ReClassic

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Server Rebalances

Description of the Changes

This article gathers what ReClassic changed compared to the classic game: first the rules that apply to the whole server, then the adjustments for each class.

General Rules

Critical hits on skills: every class can land critical hits with its damage skills. The chance uses the character's Critical and gets the bonuses specific to the skill or the equipment.
Status resistance: resistance to each status caps at 80%, adding up every source. There's no immunity from stacking items. A card or item that grants immunity to a status by itself still does.
SP cost reduction: caps at 70%, adding up every source. No combination makes a skill free. The Cheffenia arena is exempt from this rule.
Accessory refine: an accessory with an Enraged Card can be refined, up to +12. The accessory's refine doesn't grant DEF: each level gives +50 HP and +5 SP.

Classes

The skills below were changed to improve their combat performance, versatility, frequency of use and limitations.

Swordman

swordman.png
SpriteSkillChange
hprec.pngIncrease HP Recovery
  • Skill "tick" speed reduced from 10s to 5s
golpe_fulminante.pngBash
  • SP cost reduced from 8-15 to 3+1 SP per level (max 13)
impacto_explosivo.pngMagnum Break
  • SP cost reduced from 30 to 18
  • Range increased from 2 to 3

Knight

knight.png
SpriteSkillChange
imapacto_de_tyr.pngBowling Bash
  • Gutter lines were removed
  • Knockback effect (pushing the target back) removed
  • SP cost reduced from 22 to 12 at level 10
  • The damage now shows up as two simultaneous parts, without changing the total damage
avanço_ofensivo.pngCharge Attack
  • Removed the effect that pushes the target back
  • Cast time reduced from 500ms to 250ms
brandir_lança.pngBrandish Spear
  • Removed the limit on how many monsters the skill can hit
  • Base damage increased to 100% + 36% * Level (previously: 100% + 20% * Level). The extra bonuses for proximity to the target were kept
  • Total damage at level 10 against targets in the closest range: 862% (previously: 562%)
perícia_com_lança.pngSpear Mastery
  • Increased ATK from 4 to 5 per skill level
  • Increased ATK from 5 to 7 per skill level if the user is mounted
skills/kn_onehand.pngOne Hand Quicken
  • Activating the skill no longer cancels the ASPD Potions (Concentration, Awakening and Wild Rage); the effects now coexist and their attack speed bonuses stack

Crusader

crusader.png
SpriteSkillChange
crux_magnum.pngGrand Cross
  • No longer splits damage among monsters occupying the same cell
crux_divinum.pngHoly Cross
  • Range increased from 2 to 5
  • SP cost reduced from 10+1 to 2+1 per level
  • Total damage increased to 400% + 25% * Level (previously: 100% + 35% * Level)
  • Damage at level 10: 650% (previously: 450%)
shield_charge.pngSmite (Shield Charge)
  • Total damage increased to 300% + 20% * Level (previously: 100% + 20% * Level)
  • Damage at level 5: 400% (previously: 200%)
perícia_com_lança.pngSpear Mastery
  • Increased ATK from 4 to 5 per skill level
  • Increased ATK from 5 to 7 per skill level if the user is mounted
newgc.pngCrux Sanctum
  • Keeps the traits of Grand Cross, including its level
  • Cast time reduced by 50%
  • Doesn't damage the user

Acolyte

acolyte.png
SpriteSkillChange
blessing.pngBlessing
  • Duration increased to 100 + 20 * Level (previously: 40 + 20 * Level)
  • Duration at level 10: 300s
aumentar_agilidade.pngIncrease agility
  • Duration increased to 100 + 20 * Level (previously: 40 + 20 * Level)
  • Duration at level 10: 300s
demon_bane.pngDemonbane
  • Increases ATK against monsters of other races by 4 per skill level
holy_light.pngHoly Light
  • Cast time reduced from 2s to 600ms
  • SP cost reduced from 15 to 8
  • The skill now hits the target twice, similar to Double Strafe(Double strafing).
teleporte.pngTeleport
  • The desired level can be selected. Level 1 doesn't require confirmation to use
1805.pngWielding Knuckles
  • Acolytes can now equip Knuckle Dusters [2]-type weapons (previously restricted to Priests and Monks)

Priest

priest.png
SpriteSkillChange
increase_sp_recovery.pngIncrease SP Recovery
  • Skill "tick" speed reduced from 10s to 5s
gloria.pngGloria
  • Skill duration doubled at every level
magnus_exorcismus.pngMagnus Exorcismus
  • The skill now deals damage to any monster type.
  • Cast time reduced by 33.33%.
  • After-cast delay reduced from 4s to 2s.
suffragium.pngSuffragium
  • After-cast delay reduced from 2s to 1s
impositio_manus.pngImpositio Manus
  • Added a MATK increase in the same proportion as ATK.
skills/pr_corruptedgrace.pngCorrupted Grace (Trial Skill)
  • Learned from Mother Calíope, at the Prontera Church (177, 25), from job level 30 onward, after completing the Trial of Grace
  • Costs 60 SP, has a 2 second cast time, a 1 second after-cast delay and a 2.5 second cooldown
  • Grants Corrupted Grace for 30 seconds to party allies within the same range as Magnificat. The Priest never receives the effect, and the skill can't be used without a nearby ally. The Signum Crucis visual effect appears above every ally that receives Grace
  • When the Priest uses Heal on a marked ally, even at full HP, the enemy closest to that ally within 9 cells receives a Corrupted Heal, calculated from the Priest's stats and Heal level
  • The healed ally also deals 15% more damage for 2 seconds
  • In the trial, the Priest has to advance across the map and help 8 simulated party members, alternating between both sides of the corridor, within a 90 second limit. Each step requires activating Grace and using Heal on the ally to reach the nearby shadow
  • Doesn't work on a War Character.
656.gifAwakening Potion
  • Priests can now consume the item.

Monk

monk.png
SpriteSkillChange
dodge.pngFlee (Skill)
  • Dodge Rate increased from 1.5 to 2 per skill level
iron_fists.pngIron Fists
  • Increased ATK from 3 to 5 per skill level
combo_triplo.pngRaging Trifecta Blow
  • Can now deal critical damage
absorver_esferas_espirituais.pngSpiritual Sphere Absorption
  • Success chance against monsters increased from 20% to 40%
  • If the player has no spheres, a spirit sphere is generated when the skill succeeds
  • Cast time reduced from 2000ms to 900ms
spiritual_cadence.pngSpiritual Cadence
  • Skill "tick" speed reduced from 10s to 5s
skills/sr_skynetblow.pngFinal Combo
  • New Monk platinum skill. With a single command, it triggers the whole combo sequence (Raging Trifecta Blow, Raging Quadruple Blow and Final Dragon), with the name of each hit showing as it lands
  • Grants all 5 spirit spheres when used, but doesn't activate Inner Fury
  • Leaves Guillotine Fist (Guillotine Fist) ready to chain right after (Guillotine Fist still requires Inner Fury)
  • Chaining into Guillotine Fist requires the Formal Cap [1] refined to +7 or higher equipped, in any version (perpetual, unstable or welcome). With it, pressing Guillotine Fist mid-sequence still fires on its own once the sequence ends; without it, the sequence stops at Final Dragon. The combo triggered by hand doesn't change: it still opens the Guillotine Fist window as always
  • Costs only SP and can't be used in War of Emperium
punho_supremo_de_asura.pngGuillotine Fist
  • After-cast delay reduced by 75%
  • Still always requires Inner Fury to be used
  • Closing out a sequence started by Final Combo while wearing the Formal Cap [1] refined to +7 or higher: returns 50% of max SP, grants Inner Fury and deals 70% less damage, letting you repeat the sequence. Chaining the combo by hand, even with the hat, keeps Guillotine Fist classic: full damage and consumes all SP
corpo_fechado.pngMental Strength
  • Now doubles the user's defense instead of granting 90% reduction. Cap: 90 DEF/MDEF
disparo_de_esferas_espirituais.pngThrow Spirit Sphere
  • Cast time reduced to 200ms
  • Removed AfterCastWalkDelay at every level
  • Added a fixed individual (not global) 1000ms cooldown.

Archer

archer.png
SpriteSkillChange
chuva_de_flechas.pngArrow Shower
  • Pushes every target back 2 cells based on the user's position.

Hunter

hunter.png
SpriteSkillChange
ataque_aéreo.pngBlitz Beat
  • The skill no longer splits its damage among the targets hit
  • Damage splash area increased from 1 to 2
  • Now a passive-only skill
rolamento.pngRoll (Trial Skill)
  • Learned from Scout Duarte, at the Hunter Guild, from job level 30 onward
  • Rolls up to 7 cells in any direction, passing through characters. Walls block the movement
  • Costs 20 SP, has a 2 second cooldown and doesn't add delay to other skills
  • For 5 seconds, bow physical skills get Critical +15 and 25% critical damage. Using Roll again refreshes the duration
  • During that window, Aerial Burst also deals 25% extra damage and automatically gets every bonus granted to Double Strafe(Double strafing)
  • With the full Guardian Archer Set, these skills also get 1% critical damage for every 3 points of total LUK
  • Taking down an enemy during the effect resets Roll's cooldown
  • Learned in the Trial of the Pounce, a closed arena where the Hunter doesn't walk and has to roll to dodge bombs. Repeatable and timed, with a leaderboard of the fastest times
  • Doesn't work on a War Character.

Bard & Dancer

barddancer.png
SpriteSkillChange
musical_lessons.pngMusical Lesson
  • Increased ATK from 3 to 5 per skill level
  • Songs cast by the Bard now have an area of effect proportional to the level learned: Lv 1-2: 3x3, Lv 3-4: 5x5, Lv 5-6: 7x7, Lv 7-8: 9x9, Lv 9-10: 11x11
  • A War Character uses the classic area for songs and dances
dancing_lesson.pngDancing Lesson
  • Increased ATK from 3 to 5 per skill level
  • Dances cast by the Dancer and songs cast by the Bard now have an area of effect proportional to the level learned: Lv 1-2: 3x3, Lv 3-4: 5x5, Lv 5-6: 7x7, Lv 7-8: 9x9, Lv 9-10: 11x11
  • A War Character uses the classic area for songs and dances
rc_tune.pngTune (New Platinum Skill)
  • Skill automatically learned by Bard and Dancer on completing the regular class change quest (the fast Zeny path doesn't grant the skill). Can also be obtained later from the Skilled Assassin.
  • Lets you manually pick the area size of the next songs/dances cast (3x3, 5x5, 7x7, 9x9 or 11x11).
  • The choice persists until changed again.
  • Useful for not buffing nearby enemies.
  • Doesn't work on a War Character, which uses the classic area.
skills/ac_shower.pngArrow Shower
  • Can be used with a musical instrument or a whip, not just a bow.
  • Still consumes arrows.
  • Also applies during War of Emperium.
skills/bd_richmankim.pngMental Sensing
  • Only works with the party on EXP split (equal share). Without split, the buff grants no bonus at all.
  • No longer marks monsters in an area. On playing it, the buff goes to the party members near the caster, for 3 minutes
  • The EXP bonus grows based on how many of those members are splitting the kills (minimum 2 splitting): from +50% (2 to 4) up to +120% (10 or more)
  • Since the EXP is split among the party, filling it with idle characters doesn't help: the gain comes from everyone hunting together
  • No longer requires keeping the performance active and no longer drains SP. 20 second cooldown
skills/ba_musicalstrike.pngMelody Strike (Musical Strike) (Enhanced by Hat)
  • With the Melodic Hat [1] +7 or higher (perpetual or Unstable) equipped: increases the skill's damage by 100%
  • Now has a chance, based on the user's base INT, to deal damage in a small area around the target, equal to 100% of the skill's damage (the chance for the area effect stays unchanged)
  • Remains usable during musical performances, but with no extra damage bonus for playing
skills/dc_throwarrow.pngSlinging Arrow (Throw Arrow) (Enhanced by Hat)
  • With the Oracle's Scarf [1] +7 or higher (perpetual or Unstable) equipped: increases the skill's damage by 100%
  • Now has a chance, based on the user's base INT, to deal damage in a small area around the target, equal to 100% of the skill's damage (the chance for the area effect stays unchanged)
  • Remains usable during dance performances, but with no extra damage bonus for dancing
656.gifAwakening Potion
  • Bards and Dancers can now consume the item.

Mage

mage.png
SpriteSkillChange
increase_sp_recovery.pngIncrease SP Recovery
  • Skill "tick" speed reduced from 10s to 5s

Wizard

wizard.png
SpriteSkillChange
ganbantein.pngGanbantein
  • The skill can now be learned by Wizards
nevasca.pngStorm Gust
  • Cast Time reduced by 50%.
chuva_de_meteoros.pngMeteor Storm
  • Cast Time reduced by 50%.
ira_de_thor.pngLord of Vermilion
  • Cast Time reduced by 50%.
tempestade_de_raios.pngThunder storm
  • Cast Time reduced by 70%.
congelar.pngFrost Nova
  • Area of effect increased from a 3-cell to an 8-cell radius around the caster (now hits 17x17 cells)
  • At level 10, Freeze is applied using the same mechanic as the 3rd Crash of Storm Gust (Storm Gust): a base chance of 150%, which in practice guarantees Freezing common targets even against magic defense
  • The natural immunity of MVPs, Bosses and Undead to Freeze still applies, just like with Storm Gust
newtj.pngJupiter Storm (Headgear-Exclusive Skill)
  • Granted by the Freya's Diadem [1] +7 or higher (Perpetual or Unstable), automatically at the same level as your Jupitel Thunder
  • Area version of Jupitel Thunder: fires Level + 2 Wind-property shocks (3 to 12), each dealing 100% magic damage, at the target and enemies in a 5x5 cell area, knocking everyone back
  • Range of 9 cells
  • The diadem also grants +30% damage to the skill
passo_arcano.pngArcane Step (Trial Skill)
  • Learned from Master Alcides, at Geffen Tower, from job level 30 onward
  • Jumps up to 14 cells to the chosen point, passing through walls. Half a second of cast time, 4 seconds of cooldown and no delay on other skills
  • On arrival it bursts into ice within a 5-cell radius (300% magic damage) and grants +20 movement speed for 3 seconds
  • Leaves ice puddles along the path, and an Arcane Mark at the starting point that lasts 8 seconds
  • Anyone hit takes Arcane Freezing for 8 seconds: becomes Water property, suffers 50% slow for 3 seconds, Water attacks now deal 150% instead of 25%, Frost Nova hits without failing (even on MVPs) and Jupitel Thunder pierces 15% of Magic Defense
  • The mark ends together with the Freeze it enabled. To freeze again you need to go back and mark the target once more
  • Learned at the Trial of the Void, six waves of earth creatures ending with the Lord of the Orcs. Repeatable and timed, with a ranking of the fastest times
  • Does not work on the War Character.
retorno_arcano.pngArcane Return (Trial Skill)
  • Granted together with Arcane Step, in the same trial
  • Brings the Wizard back to the Arcane Mark, at no SP cost and no cooldown
  • The return trip triggers the same cooldown as the outward one
  • Does not work on the War Character.

Sage

sage.png
SpriteItemChange
proteger_terreno.pngLand Protector
  • Skill Area reduced to 5x5 only at skill level 1.
foco_mental.pngMental Focus
  • The old Abracadabra skill has been removed from the game and replaced by the new Mental Focus skill.
  • Recovers 5% of max SP per second for 3 minutes.
  • The SP recovery shows up in floating numbers above the character every second, like a heal.
  • In exchange, it reduces DEF, Magic Defense and Flee by 50% while active.
  • 3 seconds of cast time and a 5 minute cooldown. Requires Land Protector level 1.
desejo_arcano.pngHindsight (Auto Spell)
  • Skills will be used at the maximum level the player has that skill.
657.gifBerserk Potion
  • Sages can now consume the item
skills/pf_spiderweb.pngFiber Lock
  • Granted as a Platinum skill upon becoming a Sage (through the standard quest or via the Skilled Assassin)
  • 5 second cooldown
skills/pf_soulchange.pngSoul Exhale
  • Granted as a Platinum skill upon becoming a Sage (through the standard quest or via the Skilled Assassin)
  • Swaps the caster's current SP with that of a party or guild ally.
skills/sa_volcano.pngVolcano
  • Fire damage bonus changed to 10% per level (50% at max level), previously 10/14/17/19/20%
  • No longer consumes Yellow Gemstone
  • Cast time reduced to zero (regardless of DEX)
  • Secondary ATK bonus unchanged
skills/sa_deluge.pngDeluge
  • Water damage bonus changed to 10% per level (50% at max level), previously 10/14/17/19/20%
  • No longer consumes Yellow Gemstone
  • Cast time reduced to zero (regardless of DEX)
  • Secondary max HP bonus unchanged
skills/sa_violentgale.pngWhirlwind (Violent Gale)
  • Wind damage bonus changed to 10% per level (50% at max level), previously 10/14/17/19/20%
  • No longer consumes Yellow Gemstone
  • Cast time reduced to zero (regardless of DEX)
  • Secondary Flee bonus unchanged

Thief

thief.png
SpriteSkillChange
esconderijo.pngHiding
  • SP cost reduced from 10 to 5.
recuar.pngBack Slide
  • Knockback effect increased from 5 cells to 8
  • SP cost reduced from 7 to 3
double_attack.pngDouble Attack
  • Skill success chance increased from 5% to 7% per level
  • Level 10: 70% chance
  • The skill now deals critical damage

Assassin

assassin.png
SpriteSkillChange
tocaia.pngGrimtooth
  • Can be used with any weapon
  • SP cost reduced from 3 to 2
  • A regular character can only use it while visible, outside of Hiding or Cloaking. A War Character uses it hidden (Hiding or Cloaking) or visible.
  • The skill now deals critical damage
skills/as_sonicblow.pngSonic Blow
  • Can be used with any weapon
  • SP cost reduced from 14+2*Skill Level to 8
  • Removed the Katar Matery requirement
  • The skill now deals critical damage.
newsb.pngSwift Sonic Blow
  • A replica of Sonic Blow with a range of 9 cells, that teleports the user to the target
  • No extended animation: allows basic attacks to be dealt immediately after use
névoa_tóxica.pngVenom Dust
  • Removed the Venomous Canine requirement
  • SP cost reduced from 20 to 10
  • Enchant Poison requirement reduced from level 5 to 3
explosão_tóxica.pngVenom Splasher
  • Effect is applied 2 seconds after activation at all levels
  • Removed the Red Gemstone requirement
  • SP cost reduced from 10+12*Skill Level to 15
  • Range increased from 1 to 5
  • Removed the Poison React requirement
  • Venom Dust requirement reduced from level 5 to 3
enchant_poison.pngEnchant Poison
  • Duration increased to 60s per level
1252.pngBasic attacks with Katar [1]
  • Range increased from 1 to 2
657.gifBerserk Potion
  • Assassins can now consume the item

Rogue

rogue.png
SpriteSkillChange
apunhalar.pngBack Stab
  • After-cast delay reduced from 2s to 1s (all levels)
  • Teleports the user to the target (range: 9 cells)
  • SP cost increased from 7 to 15
  • Total damage changed to 400% + 20% * Level (old: 300% + 40% * Level)
  • Stronger at levels 1 to 4. At level 1: 420% (old: 340%); at level 5 it keeps the official total of 500%
ataque_surpresa.pngRaid
  • Splash Area increased from 1 to 2
  • SP cost reduced from 20 to 15
  • Removed the requirement of having the Hiding skill status
  • Added a 650ms after-cast delay
  • Damage per level increased to 130% * Level (old: 40% * Level)
  • Total damage at level 5: 750% (old: 300%)
preservar.pngPreserve
  • The skill can now be learned by Rogues
  • With the Mind Usurper's Crown [1] +7 equipped, it only protects slot 1 (the only one shared with classic Intimidate (Plagiarism)). Slots 2 and 3 are unaffected since they're set manually on the Plagiarism Trainer.
remover_escudo.pngStrip Shield
  • Reduces monster defense by 30%
remoção_total.pngAll Divest skills
  • New duration: Level 1: 4s; Level 2: 8s; Level 3: 12s; Level 4: 16s; Level 5: 20s
  • Cast Time: 50ms
  • SP Cost: 5
  • Success formula changed from a chance based on the user's DEX to a fixed 50% chance
reproduce.pngTranscendent Plagiarism (Headgear-Exclusive Skill)
  • Granted by the Mind Usurper's Crown [1] +7 (Perpetual or Unstable)
  • A passive that lets you plagiarize Transcendent class skills on the Plagiarism Trainer, in its own slot, in addition to classic Intimidate (Plagiarism)
  • The level of the copied skill is limited by the Transcendent Plagiarism level (equal to the crown's refine, limited by its Plagiarism level)
  • Plagiarized Transcendent class skills get +25% damage while the crown is equipped
50729.pngBlightwalker +9 [1]
  • Keeps Critical +20 on Back Stab and grants 10% physical critical damage

Merchant

merchant.png
SpriteSkillChange
discount.pngDiscount
  • Reduces the cost of Mammonite by 5% per skill level

Blacksmith

blacksmith.png
SpriteSkillChange
over_thrust.pngPower Thrust(Over Thrust)
  • Duration increased from 20 to 66 seconds per level
weapon_perfection.pngWeapon Perfection
  • Duration increased from 20 to 66 seconds per level
adrenaline_rush.pngAdrenaline Rush
  • Duration increased from 20 to 66 seconds per level
amplificar_poder.pngMaximize Power
  • No longer disables natural SP regeneration
newmammo.pngExplosive Mammonite (Headgear-Exclusive Skill)
  • Granted by the Crown of Ascension [1] +7 or higher (Perpetual or Unstable), automatically at the same level as your Mammonite
  • Deals short-range physical damage in a 3x3 cell area: 100% + 50% * Level ATK, from 150% (level 1) to 600% (level 10)
  • Consumes 30 * Level zeny (300 at level 10) and 5 SP
skills/bs_axe_vortex.pngAxe Vortex (Trial Skill)
  • Learned from Master Anselmo, at the Geffen Blacksmiths' Guild, from job level 30 onward
  • Throws axes over a 5x5 cell area up to 13 cells away and drags every enemy hit until they end up next to the Blacksmith
  • Water and gaps don't block the drag. Walls do
  • Requires a One-Handed or Two-Handed Axe. Deals from 140% (level 1) to 300% (level 5) ATK and costs 20 to 40 SP
  • No cast time, with a fixed 1.5 second cooldown and 0.5 second delay after use
  • Learned at the Trial of the Anvil: the Blacksmith is trapped in the center of the arena and must pull in and destroy 50 Slag Spheres in 55 seconds. Each sphere explodes 0.3 seconds after being hit; if the blast knocks the player off the anvil, the attempt ends. The trial is repeatable, timed and has a ranking of the best times
  • Does not work on the War Character.
skills/bs_forge_ready.pngAnvil Rhythm (Soul Link Effect)
  • New effect for the Blacksmith's Soul Link, replacing the old borrowed Axe Vortex
  • Using Mammonite or Explosive Mammonite repeatedly on the same target generates Forge Heat stacks for 5 seconds. A new use renews the duration
  • Each of the first 5 stacks grants +3% physical damage and +2% Attack Speed, totaling +15% damage and +10% Attack Speed
  • From the 5th stack onward, Hammerfall can be activated manually. It consumes the Forge Heat, drops immediately in a 5x5 area, deals 2250% ATK, ignores 40% DEF and stuns for 1 second, even on MVPs
  • On the 10th consecutive use against the same target, Martelo de Thor drops automatically
  • With fewer than 5 stacks, Martelo de Thor keeps working normally

Alchemist

alchemist.png
SpriteSkillChange
bioética.pngBioethics
  • Quest available for Alchemists
axe_mastery.pngAxe Mastery
  • ATK increased from 3 to 5 per skill level
summon_marine_sphere.pngMarine Sphere
  • The sphere no longer moves when taking damage (works like a stationary mine)
  • Explosion starts instantly upon creation
  • Cast time reduced from 2s to 1s
  • Explosion time reduced from 3s to 1.5s
  • Cast range increased from 1 to 7 cells
  • Explosion property changed from Fire to Neutral
  • Explosion damage now scales with the caster's Intelligence (instead of fixed damage based on the sphere's HP)
  • Detonation range increased from 1 to 4 cells
  • 2 second cooldown between uses
summon_flora.pngBio Cannibalize
  • You can now Sprite Marble different types of plants at the same time (2 max)
  • Summoned plants now move and follow the Alchemist
  • When using Acid Terror, all plants attack the same target and get +50% movement speed for 2.5s (cooldown: 5s)
skills/am_acidterror.pngAcid Terror
  • Cast time changed to 500ms
  • Damage now scales with the user's INT: 100% + (22% + 2,2% * INT) * Level
  • Example: with 100 INT, level 5 deals 1.310% damage (old: a fixed 300%, not scaling with INT)
skills/am_pharmacy.pngPharmacy
  • Two new recipes, made with Abyssalite Fragment: 40200.png Compact White Potion (1 Fragment + 20 White Herbs) and 40201.png Compact Blue Potion (1 Fragment + 20 Blue Herbs)
  • These two recipes come out in batches of 35 to 120 units per crafting and never fail
  • The amount produced scales with the same formula that decides the success of other potions: Prepare Potion * 300 + Potion Research * 50 + Job Level * 20 + (INT / 2) * 10 + DEX * 10 + LUK * 10 + Change of Plans * 100
  • The result comes from that total: 800 points or less yield 35 units, 7.000 or more yield 120, and the range in between is proportional
  • The material cost doesn't change with batch size
skills/cr_slimpitcher.pngSlim Potion Pitcher (Soul Link Skill)
  • Granted while the Alchemist is under the effect of Alchemist Spirit, and disappears together with the Soul Link
  • Throws a compact potion in a 3x3 cell area, healing the Alchemist and any party members standing in it
  • Level 1 consumes one 40200.png Compact White Potion and restores HP; level 2 consumes one 40201.png Compact Blue Potion and restores SP
  • Costs 30 SP per throw
  • With Potion Pitcher Lv. 5 and Learning Potion Lv. 10, the HP heal is 1.200 to 1.800, +1% per point of VIT of the recipient, up to a cap of 4.000 HP
  • Under the same conditions, the SP recovery is 40 to 70, +0,75% per point of INT of the recipient
skills/am_alchemplating.pngBlindagem Alquímica (New Platinum Skill)
  • Delivered by the Skilled Assassin
  • Level 1, lasts 10 minutes
  • Consumes 4 Coating Bottles and protects weapon, shield, armor and helm all at once

Super Novice

Cards and card sets apply to the Super Novice, even when the effect belongs to another class. Every card whose bonus used to work only for a specific class now also works on the Super Novice, with the same effect the original class gets. The same goes for Card Sets: the Super Novice gets the set's bonus without needing to be the required class. When a card gives different effects to different groups of classes, the Super Novice gets both. Skills granted directly by a set remain exclusive to the class stated; in the Prism Set, the four Rifts belong only to the Sage.
The Super Novice learns skills from several classes, but never had a way to use the skills of the 2-1 and 2-2 classes. The Celestial Angel Wings fix that: while equipped, the headgear reads the skills the Super Novice already knows and unlocks the matching advanced class skill. The unlock applies from +7 refine onward on the Perpetual version. On the Unstable and Welcome versions, which can't be refined, it applies right away, since they're equivalent to +7. These unlocks are exclusive to the Celestial Angel Wings. The other Unstable and Perpetual Headgears keep their own individual effects. The skills disappear when you unequip the Wings.
supernovice.png
SpriteSkill unlockedRequirement
skills/mc_cartrevolution.pngCart Revolution
  • Unlocked at Level 1
  • Requires Push Cart Lv. 10
skills/ws_cartboost.pngCart Boost
  • Unlocked at Level 1
  • Requires Push Cart Lv. 10
skills/wz_heavendrive.pngHeaven's Drive
  • Unlocked at Level 5
  • Requires Stone Curse Lv. 10
skills/as_grimtooth.pngGrimtooth
  • Unlocked at Level 5
  • Requires Hiding Lv. 10
skills/wz_stormgust.pngStorm Gust
  • Unlocked at Level 10
  • Requires Frost Diver Lv. 10
skills/kn_bowlingbash.pngBowling Bash
  • Unlocked at Level 10
  • Requires Bash Lv. 10
  • Requires Magnum Break Lv. 10
skills/rg_backstap.pngBack Stab
  • Unlocked at Level 10
  • Requires Double Attack Lv. 10
skills/pr_kyrie.pngKyrie Eleison
  • Unlocked at Level 10
  • Requires Blessing Lv. 10
  • Requires Increase Agility Lv. 10
skills/mo_bodyrelocation.pngSnap
  • Unlocked at Level 1
  • Requires Divine Protection Lv. 10
  • Requires Demonbane Lv. 10
skills/ht_anklesnare.pngAnklesnare
  • Unlocked at Level 5
  • Requires Owl's Eye Lv. 10
Magic bonus: with Firebolt and Cold Bolt at level 10, the headgear grants +15% MATK. This is the only effect on the list that isn't a skill, so it doesn't show up in the skill window. Super Novice Spirit: the Celestial Angel Wings at +7 refine grant the Super Novice Spirit, and it stays on the character: it remains active even after swapping the Wings for another headgear. With it the Super Novice can use any headgear in the game and the skills that headgear grants, and also gets +2000 HP, +400 SP and a chance to cast Assumptio when taking short-range physical attacks. The Spirit remains when swapping for another Unstable or Perpetual Headgear.

Soul Links

The Soul Links (Spirits) are temporary blessings that the Soul Linker grants to a target of the corresponding class. While the Soul Link is active, the class receives the effects below and its own icon appears in the skill window; when it expires (or when the character changes class, is dispelled, etc.) the bonuses disappear. Since several of them were adjusted in ReClassic, this section gathers the current total effect of each one.
Soul Link effects by class
SpriteSoul LinkEffect while active
skills/sl_knight.pngKnight Spirit
(Knight)
  • Spears (one-handed or two-handed) ignore the size damage penalty: they deal 100% damage against Small, Medium and Large targets
  • Pierce, Tyr's Impact and Brandish Spear deal +50% damage
  • Pierce ignores 10% of the target's DEF and hits one extra time against MVPs
  • Brandish Spear can be used even without a mount
  • Two-Hand Quicken can be used with any weapon
skills/sl_crusader.pngCrusader Spirit
(Crusader)
  • Shield Boomerang: always hits (ignores the target's Flee), gains the Holy property (unless an elemental enchant is active), gets a big damage boost (+25% on the multiplier and +100% on final damage) and has its cooldown reduced by 200ms (from 700 to 500ms)
  • Holy Cross: +25% on the damage multiplier
  • Grand Cross and Sacred Cross: +25% on total damage (physical + magical)
skills/sl_priest.pngPriest Spirit
(Priest)
  • Corrupted Heal deals double damage
  • Holy Light: damage multiplied by 2,5 (SP cost also becomes 2,5x)
  • Magnus Exorcismus: +25% damage
skills/sl_monk.pngMonk Spirit
(Monk)
  • Throw Spirit Sphere ignores 25% of monsters' Defense
  • Increases the damage of all combo skills by 50% (Raging Trifecta Blow, Raging Quadruple Blow, Guillotine Fist, Dilemma and Chain Crush Combo)
  • The combos (Raging Quadruple Blow, Guillotine Fist, Tiger Knuckle Fist, Chain Crush Combo) cost only 2 SP
  • Keeps natural SP regeneration even under Spirit Sphere burst (Fury)
  • Receives Zen level 1
  • Reduces after-cast delay by 10%
skills/sl_hunter.pngHunter Spirit
(Hunter)
  • Unlocks Aerial Burst, a 4-shot volley, a variant of Double Strafe(Double strafing): everything that increases Arrow Shower's damage (cards, hats and any other effect) increases Aerial Shower by the same amount, with the same base damage
  • Aerial Shower itself ignores 1% of the target's Defense for every 5 points of total Luck (LUK) (at 100 LUK, it ignores 20% of Defense)
  • Aerial Shower can be used freely, without depending on Arrow Shower, and hits any target
  • With the Sniper's Apple equipped, Aerial Shower fires the Falcon (Blitz Beat) under the same rules as Arrow Shower; this Falcon can land a critical hit (the chance comes from Luck) and, when it crits, deals double damage, the Hunter's critical-build path
  • Beast Bane: the damage bonus against Insect and Brute race monsters now also adds the Hunter's STR to the damage
skills/sl_barddancer.pngBard and Dancer Spirits
(Bard & Dancer)
  • Melody Strike and Throw Arrow deal +30% damage
  • Ignores 20% of monsters' Defense on all attacks
  • Grants, at level 10, the song/dance of the opposite gender (as long as you already have your own at level 10), unlocking duet sets
  • Songs and dances now also affect the caster
  • Reduces the slow effect while playing/dancing (reduction of 50 per Lesson level instead of 40; at level 10 it completely removes the movement penalty)
skills/sl_wizard.pngWizard Spirit
(Wizard)
  • Receives Mystical Amplification level 10
  • Ignores 15% of any target's Magic Defense
  • Skills that require a Gemstone grant the effect without consuming the gem (except Ganbantein)
  • When hit by reflected magic, consumes 1 Crystal Fragment and negates the damage
  • Reduces after-cast delay by 10%
skills/sl_sage.pngSage Spirit
(Sage)
  • Receives Double Casting level 10 (guaranteed double cast)
  • Ignores 15% of any target's Magic Defense
  • Hindsight can trigger Fire Bolt, Cold Bolt and Lightning Bolt at level 10
  • Reduces after-cast delay by 20%
skills/sl_assasin.pngAssassin Spirit
(Assassin)
  • Grimtooth, Sonic Blow and Ambush deal +50% damage
  • Grimtooth and Sonic Blow have their animation time cut in half (does not apply in WoE/GvG or in Battlegrounds)
skills/sl_rogue.pngRogue Spirit
(Rogue)
  • +20% damage on Back Stab, Raid and the copyable transcendent skills (Focused Arrow Strike, Soul Destroyer, Meteor Assault, Chain Crush Combo, Arrow Vulcan, Clashing Spiral)
  • Stealth Walk: much faster movement while hidden, and Stealth Walk's STR bonus lasts 10x longer
  • Immune to Dispell
  • Potions made by a ranked crafter (Top 10 fame) restore +100% HP
skills/sl_alchemist.pngAlchemist Spirit
(Alchemist)
  • Grants Compact Potion Pitcher level 2 (area HP/SP healing with compact potions; see the Alchemist section above)
  • Acid Terror gains a 5x5 area effect
  • Potion Pitcher heals more: adds the Alchemist's base level to the healing multiplier
  • Reduces after-cast delay by 10%
skills/sl_supernovice.pngSuper Novice Spirit
(Super Novice)
  • +2000 HP and +400 SP
  • Chance to cast Assumptio when hit by melee physical attacks
  • Can equip any hat and level 4 weapons of the Dagger, One-Handed Sword, One-Handed Axe, Mace, Staff and Two-Handed Staff types
  • Upon receiving the Spirit, 1% chance to reset the death counter
  • In ReClassic this Spirit is granted by the Celestial Angel Wings and stays on the character (see the Super Novice section)
Transcendent Spirit (used by reincarnated classes before their 2nd class): while the character is below base level 70, it raises each base stat to at least the lower of (base level − 10) and 50. Receiving Blessing or Increase Agility ends this Spirit.
The Blacksmith Spirit activates Anvil Rhythm: Mammonite and Explosive Mammonite build up Forge Heat on the same target, as described in the Blacksmith section.

Negative Effects

SpriteEffectModification
i_envenenamento.pngPoison
  • Poisoned players are also inflicted with Critical Wound until they are cured
i_ferimento_mortal.pngCritical Wound
  • Significantly increases the effect of reducing the effectiveness of potions and healing skills
  • Can be cured with Green Potion or Panacea

Attack Speed

ReClassic's Attack Speed cap is 195.

Up to 190 nothing changes: every point of AGI, every point of DEX and every equipment bonus is worth what it has always been worth. Above 190 a progressive cap kicks in, and each point starts costing more than the last.

The server first calculates your raw Attack Speed, which is the full calculation before any cap: class, weapon, AGI, DEX, cards, skills and potions. This calculation has its own limit of 200, and it's the 190 to 200 range of the raw value that the progressive cap converts into the 190 to 195 range that shows up in your status window.
Final SpeedHits per secondGain over 190Raw required
1905,00190,0
1915,56+11%191,0
1926,25+25%192,2
1937,14+43%193,4
1948,33+67%198,0
19510,00+100%199,9
The conversion is continuous, with no jumps: someone who reaches 196,2 raw ends up at 193,6.

The hits-per-second column is what explains the price. Attack Speed was never a linear scale: the number of hits per second is 50 / (200 minus your Speed), so the closer you are to 200, the more each point is worth. One point up there is worth more than ten points down here. Reaching 193 already means hitting 43% more often than someone at 190, and 195 means hitting twice as often. That's why the last stretch costs what it costs.
How percentage bonuses factor in

Every +% Attack Speed shortens the interval between your hits by a fraction, instead of adding Speed points. The practical effect is that the same percentage delivers less and less the faster you get: +10% is worth 1 full point for someone at 190, and worth about 0,3 point for someone already at 197.

The stacking rules that matter most:
  • Acceleration skills do not stack with each other. Two-Hand Quicken, One Hand Quicken, Concentrated Adrenaline, Pure Adrenaline and Bloody Twilight all compete for the same slot, and only the highest counts.
  • Speed potions also do not stack with each other: Concentration Potion 10%, Awakening Potion 15% and Wild Rage Potion 20%, and only the highest applies.
  • Equipment and card bonuses, on the other hand, stack normally, both with each other and with the two groups above.
In practice: a good AGI build with a potion lands a bit above 190. The progression between 190 and 193 became more accessible for those who keep investing in AGI and Attack Speed specific bonuses. The values 194 and 195 remain reserved for extreme combinations of stats, equipment and bonuses.
Diminishing returns on stacking

Every Attack Speed percentage falls into a single total, and it's that total that shortens the interval between hits. Equipment, cards, potions, acceleration skills, the AGI milestone from Training and the AGI bonus from Rebirth all go into the same place: there are no separate categories, and Training and Rebirth count exactly like an equipment bonus.

In traditional Ragnarok this sum is linear, and that opens two loopholes. Once the combined bonus hits 100%, the interval between hits goes to zero and instantly pins the server's cap, regardless of weapon or stats. The same thing happens on the stat side when 4 × AGI + DEX reaches 1.000. In both cases the cap came for free, and any bonus beyond that was wasted.

In ReClassic both now have diminishing returns. Up to 50% combined bonus, absolutely nothing changes: the classic package of an acceleration skill plus a potion gives exactly 50% and still counts in full. From 50% upward only the excess is compressed, and the sum never zeroes out the interval again.
Combined bonusReduction it becomes
up to 50%equal to the sum
60%58,4%
80%68,8%
100%75,0%
130%80,8%
200%87,5%
The gain from AGI and DEX follows the same curve, with the knee point at the equivalent of 190 Speed from stats alone: whoever doesn't get there feels no difference at all.

The practical effect is that a +10% becomes worth the same at any range, somewhere between one and two tenths of a point, instead of being worth more than a full point near the cap. A dedicated build can push up to 193 with less waste. The values 194 and 195 still require extreme combinations, and that's what makes the progressive cap above 190 actually work.

This part is different from traditional Ragnarok, where both calculations are linear from start to finish.
The shortcut to the cap

Wild Pulse, the skill granted by the Atroce Cards, locks Attack Speed at 195 for as long as it lasts, no matter what you're using: 10 seconds with the Atroce Card, 5 seconds with the Sealed Atroce Card, and a 35 second cooldown on both.

The @bonusinfo command shows your raw Attack Speed next to the final one whenever the two differ, so you can see how much is left to reach the next point.

Damage bonuses: how they add up (and how they multiply)

Almost every piece of equipment in the game has a line of +X% damage against something. What almost nobody knows is that these bonuses don't all go into the same pool: they're separated by type, and that's the difference between a good build and one that wastes weight.

The rule is short:
  • Bonuses of the same type add up.
  • Bonuses of different types multiply, one on top of the other's result.
Multiplying pays off more than adding. That's why, when choosing your next piece, it's usually worth more to grab a bonus of a type you don't have yet than to stack another of the type you already use.
The same sum of numbers, two different results
What you equippedTypes involvedHow it appliesFinal damage
+25% against Bosses
+20% against Undead
Monster class and Race (different)multiplies: 1,25 × 1,20+50%
+20% against Undead
+15% against Undead
Race and Race (same)adds: 20 + 15+35%
The types that exist

You can recognize each one from the item's own description:
TypeHow it appears in the descriptionExample
Race"against monsters of the Human, Undead, Demon, Brute race..."Hydra Card, Skeleton Archer Card
Element"against monsters with the Water, Fire, Shadow property..."Spectral Knight Card
Size"against monsters of Small, Medium or Large size"Desert Wolf Card, Minorous Card
Monster class"against all monster classes", "against normal monsters", "against Boss class monsters"Abysmal Knight Card, Valkyrie Randgris Card, Majestic Orbs
Skill"increases the damage of skill X by Y%"Masteries, class hats
Each of these five boxes multiplies with the other four. Within the same box, the numbers add up before multiplying just once.

Where each type applies: weapon, magic or both

This is the part that generates the most confusion in tickets, and it changed on 03/09/2026:
  • Monster class applies to everything: weapon hits, magic, healing skills and traps. Before that date it only applied to weapon hits, and someone playing a caster would equip the piece, read "+15% damage" and see nothing change. Today a "+25% against Bosses" on your weapon applies to Magnus Exorcismus against a boss, to Storm Gust, to Corrupted Heal and so on.
  • Race, Element and Size coming from a weapon still only apply to the physical hit. For magic there are their own versions, and their description says magic damage. In other words: the Hydra Card doesn't increase your Magnus's damage, and it never did.
  • Skill applies exactly to the named skill, whether it's physical or magical.
Why this matters for your build

Because two pieces that look the same on paper can be worth very different things. Swapping a "+15% against Undead" for another "+15% against Undead" only gives you the 15 points added together. Swapping it for a "+15% against all monster classes" creates a new box, which multiplies with everything you already had, and it still works against any target instead of just one race.

The @bonusinfo command shows, live, everything that's actually applied on your character, separated by type. It's the fastest way to check whether a new piece is landing where you think it is.