Criatura Academy
News · Dev note · 2018-03-22

April 2018 Update Content Revealed 2018년 4월 업데이트 내용 공개

Translated from the official kRO Zero announcement. Original

Hello, Ragnarok users.

This is the Ragnarok Zero team of RO1 Studio.

We would like to inform you about the update content for the last week of March and the content to be updated in April.

And also about content that will be adjusted going forward.

1. New Drop Equipment Item Update

On March 28, 2018, 8 new types of equipment will be updated.

Some monsters appearing in the Old Castle, Niflheim, Turtle Island, Clock Tower, and Louyang areas will drop new equipment!

Thunder Bow[1] A bow radiating masterfully crafted power. It is said to allow attacks as fast as lightning. Increases attack speed (reduces after-attack delay by 10%), LUK + 5. At 7 refine, CRI + 7. At 9 refine, Blitz Beat damage increased by 20%, ASPD + 1.

Type: Bow Attack: 120 Weight: 90 Weapon Level: 3 Required Level: 60 Equip: Archer class, Rogue class

Loli Ruri Shoes[1] Shoes that Loli Ruri cherishes dearly. FLEE + 15, CRI + 3. At 7 refine, HIT + 15. At 9 refine, increases attack speed (reduces after-attack delay by 7%).

Type: Shoes Defense: 10 Weight: 50 Required Level: 60 Equip: All classes

Jewel Shield[1] A shield embedded with jewels, made from the hard shell of some animal. MHP + 200. At 7 refine, ASPD + 1. At 9 refine, Shield Boomerang damage increased by 30%.

Type: Shield Defense: 180 Weight: 160 Required Level: 60 Equip: Swordman class, Merchant class, Thief class

White Serpent Ring[1] A ring shaped like a white serpent that Green Maiden was cherishing, perhaps given to her by someone. Refinable. CRI + 1, AGI + 1. At 7 refine, AGI + 1 additional increase. At 9 refine, CRI + 1 additional increase, critical damage increased by 1%.

Type: Accessory Defense: 1 Weight: 10 Required Level: 60 Equip: All classes

Wizard's Gloves[1] Gloves that show traces of having been used by someone, once belonging to a magician. Refining possible. Variable Cast Time -2%. MATK + 2. At Refine +7, MATK + 2 additional increase. At Refine +9, Variable Cast Time -1% additional decrease. Elemental magic damage + 1%.

Type: Accessory Defense: 1 Weight: 10 Required Level: 60 Job: All Jobs

Frozen Rose[0] A rose frozen cold. Biting it carelessly might leave a wound on your lips. CRI + 1. Water property magic damage + 1%.

Type: Headgear Defense: 0 Location: Lower Weight: 5 Required Level: 60 Job: All Jobs

Dullahan's Gloves[1] Steel gloves that were once on Dullahan's hand. Refining possible. HIT + 1, DEX + 1. At Refine +7, DEX + 1 additional increase. At Refine +9, HIT + 1 additional increase. ATK + 2%.

Type: Accessory Defense: 1 Weight: 10 Required Level: 60 Job: All Jobs

Owl Duke Cane[1] A cane that Owl Duke occasionally carried around in place of an umbrella. MATK + 140. Indestructible. Variable Cast Time -10%. At Refine +7, Heal recovery amount + 12%. At Refine +9, Magnus Exorcismus damage + 20%.

Type: One-handed Staff Attack: 60 Weight: 80 Weapon Level: 3 Required Level: 60 Job: Acolyte Class

<New drop equipment is being added!>

Weapon and shoe equipment items will have random options, so please pay close attention.

※ Some items drop with an extremely low probability.

2. Siege War Area Expansion

On March 28, 2018, a new siege area, "Britoniah," will open.

Britoniah is a siege area belonging to Geffen, the city of magicians, and you will be able to engage in intense sieges across 5 hideouts with terrain different from Prontera's Valkyrie Realm.

<You will soon be able to encounter the new siege area "Britoniah"!>

3. Additional Siege War Sessions

Starting March 28, 2018, the siege war schedule will increase from once a week to twice a week, on Wednesdays and Sundays.

Please refer to future notices regarding the siege war timing.

※ When will the Guild Dungeon open?

The Guild Dungeon currently in development is designed as a dungeon where players can obtain equipment exclusive to siege wars. Once the content is further refined, we will inform you through developer notes or notices.

4. Blacksmith Weapon Crafting Improvements

On March 28, some content regarding Blacksmith weapon crafting will change.

1) Random Option Changes

When crafting weapons, the maximum value range of some options granted to weapons will be significantly increased, and the minimum value will be adjusted.

Additionally, the list of option types that can be granted will also change.

General

Option Min Max
Option 1
Increases physical damage dealt to Neutral property enemies 10 50
Increases physical damage dealt to Water property enemies 10 50
Increases physical damage dealt to Wind property enemies 10 50
Increases physical damage dealt to Earth property enemies 10 50
Increases physical damage dealt to Fire property enemies 10 50
Increases physical damage dealt to Poison property enemies 10 50
Increases physical damage dealt to Shadow property enemies 10 50
Increases physical damage dealt to Holy property enemies 10 50
Increases physical damage dealt to Ghost property enemies 10 50
Increases physical damage dealt to Undead property enemies 10 50
ATK + 20 60
ATK % 3 15
HIT + 10 40
CRI + 5 20
Option 2
ASPD + 1 3
FLEE + 10 40
Increases physical damage dealt to Large-sized enemies 5 35
Increases physical damage dealt to Medium-sized enemies 5 35
Increases physical damage dealt to Small-sized enemies 5 35
Increases critical physical damage 5 35
Increases attack speed (reduces delay after attack) 5 20
Increases ranged physical damage 5 20
Option 3
MHP + 150 1000
MSP + 30 200
Reduces SP consumption 1 10
Increases physical damage dealt to Formless race monsters 10 50
Increases physical damage dealt to Demi-Human race monsters 10 50
Increases physical damage dealt to Brute race monsters 10 50
Increases physical damage dealt to Plant race monsters 10 50
Increases physical damage dealt to Fish race monsters 10 50
Increases physical damage dealt to Undead race monsters 10 50
Increases physical damage dealt to Demon race monsters 10 50
Increases physical damage dealt to Angel race monsters 10 50
Increases physical damage dealt to Insect race monsters 10 50
Increases physical damage dealt to Dragon race monsters 10 50

Ranker Rank 6~10

Option Min Max
Option 1
Increases physical damage dealt to Neutral property enemies 10 50
Increases physical damage dealt to Water property enemies 10 50
Increases physical damage dealt to Wind property enemies 10 50
Increases physical damage dealt to Earth property enemies 10 50
Increases physical damage dealt to Fire property enemies 10 50
Increases physical damage dealt to Poison property enemies 10 50
Increases physical damage dealt to Shadow property enemies 10 50
Increases physical damage dealt to Holy property enemies 10 50
Increases physical damage dealt to Ghost property enemies 10 50
Increases physical damage dealt to Undead property enemies 10 50
ATK + 20 60
ATK % 3 15
HIT + 10 40
CRI + 5 20
Option 2
ASPD + 1 3
FLEE + 10 40
Increases physical damage dealt to Large-sized enemies 5 35
Increases physical damage dealt to Medium-sized enemies 5 35
Increases physical damage dealt to Small-sized enemies 5 35
Increases critical physical damage 5 35
Increases attack speed (reduces delay after attack) 5 20
Increases ranged physical damage 5 20
Option 3
MHP + 150 1000
MSP + 30 200
Reduces SP consumption 1 10
Increases physical damage dealt to Formless race monsters 10 50
Increases physical damage dealt to Demi-Human race monsters 10 50
Increases physical damage dealt to Brute race monsters 10 50
Increases physical damage dealt to Plant race monsters 10 50
Increases physical damage dealt to Fish race monsters 10 50
Increases physical damage dealt to Undead race monsters 10 50
Increases physical damage dealt to Demon race monsters 10 50
Increases physical damage dealt to Angel race monsters 10 50
Increases physical damage dealt to Insect race monsters 10 50
Increases physical damage dealt to Dragon race monsters 10 50
Option 4
Ignores physical defense of Formless race monsters 5 25
Ignores physical defense of Demi-Human race monsters 5 25
Ignores physical defense of Brute race monsters 5 25
Ignores physical defense of Plant race monsters 5 25
Ignores physical defense of Fish race monsters 5 25
Ignores physical defense of Undead race monsters 5 25
Ignores physical defense of Demon race monsters 5 25
Ignores physical defense of Angel race monsters 5 25
Ignores physical defense of Insect race monsters 5 25
Ignores physical defense of Dragon race monsters 5 25

Ranker 1st~5th Place

Option Min Max
Option 1
Increase Physical Damage to Neutral Property Enemies 10 50
Increase Physical Damage to Water Property Enemies 10 50
Increase Physical Damage to Wind Property Enemies 10 50
Increase Physical Damage to Earth Property Enemies 10 50
Increase Physical Damage to Fire Property Enemies 10 50
Increase Physical Damage to Poison Property Enemies 10 50
Increase Physical Damage to Shadow Property Enemies 10 50
Increase Physical Damage to Holy Property Enemies 10 50
Increase Physical Damage to Ghost Property Enemies 10 50
Increase Physical Damage to Undead Property Enemies 10 50
ATK + 20 60
ATK % 3 15
HIT + 10 40
CRI + 5 20
Option 2
ASPD + 1 3
FLEE + 10 40
Increase Physical Damage to Large Enemies 5 35
Increase Physical Damage to Medium Enemies 5 35
Increase Physical Damage to Small Enemies 5 35
Increase Critical Physical Damage 5 35
Increase Attack Speed (Reduce Delay After Attack) 5 20
Increase Ranged Physical Damage 5 20
Option 3
MHP + 150 1000
MSP + 30 200
Reduce SP Consumption 1 10
Increase Physical Damage to Formless Monsters 10 50
Increase Physical Damage to Demi-Human Monsters 10 50
Increase Physical Damage to Brute Monsters 10 50
Increase Physical Damage to Plant Monsters 10 50
Increase Physical Damage to Fish Monsters 10 50
Increase Physical Damage to Undead Monsters 10 50
Increase Physical Damage to Demon Monsters 10 50
Increase Physical Damage to Angel Monsters 10 50
Increase Physical Damage to Insect Monsters 10 50
Increase Physical Damage to Dragon Monsters 10 50
Option 4
Ignore Physical Defense of Formless Monsters 5 25
Ignore Physical Defense of Demi-Human Monsters 5 25
Ignore Physical Defense of Brute Monsters 5 25
Ignore Physical Defense of Plant Monsters 5 25
Ignore Physical Defense of Fish Monsters 5 25
Ignore Physical Defense of Undead Monsters 5 25
Ignore Physical Defense of Demon Monsters 5 25
Ignore Physical Defense of Angel Monsters 5 25
Ignore Physical Defense of Insect Monsters 5 25
Ignore Physical Defense of Dragon Monsters 5 25
Option 5
ATK + 10 30
ATK % 1 10
HIT + 10 20
CRI + 3 10
FLEE + 5 20
Increase Physical Damage to Boss-Type Monsters 10 45
Ignore Physical Defense of Boss-Type Monsters 5 10
Increase Physical Damage to Normal-Type Enemies 10 45
Ignore Physical Defense of Normal-Type Enemies 5 25

2) Addition of Acquisition Routes for Some Gem Items

To improve the difficulty of obtaining gem items, which are essential for weapon crafting, gem items will be added to Thor's Flame's mineral exchange list.

Obtained 2 Ruby

[Thor's Flame] Let me see that, Crunch crunch... munch munch... Nom nom nom... delicious. Here! There's something left over. Let's see, is there more...

Next

<You will now be able to obtain some gem items from Thor's Flame!>

3) New Craftable Weapon Update

Weapons obtainable only through Blacksmith crafting will be updated.

While the difficulty of obtaining the materials required for crafting is somewhat higher, the items themselves have been given a certain level of inherent options, separate from random options.

※ Why don't crafted weapons have card slots?

The card slot space that crafted weapons would have is instead used as a space to store all information related to the crafting process.

Since this space is allocated for storing data such as elemental properties and "Extremely Strong" data, card slots cannot be granted, and random options are provided to compensate for this.

Sword Axe Dagger Crafting Materials:
A dagger with a thick blade.
HIT + 1 per 2 refines.
Attack speed increase per 3 refines (Delay after attack decreases by 2%).
At +7 refine, HIT + 10.
At +9 refine, ASPD + 1, Back Stab damage increased by 20%.

Type: Dagger Attack: 130
Weight: 60
Weapon Level: 3
Required Level: 60
Equip: Novice class, Swordman class, Merchant class, Thief class
Mythril Ore x2
Steel x15
Oridecon x18
Red Lotus Jello Stone x1
Shining Sword Crafting Materials:
A luxurious sword with a blade made of pure white Opal.
MATK + 120.
HIT + 1 per 2 refines.
ATK + 4 increase per 3 refines.
At +7 refine, HIT + 10.
At +9 refine, Grand Cross damage increased by 20%.

Type: One-Handed Sword Attack: 150
Weight: 100
Weapon Level: 3
Required Level: 60
Equip: Swordman class, Merchant class
Mythril Ore x2
Steel x15
Oridecon x18
Shiny Opal x1
Indigo Sword Crafting Materials:
A two-handed sword tinged with a blue light.
HIT + 1 per 2 refines.
Attack speed increase per 3 refines (Delay after attack decreases by 2%).
At +7 refine, HIT + 10.
At +9 refine, Bowling Bash damage increased by 20%.

Type: Two-Handed Sword Attack: 200
Weight: 180
Weapon Level: 3
Required Level: 60
Equip: Swordman class
Mythril Ore x2
Steel x15
Oridecon x22
Breeze Jello Stone x1

Bloody Knuckle A knuckle tinged with deep red blood.
HIT + 1 per 2 refines.
ATK + 2 per 3 refines, attack speed increases (after-attack delay decreases by 1% per refine).
At refine +7, HIT + 5, ASPD + 1.
At refine +9, Raging Thrust damage increases by 20%.

Type: Knuckle Attack: 130
Weight: 80
Weapon Level: 3
Required Level: 60
Equip: Priest class, Monk class
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x18
Bloody Ruby x1
Sunset Buster An axe that glimmers with the light of sunset.
Indestructible.
HIT + 1 per 2 refines.
ATK + 4 per 3 refines.
At refine +7, HIT + 10.
At refine +9, ATK + 20, attack speed increases (after-attack delay decreases by 8%).

Type: One-Handed Axe Attack: 165
Weight: 100
Weapon Level: 3
Required Level: 60
Equip: Merchant class
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x18
Dusk Jello Stone x1
Emerald Axe An axe crafted from a special emerald.
Indestructible.
HIT + 1 per 2 refines.
Attack speed increases per 3 refines (after-attack delay decreases by 2% per refine).
At refine +7, HIT + 10.
At refine +9, ASPD + 1, CRI + 10.

Type: Two-Handed Axe Attack: 210
Weight: 200
Weapon Level: 3
Required Level: 60
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x22
Cursed Emerald x1

Sapphire Scepter A scepter decorated with sapphires.
Sturdier than it looks.
Indestructible.
HIT + 1 per 2 refine.
ATK + 4 per 3 refine.
At refine 7, HIT + 10.
At refine 9, ASPD + 1, CRI + 10.

Type: Mace Attack: 150
Weight: 90
Weapon Level: 3
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x18
Sea Sapphire x1
Twilight Spear A spear that glows with the light of twilight.

HIT + 1 per 2 refine.
ATK + 4 per 3 refine.
At refine 7, CRI + 10.
At refine 9, Pierce damage increased by 20%.

Type: One-handed Spear Attack: 150
Weight: 100
Weapon Level: 3
Required Level: 60
Equip: Swordman class
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x18
Dusk Jello Stone x1
Chaos Lance A two-handed spear tinged with black light.
HIT + 1 per 2 refine.
Attack speed increased per 3 refine (after-attack delay reduced by 2% each).
At refine 7, HIT + 10.
At refine 9, Brandish Spear damage increased by 20%.

Type: Two-handed Spear Attack: 190
Weight: 170
Weapon Level: 3
Required Level: 60
Equip: Swordman class
Crafting Materials:
Mythril Ore x2
Steel x15
Oridecon x22
Chaotic Jello Stone x1

5. Bard & Dancer Update

In April 2018, the Bard & Dancer job classes, the 2nd job classes of the Archer job tree, are scheduled to be updated.

Detailed content regarding the update will be announced through a developer note before the update.

<Bard and Dancer are finally being updated in Ragnarok Zero>

<The effects of performance and dance skills are only granted to party members>

6. Regarding Balance Adjustments

We would like to inform you about the balance adjustment content currently underway.

First, we would like to explain regarding the many inquiries about the Assassin job class.

Regarding Double Attack's critical hit application and the increased critical hit chance for Katar-type weapons, it is indeed intended that Assassin deals high damage in 1:1 situations.

However, since the damage efficiency of the other job classes besides Assassin is currently lower, this is being highlighted as an issue with Assassin. We plan to address this through adjustments to other job classes and equipment support so that they can also achieve sufficient efficiency.

Guard!! 8540 4270 Caping!!

Pierce!! Miss 18459 6153 297 6153

<Improved performance of Summon Flora, and the caster now receives experience from monsters killed by the summoned plant>

Back Stab!! Bowling Bash

<Back Stab for the Rogue class has improved usability and damage, and Bowling Bash has been redesigned with a new skill structure>

Next, let's talk about the Mug issue for the Rogue class, which many of you have asked about.

Currently, the amount of Zeny generated through Mug is not at a dangerous level.

However, considering the other negative effects that could arise as this gradually accumulates, we plan to increase the Rogue class's damage efficiency while adding a skill cooldown to Mug, controlling its efficiency, and improving things so that the Rogue class does not become a job solely for simple grinding.

We have informed you about the job balance adjustments currently underway by the development team.

In reality, adjustments are being made to various job classes beyond those mentioned above.

However, we have not yet decided whether to proceed with adjustments for more job classes together even if it takes more time, or to first update the adjustments that can be applied immediately.

Once the schedule is finalized, we will inform you of the detailed content through a developer note.

Additionally, we have received many inquiries regarding the options of the Moonlight Dagger.

Most inquiries are about the fact that we announced there would be no option in Ragnarok Zero that absorbs a certain percentage of damage dealt as SP/HP with a certain probability, yet isn't the SP recovery option on every hit, like on the Moonlight Dagger, also an absorption option?

Our Ragnarok Zero development team does not consider the small amount of recovery on every hit, like on the Moonlight Dagger, to be an excessive option compared to SP absorption options that scale with a skill's high damage, and we are closely managing the amount of that recovery.

Since the SP recovery option on every hit does not pose a balance issue compared to the SP absorption option, and since there is also an opportunity cost element where choosing SP recovery means giving up other options, we do not plan to change the Moonlight Dagger's option or remove the small SP recovery on every hit option.

So far, we have introduced the content being prepared by the Ragnarok Zero team.

For more detailed information, please refer to the notices on the website at the time of future updates.

Thank you.