Main Features: Difference between revisions
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* '''New [[Manuals|Manuals]] Slot''': A unique slot of equipment where you can equip manuals, items that grant curtains skills or quality of life features. | * '''New [[Manuals|Manuals]] Slot''': A unique slot of equipment where you can equip manuals, items that grant curtains skills or quality of life features. | ||
* [[Kafra_Services|Kafra Elixir]]: A limited consumable item that removes the death penalty. | * [[Kafra_Services|Kafra Elixir]]: A limited consumable item that removes the death penalty. | ||
* New Weapons: [[ | * New Weapons: [[Scythes]], [[Decks]], Long Weapons. | ||
* New Armor Types: Armor/Garment/Shoes come in light/medium/heavy category. Shields come in heavy/round/square/arm guard categories. | * New Armor Types: Armor/Garment/Shoes come in light/medium/heavy category. Shields come in heavy/round/square/arm guard categories. | ||
* New Description window: Easier to read, with every item carrying a simple lore description or complex, intriguing ideas filled with secrets! | * New Description window: Easier to read, with every item carrying a simple lore description or complex, intriguing ideas filled with secrets! |
Revision as of 23:27, 4 July 2024
Main Features
Return to Morroc aims to bring the best action with a refined Ragnarok Online experience. The project aims to bring a familiar world to a new concept.
EVERY SINGLE PART of the gameplay was remade. Classes, Monsters, Equipment, Cards, Fields, Dungeons, Cities, Lore... The entire world is now a new experience, ready to be explored and conquered. The main focus of the Project is to:
- Provide Players with new tools, in the way of new jobs.
- Provide both classic content in a fully remade way, and new content with the same quality as the original, or better.
- Follow the lore as close as possible, while expanding it with a new twist.
- Expand the world of the now called New-Midgard.
- Remove all instances from the gameplay loop, ensuring all maps are part of a living world, Instances are only available in the Main Story Quest and some Job Quests.
- Provide a new, engaging gameplay loop, where skills in combat take a bigger part. Combos, rotations, dodging monster spells, moving around, all part of the fight.
- Bring modern design ideas to a more mature public, ensuring any play session, no matter how short, can provide a sense of progression.
- Rework the combat system so numbers actually mean something, builds can be tailor-made to the individual detail. Stats have been reworked for a better curve.
Contents
- Server Information
- Job Classes
- Character Stats
- Combat Mechanics
- New Items
- Refining
- A New World to explore
- A New Tale to read
Server Information
The entire game progression was remade. Return to Morroc doesn't follow the original exp table, drop rates or anything else. Every part of the game was tailor-made for the player who wants a new, quality experience:
The Server is designed as a low-rate with mid-rate quality of life features.
Levels and Progression:
- Max Base Level: 150 (Softcap at 130, after this, experience and stat points received are drastically reduced.)
- Max Job Level: Main tree jobs have a max job level of 70 (softcap at 50), other jobs vary (Judge for example has 100 Job Levels)
- Experience Rates: 1x/1x (Feels like 5~10x from original RO depending on location and level.)
- Death penalty: 5%
Drop Rates:
- Regular loot has a fixed chance of 100%. This loot can be sold or used on HATred Quests and Costume Quests.
- Equipment and Shadow Equipment have varied drop rates ranging from 0.5% to 15%.
- Card Drop Rate: 1%
- Mini-Boss Card Rate: 2%
- MVP Card Rate: 3%
- Reminder that every single card was reworked.
- Many costumes can be acquired from monsters, with up to 4 of them in a single monster at a 0.25% rate for example.
Commands:
- @autotrade
- @refresh
- Other features like No-KS, Show EXP and Show Zeny are available in The Orphanage.
- Arealoot is a basic skill. Loots all items around player and cancels any animations.
- Sense is a basic skill. Shows all monster information, drops, HP and other details.
Job Classes
Over 35 brand new job classes, including:
- Orphan, a versatile starter job with unlimited potential.
- Illusionist, ever wished a character was not enough? Now you can feel like playing two different characters!
- Jester, A card-throwing job with a massive SP pool and unique weapons. Are you skilled enough to shuffle your deck after combat to reload your SP?
- Revenant, a high risk, high reward job who wields a scythe, and has massive natural leeching properties on all its weapons.
- Night Raven, the master of the night and weapons, who can order a Raven to attack enemies and never misses.
- Blast Juggler, a job class that can use traps and explosives to great effect and control the battlefield before enemies can become a problem.
- Dracomancer, a job class that can draw power from the Dragons and even transform itself in one of them temporarily!
- Black Plague, carrier of diseases and double axes, heavy attacker who can kill enemies from the inside with delayed damage or even poison bosses!
- Or just Unchain your job, and break the limits of what they can do and become a master of the basic arts.
And many, MANY more! Check out Job Classes for detailed information.
Character Stats
The stats have been fully reworked. You no longer requires 2 points per stat with an increasing cost every 10 points:
- Any stat up to 49 costs 1 point.
- Any stat from 50 to 98 costs 2 points.
- getting 99 in a single stat costs 3 points. This is because some equipment have bonuses for having 99 in a specific stat.
We also kept the great Pre-Renewal Breakpoints! However, added in a linear growth, so players can get small, extra bonuses when they have multiples of 10 in a given stat.
Another thing is that the behavior of the status have also been adjusted:
- Strength grants more weight limit per point.
- Agility scales better with attack speed at higher amounts.
- Intelligence has a higher influence on SP regeneration.
- Dexterity has a better effect on cast time.
- Luck affects more status resistances.
Besides the above points. Most skills now have a Stat-based scaling added to them!
See also: Stat Changes
Combat Mechanics
Combat in Return to Morroc is completely different from original RO. The main features available are:
- Shadow System: Dying in a dungeon is always tense, dying brings a Shadow to life that will try to kill your party members...But can also resurrect you if they are brave and fight back!
- Skill based combat: SP Regen speed is drastically increased, SP is no longer a resource you exhaust and wait: it's something you control the constant use.
- Combo Skills: Some skills now have special interactions when used right after another different skill. This can be extra hits or increased damage.
- Skill Rotations: Skills no longer are spammed (with exceptions) and require rotating different cooldowns and skills in order to get maximum efficiency.
- Monster Mechanics: You are required to dodge the skills used by monsters, or take a heavy hit. Move away from cast area, hide from targeted hits, run behind cover, dynamic combat situations with monsters who might assist one another, trap you with a curved ice wall, lock you in place or punish heavy mobbing overall.
- Massively decreased numbers. Gone are the days of the barrage of 100k+ hits of renewal. Gone are the cheap one shot mechanics of MVPs.
- Ranking System: Dungeons have difficulty tiers with differences based on what to expect, from E to S. Anything can be done solo with enough preparation and equipment.
- Small bonus experience for fighting monsters above your level. Harsh penalties for monsters under your level, moving on and seeking new challenges is always needed.
See also: Regions and Dungeons
New Items
Every single piece of equipment is custom made. With over 1500 items the variety of builds is massive and allows you to handcraft a character exactly as you wish:
- NPC Equipment no longer are useless, they have unique bonuses. Field monsters drop those with extra slots and Random Options.
- All items (except some headgears) drop with Random Options.
- Random Options are fully remade, no longer are RNG nightmares and have interesting bonuses.
- Shadow Sets are reworked, with at least one (or more) shadow set available per dungeon. Shadow sets now only occupy 4 slots of the tab.
- The unique Job Sets are unique Shadow Sets that boost jobs in unique ways in order to create new game styles.
- New Runes Slot: A special equipment that changes the appearance of your character with over 700 HAND-MADE palettes.
- New Manuals Slot: A unique slot of equipment where you can equip manuals, items that grant curtains skills or quality of life features.
- Kafra Elixir: A limited consumable item that removes the death penalty.
- New Weapons: Scythes, Decks, Long Weapons.
- New Armor Types: Armor/Garment/Shoes come in light/medium/heavy category. Shields come in heavy/round/square/arm guard categories.
- New Description window: Easier to read, with every item carrying a simple lore description or complex, intriguing ideas filled with secrets!
- Changed Consumables: Foods that don't stack, heavy potions, new buffs, and many more items.
- Unique Bonuses that affect skills in unique ways, bouncing skills, repeating skills, specific autocasts, leeching and much more!
See also: NPC Equipment
Refining
A fair Refine System that respects your time and your belongings.
No longer refining needs to be a moment where you can lose hours or days of progress:
- Maximum refine rate is +10.
- Failure with any ore no longer breaks the item.Failure to refine will only reduce refine level by 1.
- Tier for Ores: Regular Ores for +0~+3, HD for +4~+6, Enriched for +7~+9 and the rare Jewels for +10!
- You can use a higher tier ore on a lower tier refine in order to prevent downgrades!
- NO refining items are sold on the cash shop! All obtainable ingame!
- Unique Bradiums (to refine Runes) and Shadowdecons (for Shadow Equipment).
- Shadow Equipment Recycler to give a new chance to old items or unused stuff.
A New World to explore
The world has been expanded and revamped. There's no New World across a Dimensional Gap because the world is more than enough for a big adventure:
- Ever wanted to see where Lost storage items go to? The Abandoned Kafra Warehouse is one of many custom dungeons added.
- Or you're looking to revisit old places like the Ant Hell? Too bad, as the Insect Society Nest is a new place where both Maya and Queen Scaraba cooperate!
- Do you hate the Tatami Maze in Amatsu Dungeon? The place has been completely reworked. Gone are most the invisible walls, a new temple is now there!
- Monsters are no simples palette swaps. They are themed, changed concepts with fresh ideas. Even on Kiel Hyre Factory, a place that fell from its peak.
- No Access quests required for dungeons.
- Old Glast Heim, Abyss Glast Heim and Present Glast Heim, all available as regular dungeons, no more instances.
- Distortion dungeons can take you years to the past like during the fall of Geffenia Antitower.
- Or years into the future during the return of the gods on the Divine Temple of Freya.
- Custom dungeons, new lore, new content for every region. Leveling is part of the journey, the game starts at Lv1!
- New MVPs like the cowardly Orphan Piamette, the mighty Scylla or the legendary Jormungandr.
- MVP Relics! No longer you need to hope to find the MVP to have a fun fight! You can farm relics in a dungeon and summon the MVP yourself! (Usual Random Spawns and Timers apply, relics are an extra!).
A New Tale to read
An Orphan might be hated by many, but destiny may smile upon the unfortunate ones.
- A brand new Main Story Quest, completely optional with unique instances, bosses and story in over 10 quests.
- A new world lore. What happened to Lighthalzen? The Veins Incident? What is the Nomad Village?
- Who are the Shadows? Where is your family? What is the Mark?
- Brand-new Job Quests, with no filler content and a straight story, becoming a new job now brings a sense of power and progression.
- An interactive World Map, with new dungeons, details, region levels and an entire world to explore.