPD, although your actual ASPD also depends on class, weapon type, DEX, skills, and buffs. AGI does not reduce cast time or increase movement speed in classic mechanics. USE Concentration, Awake, and Berserk Potions they are your friend for ASPD GETTING INTO THE WEEDS: This is your ASPD formula, you dirty filthy math nerd fucks For wRO, the basic ASPD formula is: ASPD=200−(WD−10(WD×AGI/25)+(WD×DEX/100)​)×(1−SM)​ Where: WD = Weapon Delay, based on your class + weapon type AGI = your total AGI DEX = your total DEX SM = ASPD speed modifiers from things like potions and skills In simple terms, your class and weapon determine your starting attack delay, then AGI does most of the work reducing that delay, while DEX contributes about one-quarter as much as AGI. ASPD buffs then reduce the remaining delay further. This is why the same AGI/DEX can produce different ASPD on different classes or weapon types. WD or Weapon Delay Table Class Weapon → WD Novice / Novice High / Baby Novice / Super Novice / Baby Super Novice Unarmed 50 · Dagger 65 · 1H Sword 70 · 1H Axe 80 · Mace 70 · Rod 65 · 2H Staff 65 Swordman / Swordman High / Baby Swordman Unarmed 40 · Dagger 50 · 1H Sword 55 · 2H Sword 60 · 1H Spear 65 · 2H Spear 70 · 1H Axe 70 · 2H Axe 75 · Mace 65 Magician / Magician High / Baby Magician Unarmed 50 · Dagger 60 · Rod 70 · 2H Staff 70 Archer / Archer High / Baby Archer Unarmed 40 · Dagger 60 · Bow 70 Acolyte / Acolyte High / Baby Acolyte Unarmed 40 · Mace 60 · Rod 60 · 2H Staff 60 Merchant / Merchant High / Baby Merchant Unarmed 40 · Dagger 60 · 1H Sword 70 · 1H Axe 70 · 2H Axe 75 · Mace 70 Thief / Thief High / Baby Thief Unarmed 40 · Dagger 50 · 1H Sword 65 · 1H Axe 80 · Bow 80 Knight / Lord Knight / Baby Knight Unarmed 40 · Dagger 50 · 1H Sword 50 · 2H Sword 55 · 1H Spear 60 · 2H Spear 60 · 1H Axe 70 · 2H Axe 70 · Mace 65 Priest / High Priest / Baby Priest Unarmed 40 · Mace 60 · Rod 60 · Book 60 · 2H Staff 60 Wizard / High Wizard / Baby Wizard Unarmed 50 · Dagger 57.5 · Rod 62.5 · 2H Staff 62.5 Blacksmith / Whitesmith / Baby Blacksmith Unarmed 40 · Dagger 60 · 1H Sword 65 · 1H Axe 65 · 2H Axe 65 · Mace 67.5 Hunter / Sniper / Baby Hunter Unarmed 40 · Dagger 60 · Bow 60 Assassin / Assassin Cross / Baby Assassin Unarmed 40 · Dagger 50 · 1H Sword 65 · 1H Axe 80 · Katar 50 Crusader / Paladin / Baby Crusader Unarmed 40 · Dagger 50 · 1H Sword 50 · 2H Sword 55 · 1H Spear 60 · 2H Spear 60 · 1H Axe 70 · 2H Axe 70 · Mace 65 Monk / Champion / Baby Monk Unarmed 40 · Mace 57.5 · Rod 57.5 · Knuckle 47.5 · 2H Staff 57.5 Sage / Professor / Baby Sage Unarmed 45 · Dagger 52.5 · Rod 62.5 · Book 55 · 2H Staff 62.5 Rogue / Stalker / Baby Rogue Unarmed 40 · Dagger 50 · 1H Sword 55 · Bow 65 Alchemist / Creator / Baby Alchemist Unarmed 40 · Dagger 55 · 1H Sword 57.5 · 1H Axe 67.5 · 2H Axe 70 · Mace 65 Bard / Clown / Baby Bard Unarmed 40 · Dagger 55 · Bow 65 · Instrument 57.5 Dancer / Gypsy / Baby Dancer Unarmed 40 · Dagger 55 · Bow 65 · Whip 57.5 Gunslinger Unarmed 50 · Revolver 70 · Rifle 75 · Gatling Gun 70 · Shotgun 150 · Grenade Launcher 150 Ninja Unarmed 40 · Dagger 50 · Fuuma Shuriken 75 Taekwon Unarmed 40 Star Gladiator / TaeKwon Master Unarmed 40 · Book 50 Soul Linker Unarmed 50 · Dagger 57.5 · Rod 62.5 · 2H Staff 62.5 Source Classic class/weapon delay database (GitHub); WD corresponds to the Pre-Renewal ASPD formula's WD = 50 × BTBA. (irowiki.org) Weeds TLDR: AGI is your biggest contributor and ASPD potions use ASPD potions. USE Concentration, Awake, and Berserk Potions they are your friend for ASPD VIT — Vitality VIT is the main durability stat. Each point increases maximum HP by roughly 1% of your class's base HP, contributes to your Soft/VIT DEF, improves HP recovery and healing-item effectiveness, and provides resistance to statuses such as Stun, Silence, Poison, and Bleeding. It is therefore valuable even though VIT DEF itself is only flat damage reduction. Getting into the Weeds: Here is a table showing you the differences in hp each class has, it is based on class and Base level Job Class HP A HP B Lv. 99 Effective Base HP HP per VIT @ 99 Novice 0.00 5 530 5.30 High Novice 0.00 5 662* 6.63 Super Novice 0.00 5 2,530† 25.30 Swordman 0.70 5 3,997 39.97 High Swordman 0.70 5 4,996* 49.96 Archer 0.50 5 3,029 30.29 High Archer 0.50 5 3,786* 37.86 Thief 0.50 5 3,029 30.29 High Thief 0.50 5 3,786* 37.86 Acolyte 0.40 5 2,510 25.10 High Acolyte 0.40 5 3,137* 31.38 Merchant 0.40 5 2,510 25.10 High Merchant 0.40 5 3,137* 31.38 Mage 0.30 5 2,020 20.20 High Mage 0.30 5 2,525 25.25 Knight 1.50 5 7,978 79.78 Lord Knight 1.50 5 9,972* 99.73 Crusader 1.10 7 6,177 61.77 Paladin 1.10 7 7,721* 77.21 Hunter 0.85 5 4,739 47.39 Sniper 0.85 5 5,923* 59.24 Bard 0.75 3 4,056 40.56 Clown 0.75 3 5,070 50.70 Dancer 0.75 3 4,056 40.56 Gypsy 0.75 3 5,070 50.70 Assassin 1.10 5 5,979 59.79 Assassin Cross 1.10 5 7,473* 74.74 Rogue 0.85 5 4,739 47.39 Stalker 0.85 5 5,923* 59.24 Priest 0.75 5 4,254 42.54 High Priest 0.75 5 5,317* 53.18 Monk 0.90 6.5 5,137* 51.38 Champion 0.90 6.5 6,421* 64.22 Blacksmith 0.90 5 4,989 49.89 Whitesmith 0.90 5 6,236* 62.36 Alchemist 0.90 5 4,989 49.89 Creator 0.90 5 6,236* 62.36 Wizard 0.55 5 3,254 32.54 High Wizard 0.55 5 4,067* 40.68 Sage 0.75 5 4,254 42.54 Professor 0.75 5 5,317* 53.18 TaeKwon Kid 0.70 5 3,997 39.97 TaeKwon Master / Star Gladiator 0.90 6.5 5,137* 51.38 Soul Linker 0.75 5 4,254 42.54 Ninja 0.80 0 3,994 39.94 Gunslinger 0.75 0 3,759 37.59 INT — Intelligence INT is the primary magic and SP stat. It raises MATK, increases Soft MDEF, gives +1% Max SP per INT, improves SP-item recovery, and increases natural SP regeneration. Pre-Renewal MATK also has important breakpoints: minimum MATK gets a bonus every 7 INT, while maximum MATK gets a bonus every 5 INT. DEX — Dexterity DEX primarily controls accuracy and casting speed. Each point gives +1 HIT and reduces classic variable cast time by 1/150, making 150 DEX instant cast for skills governed by that formula. DEX also raises the minimum damage of weapons, reducing damage variance, contributes slightly to ASPD, and replaces STR as the primary physical damage stat for bows, guns, instruments, and whips. LUK — Luck LUK is the miscellaneous offensive/defensive stat. Each point gives about +0.3 CRIT and +0.1 Perfect Dodge, while every 5 LUK gives +1 ATK. It also reduces an enemy's chance to critically hit you and provides varying resistance to several status effects. LUK also affects crafting systems such as Blacksmith forging and Alchemist brewing, but does not increase item drop rates. Compound Attributes ATK is your physical attack power. It is built from your stats, weapon ATK, refinement, flat ATK bonuses, and other effects, then feeds into the physical damage formula before modifiers like skill damage, enemy DEF, element, race, size, and cards are applied. In Pre-Renewal, STR is the main contributor for melee weapons, while DEX fills that role for ranged weapons. MATK is your magical attack power and determines the base damage range of most offensive magic. In Pre-Renewal it is driven primarily by INT, with separate minimum and maximum MATK values, so spell damage naturally varies between casts. Rods and some equipment can also increase MATK by a percentage. HIT determines your chance to successfully land normal physical attacks and most physical skills. It is primarily increased by DEX and your Base Level, and is compared against the target's FLEE. Higher HIT is particularly important against high-AGI monsters and evasive players. Critical determines your chance to perform a critical physical attack. CRIT is primarily increased by LUK, equipment, cards, and skills. Critical hits automatically connect regardless of normal HIT/FLEE and, in Pre-Renewal, ignore both Hard DEF and VIT/Soft DEF, making them especially effective against heavily armored targets. DEF reduces incoming physical damage. Pre-Renewal has two forms: Hard DEF, mainly from equipment, reduces physical damage by a percentage; and Soft DEF, mainly derived from VIT, subtracts a flat amount afterward. Critical attacks bypass both forms of DEF. Here is a more in depth description of your defense compound attribute In wRO, the two DEF numbers work very differently. In your status window it shows your DEF like this: DEF 40 + 35 the 40 is Equipment DEF / Hard DEF, while the 35 is VIT DEF / Soft DEF. Hard DEF is percentage-based; Soft DEF is flat/subtractive. The basic physical damage calculation is essentially: Damage=(Incoming Damage×(1−Hard DEF/100))−Soft DEF So Hard DEF happens first, then VIT DEF gets subtracted afterward. Example: 40 + 35 DEF Suppose a monster's attack reaches the DEF stage at 1,000 damage. Your 40 Hard DEF removes 40%: 1000×(1−0.40)=600 Then your 35 Soft DEF is subtracted: 600−35=565​ So you take about 565 damage. MDEF reduces incoming magical damage. Like DEF, Pre-Renewal separates it into Hard MDEF from equipment, which provides percentage-based magic reduction, and Soft MDEF derived largely from INT and VIT, which subtracts additional damage after the percentage reduction. FLEE determines your chance to evade most physical attacks. It is primarily increased by AGI and Base Level and is compared against the attacker's HIT. Normal avoidance is capped at a 95% success rate, and Pre-Renewal applies a significant FLEE penalty when multiple enemies are attacking you simultaneously. ASPD determines how quickly you can perform normal attacks. It depends on your class, equipped weapon type, AGI, DEX, and attack-speed modifiers from skills, consumables, and equipment. AGI contributes much more strongly than DEX, and because ASPD represents decreasing delay between attacks, gains at higher ASPD values produce increasingly large increases in attacks per second. ASPD Formula again For wRO, the basic ASPD formula is: ASPD=200−(WD−10(WD×AGI/25)+(WD×DEX/100)​)×(1−SM)​ Where: WD = Weapon Delay, based on your class + weapon type AGI = your total AGI DEX = your total DEX SM = ASPD speed modifiers from things like potions and skills In simple terms, your class and weapon determine your starting attack delay, then AGI does most of the work reducing that delay, while DEX contributes about one-quarter as much as AGI. ASPD buffs then reduce the remaining delay further. This is why the same AGI/DEX can produce different ASPD on different classes or weapon types. These are fairly straight forward straight-forward descriptions for all your base attributes and compound attributes in your Attributes window (Alt+A)