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
| Sprite | Skill | Change |
|---|---|---|
| Increase HP Recovery |
| |
| Bash |
| |
| Magnum Break |
| |
Knight
| Sprite | Skill | Change |
|---|---|---|
| Bowling Bash |
| |
| Charge Attack |
| |
| Brandish Spear |
| |
| Spear Mastery |
| |
| One Hand Quicken |
| |
Crusader
| Sprite | Skill | Change |
|---|---|---|
| Grand Cross |
| |
| Holy Cross |
| |
| Smite (Shield Charge) |
| |
| Spear Mastery |
| |
| Crux Sanctum |
| |
Acolyte
| Sprite | Skill | Change |
|---|---|---|
| Blessing |
| |
| Increase agility |
| |
| Demonbane |
| |
| Holy Light |
| |
| Teleport |
| |
| Wielding Knuckles |
| |
Priest
| Sprite | Skill | Change |
|---|---|---|
| Increase SP Recovery |
| |
| Gloria |
| |
| Magnus Exorcismus |
| |
| Suffragium |
| |
| Impositio Manus |
| |
| Corrupted Grace (Trial Skill) |
| |
| Awakening Potion |
| |
Monk
| Sprite | Skill | Change |
|---|---|---|
| Flee (Skill) |
| |
| Iron Fists |
| |
| Raging Trifecta Blow |
| |
| Spiritual Sphere Absorption |
| |
| Spiritual Cadence |
| |
| Final Combo |
| |
| Guillotine Fist |
| |
| Mental Strength |
| |
| Throw Spirit Sphere |
| |
Archer
| Sprite | Skill | Change |
|---|---|---|
| Arrow Shower |
| |
Hunter
| Sprite | Skill | Change |
|---|---|---|
| Blitz Beat |
| |
| Roll (Trial Skill) |
| |
Bard & Dancer
| Sprite | Skill | Change |
|---|---|---|
| Musical Lesson |
| |
| Dancing Lesson |
| |
| Tune (New Platinum Skill) |
| |
| Arrow Shower |
| |
| Mental Sensing |
| |
| Melody Strike (Musical Strike) (Enhanced by Hat) |
| |
| Slinging Arrow (Throw Arrow) (Enhanced by Hat) |
| |
| Awakening Potion |
| |
Mage
| Sprite | Skill | Change |
|---|---|---|
| Increase SP Recovery |
| |
Wizard
| Sprite | Skill | Change |
|---|---|---|
| Ganbantein |
| |
| Storm Gust |
| |
| Meteor Storm |
| |
| Lord of Vermilion |
| |
| Thunder storm |
| |
| Frost Nova |
| |
| Jupiter Storm (Headgear-Exclusive Skill) |
| |
| Arcane Step (Trial Skill) |
| |
| Arcane Return (Trial Skill) |
| |
Sage
| Sprite | Item | Change |
|---|---|---|
| Land Protector |
| |
| Mental Focus |
| |
| Hindsight (Auto Spell) |
| |
| Berserk Potion |
| |
| Fiber Lock |
| |
| Soul Exhale |
| |
| Volcano |
| |
| Deluge |
| |
| Whirlwind (Violent Gale) |
| |
Thief
| Sprite | Skill | Change |
|---|---|---|
| Hiding |
| |
| Back Slide |
| |
| Double Attack |
| |
Assassin
| Sprite | Skill | Change |
|---|---|---|
| Grimtooth |
| |
| Sonic Blow |
| |
| Swift Sonic Blow |
| |
| Venom Dust |
| |
| Venom Splasher |
| |
| Enchant Poison |
| |
| Basic attacks with Katar [1] |
| |
| Berserk Potion |
| |
Rogue
| Sprite | Skill | Change |
|---|---|---|
| Back Stab |
| |
| Raid |
| |
| Preserve |
| |
| Strip Shield |
| |
| All Divest skills |
| |
| Transcendent Plagiarism (Headgear-Exclusive Skill) |
| |
| Blightwalker +9 [1] |
| |
Merchant
| Sprite | Skill | Change |
|---|---|---|
| Discount |
| |
Blacksmith
| Sprite | Skill | Change |
|---|---|---|
| Power Thrust(Over Thrust) |
| |
| Weapon Perfection |
| |
| Adrenaline Rush |
| |
| Maximize Power |
| |
| Explosive Mammonite (Headgear-Exclusive Skill) |
| |
| Axe Vortex (Trial Skill) |
| |
| Anvil Rhythm (Soul Link Effect) |
| |
Alchemist
| Sprite | Skill | Change |
|---|---|---|
| Bioethics |
| |
| Axe Mastery |
| |
| Marine Sphere |
| |
| Bio Cannibalize |
| |
| Acid Terror |
| |
| Pharmacy |
| |
| Slim Potion Pitcher (Soul Link Skill) |
| |
| Blindagem Alquímica (New Platinum Skill) |
| |
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.
| Sprite | Skill unlocked | Requirement |
|---|---|---|
| Cart Revolution |
| |
| Cart Boost |
| |
| Heaven's Drive |
| |
| Grimtooth |
| |
| Storm Gust |
| |
| Bowling Bash |
| |
| Back Stab |
| |
| Kyrie Eleison |
| |
| Snap |
| |
| Anklesnare |
| |
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.
| Sprite | Soul Link | Effect while active |
|---|---|---|
| Knight Spirit (Knight) |
| |
| Crusader Spirit (Crusader) |
| |
| Priest Spirit (Priest) |
| |
| Monk Spirit (Monk) |
| |
| Hunter Spirit (Hunter) |
| |
| Bard and Dancer Spirits (Bard & Dancer) |
| |
| Wizard Spirit (Wizard) |
| |
| Sage Spirit (Sage) |
| |
| Assassin Spirit (Assassin) |
| |
| Rogue Spirit (Rogue) |
| |
| Alchemist Spirit (Alchemist) |
| |
| Super Novice Spirit (Super Novice) |
|
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.
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
| Sprite | Effect | Modification |
|---|---|---|
| Poison |
| |
| Critical Wound |
| |
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.
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 Speed | Hits per second | Gain over 190 | Raw required |
|---|---|---|---|
| 190 | 5,00 | 190,0 | |
| 191 | 5,56 | +11% | 191,0 |
| 192 | 6,25 | +25% | 192,2 |
| 193 | 7,14 | +43% | 193,4 |
| 194 | 8,33 | +67% | 198,0 |
| 195 | 10,00 | +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
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
The stacking rules that matter most:
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.
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
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.
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 bonus | Reduction 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
This part is different from traditional Ragnarok, where both calculations are linear from start to finish.
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
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:
The rule is short:
- Bonuses of the same type add up.
- Bonuses of different types multiply, one on top of the other's result.
| What you equipped | Types involved | How it applies | Final 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:
You can recognize each one from the item's own description:
| Type | How it appears in the description | Example |
|---|---|---|
| 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:
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
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.
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.



















