Ragnarok Plus Whitepaper
  • Welcome to RO Plus!
  • Server Philosophy
  • Getting Started and Everything You Need to Know
  • Gameplay Enhancements.
    • Class Overhauls/Enhancements
    • Quality of Life Upgrades
  • Card Revamp Overview
  • Player-Driven Economy
  • RO Plus Infinity instance
  • Server Rules
  • Roadmap
  • Card Database
    • Weapons
    • Armor
    • Accessory
    • Garment
    • Footgear
    • Shield
    • Headgear
  • Patch Notes
    • 📜 Patch v1.1 – The Archive Begins
      • Patch v1.1 – Full Card & Item Changes
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On this page
  • Class Overhauls
  • 🔥 Wizard Specialization
  • 📜 Sage Specialization – Autospell Barrage
  • 🛡️ Knights & Crusaders – Fury Unleashed
  • Rogues: From Shadows to Powerhouses
  • Assassins: Deadly Precision
  • 🥋 Monks – A Combo Renaissance
  • ✨ Priests – Guardians of the Divine
  • 🛠️ Alchemists & Blacksmiths – Power Meets Craft
  • 🎶 Bards & Dancers – In Perfect Harmony
  • 🏹 Hunters – Blitzing to Glory
  1. Gameplay Enhancements.

Class Overhauls/Enhancements

PreviousGameplay Enhancements.NextQuality of Life Upgrades

Last updated 13 days ago

Class Overhauls

Explore the exciting changes we’ve made to every class in Ragnarok Plus. Each class now boasts unique mechanics and improved playstyles to keep the game fresh and dynamic.


Mages: Masters of the Arcane

Mages are no longer just fragile glass cannons—they have evolved into arcane powerhouses with versatility, mobility, and raw destructive force.


⚡ Thunderstorm Blink

  • Casting Thunderstorm (now has a cooldown) now teleports the Mage to a new position, making them nimble and unpredictable.

  • This change allows Mages to evade enemies, reposition quickly, and keep their foes guessing.

📌 Thunderstorm Blink Demonstration


🔷 Arcane Charges: Power Unleashed

  • Every Bolt spell generates Arcane Charges, fueling the Mage’s growing power.

  • When fully charged, Mages gains Grand Arcana that significantly increases spellcasting speed and damage, letting them unleash devastating magic with unprecedented force.

📌 Arcane Charge Mechanic in Action


🔥 Fireball: Explosive Potential

  • Fireball has been revamped, dealing significantly more damage at the cost of a longer cast time.

  • With the right card combos, Fireball can become instant-cast and deal double damage for 10 seconds when alternated with Firewall, unlocking a new, high-risk, high-reward playstyle.


🔥 Wizard Specialization

Wizards can now take a high-risk, melee-casting path that transforms them into volatile frontliners — while keeping classic long-range casting intact.


🌀 New Melee-Casting Mechanics

These bonuses are unlocked only during Grand Arcana (unless stated otherwise):


🔷 Jupitel Thunder

  • If cast within 3 cells, it auto-casts the same level of Jupitel Thunder on a nearby target

  • Outside Grand Arcana: max auto-cast level is Lv5

  • During Grand Arcana: auto-cast matches the level used, up to Lv10

  • Requires you to learn the skill level being auto-cast


🔥 Fire Bolt

  • 2.5% chance per skill level to auto-cast Fire Pillar Lv1 if used in melee range

  • During Grand Arcana: chance is doubled, and auto-cast can scale up to Lv5

  • Requires the corresponding Fire Pillar level to be learned


❄️ Cold Bolt

  • During Grand Arcana: auto-casts Cold Bolt of the same level on up to 4 nearby enemies (5x5 area)

  • Requires the matching Cold Bolt level to be learned


⚡ Thunderstorm

  • During Grand Arcana: auto-casts Lord of Vermilion at the target’s location

  • LoV auto-cast level scales based on every 2 levels learned (max Lv5)

  • Requires Lord of Vermilion to be learned


🪨 Heaven’s Drive

  • Always active: 1% chance per skill level to inflict Stone Curse on hit

  • At Lv5: adds an extra +5% chance


📜 Sage Specialization – Autospell Barrage

Sages now specialize in bolt spam, elemental control, and melee-range casting with a fully reworked Autospell system.


🌀 Autospell Rework

  • Increased proc chance, with a chance to multicast on up to 3 targets (PvE only)

  • If there's only one enemy, all multicast bolts converge on that target

  • Grants minor defensive bonuses for better survival in close-quarters

  • Each Autospell bolt also builds Arcane Charges, allowing access to Grand Arcana


With their reimagined mechanics, Mages — both Wizards and Sages — now wield a unique blend of mobility, tempo, and explosive power, redefining what it means to be a magic user in Ragnarok Plus.


🛡️ Knights & Crusaders – Fury Unleashed

The Fury system is now the defining trait of the Swordsman lineage, evolving from their earliest days into their ascension as a Knight or Crusader.

Fury empowers their damage, unlocks new skill effects, and introduces risk-reward mechanics that reward aggressive, tactical play.


🧱 Fury System (Swordsman Core)

  • Activating Fury Buff now removes all debuffs, empowering you both offensively and defensively.

  • Grants bonus Hit, Atk, and Aspd while active, improving accuracy.

  • Endure now generates +50% Fury per cast (up to 75%), making it a reliable ramp-up tool.

  • While Fury is active, normal attacks and skills heal 5% of the damage dealt, giving swordsmen both sustain and punch.


🔥 Fury Effects for Knights & Crusaders

  • Auto-Counter Stacks increased from 5 → 7.

  • Casting Endure heals the the user upto 30% HP over 10s during Fury (1 time use every Fury)

  • Each successful Auto-Counter now grants +10% Fury, adding more synergy between defense and offense.

  • Twohand Quicken and Spear Quicken now make normal attacks splash in a small area during Fury.

  • New passive: Killing Spree

    • Gain +10% damage per kill, stacking up to 10x.

    • Doubled during Fury for incredible scaling in mob fights.


🏇 Knights: Spear Control and Counters

  • Spear Boomerang at level 5 gains the ability to pull enemies to the Knight, ideal for disruption and control.

  • Bash deals increased damage to enemies below 30% HP, with this bonus doubled during Fury.

  • Pierce now echoes forward, damaging enemies behind the target in a narrow line:

    • 1H Spear: up to 3 cells

    • 2H Spear: up to 6 cells

    • Back targets take double damage, rewarding precise positioning.


Knights: Counter Attack Reforged

Counter Attack has undergone a full transformation, turning into a core mechanic of the class.

  • Splash Damage: Successfully countering deals 3x3 AoE damage around the Knight.

  • Critical Strike Bonus: Every consecutive successful counter within 3 seconds adds +30% crit damage, up to +210%.

  • Blocks Melee Physical Skills: Now blocks skills like Asura Strike and Sonic Blow.

  • Positioning Still Matters: The Knight must face the attacker to counter, rewarding skillful use.


Magnum Break: Tactical Pull

Magnum Break has been reimagined into a battlefield control tool:

  • At level 10, it pulls all enemies in a 5x5 radius to the front of the Swordsman.

  • Helps with mob repositioning, tanking, or setting up combos like Bowling Bash.

  • Now has a 30-second cooldown to reflect its increased tactical impact.


Crusader: Shielded Offense & Divine Wrath

Crusaders are now reactive defenders and frontline damage dealers.

  • Holy Cross always deals splash damage while Fury is active (no stacks required).

  • When Fury is unleashed, each cast of Holy Cross increases its damage up to 5 stacks. Each cast of Holy Cross also drains the Crusader's HP.

  • Grand Cross:

    • +25% bonus damage to enemies during Fury

    • -25% self-damage taken while casting

  • Shield Charge now splashes damage and heals the Crusader and nearby party members every time Auto Guard activates.

    • Heal scales with Base VIT:

      • Self: VIT × 10

      • Party: VIT × 2 (maxed at 100 VIT)

  • Shield Boomerang deals AoE damage in a 3-cell radius when used in melee range during Fury.


Skill Demonstrations

With these changes, Swordsman classes scale harder, fight smarter, and feel more alive than ever—whether you’re pulling, blocking, healing, or cleaving, the battlefield now belongs to you.


Rogues: From Shadows to Powerhouses

Once known for their utility and opportunistic playstyle, Rogues have been reimagined as dynamic, precision-based damage dealers. With the introduction of Combo Points, Rogues now thrive on building and spending resources for tactical burst, AoE disruption, and skill-based control.


🔷 Core Mechanics

  • Combo Points are generated through Double Attack, Backstab, Sprinkle Sand, Throw Stone, and some finishing skills.

  • Max Combo Points: Rogues can store up to 5 Combo Points. Reaching max grants +20% movement speed for 20 seconds, encouraging high-tempo play.

  • Backstab Synergy: Attacks like Sprinkle Sand, Throw Stone, and Raid force enemies to face away, opening them up for repeat Backstabs.


💥 Finisher Skills

  • Intimidate: A high-damage single-target finisher, perfect for isolating and eliminating priority enemies.

  • Raid: A powerful AoE finisher that forces enemies to turn away, setting up another wave of Backstabs.

💀 Combo Buffs for Rogues: Corrosion & Blade Fury Access

While Corrosion and Blade Fury are powerful enhancements tied to the Assassin’s combo system, Rogues and Thieves can tap into these buffs as well—albeit in a more controlled form.

  • When wielding a single dagger or 1H sword, Rogues and Thieves can trigger lesser versions of these buffs:

    • Corrosion (Dagger): Slight boost to sustained melee pressure.

    • Blade Fury (1H Sword): Minor attack speed and cleaving effect.

  • These buffs auto-activate while attacking at max Combo Points, giving Rogues additional payoff when managing their resources carefully.

Key Differences for Rogues:

  • Buffs have half the duration compared to Assassin versions.

  • The bonus damage against poisoned targets from Corrosion is disabled.

  • Combo Point generation is slightly reduced during the buff’s active period, maintaining balance during high-speed burst chains.

This subtle access to Corrosion and Blade Fury offers Rogues extra flavor and flexibility, allowing them to briefly tap into melee-enhancing buffs without overtaking their primary Backstab/Intimidate/Raid playstyle.


🎯 Strategic Gameplay

  • Point Management: Build and spend points strategically for optimal DPS cycles.

  • Finisher Choice: Choose between burst damage or AoE disruption, depending on the scenario.

  • Solo or Party Play: Rogues now thrive in both solo content and team environments thanks to their adaptive utility and pressure tools.


This rework transforms Rogues into calculated solo fighters and precision damage dealers, rewarding players who master combo point management and skill timing.

With new mechanics that force enemies to turn their backs, Rogues can seamlessly chain Backstab into powerful finishers, making the class smoother and more satisfying to play.

Balancing raw burst with tactical utility, Rogues are now a force to be reckoned with—whether in a party or fighting alone.


Assassins: Deadly Precision

Assassins redefine versatility with Combo Points and mastery of dual-wielding techniques. Whether wielding daggers or swords, Assassins are now more lethal and strategic than ever before.


💀 Corrosion & Blade Fury: Combo-Triggered Buffs

Assassins gain access to two powerful self-enhancement buffs tied directly to their Combo Point system:

  • Casting Envenom or Venom Splasher at 4 or 5 Combo Points will activate:

    • Corrosion (when dual daggers are equipped): Increases damage dealt to poisoned enemies for 7 seconds.

    • Blade Fury (when dual 1H swords are equipped): Grants 20% increase in attack speed and cleaving melee attacks for 5 seconds, turning the Assassin into a true swordmaster.

  • Corrosion and Blade Fury can also auto-activate while attacking at max combo points.

  • While dual wielding, Combo Point generation is slightly reduced during these buffs, keeping their power in check while encouraging strategic activation timing.

  • If using a single dagger or 1H sword, a lesser version of Corrosion or Blade Fury is triggered:

    • Half duration, and

    • No bonus damage against poisoned targets

These buffs are core to the Assassin’s melee identity, allowing for explosive burst windows or sustained damage depending on your weapon of choice and execution.


Combo Flow: Critical Precision & Utility Tools

Assassins now have multiple ways to build Combo Points, each reinforcing different playstyles—from stealthy setups to aggressive burst rotations.

  • Critical Attacks with a Katar have a 30% chance to deal triple critical damage and generate a Combo Point.

    • When this triggers on skills like Throw Venom Knife, 2 Combo Points are generated instead (1 for skill use, 1 from crit proc).

  • Throw Venom Knife can now critically hit and always generates 1 Combo Point per use—ideal for safe, ranged buildup.

  • Cloaking now generates 1 Combo Point every 3 seconds while active (up to a max of 3), rewarding patient ambush setups.

  • Reaching maximum Combo Points increases the movement speed of thief classes by 20% for 20s.

These tools provide flexible and thematic ways for Assassins to build resources—whether weaving through combat or striking from the shadows.


🗡️ Double Attack: Synergy with Katars and Critical Hits

Double Attack now fully supports Katar-type weapons and can also critically hit, opening up powerful new synergies for both Rogues and Assassins.

  • When wielding a Katar, Double Attack can now trigger critical strikes and works in tandem with the Katar triple crit effect:

    • Critical attacks with a Katar have a 30% chance to deal triple critical damage and generate a Combo Point.

    • This interaction makes Double Attack a reliable Combo Point generator.

  • The enhanced interaction gives Katar users more consistent burst opportunities, and a smoother combo flow, making it easier to fuel finishers like Sonic Blow, Venom Splasher, or Envenom.


Envenom: Toxic Precision

Envenom now acts as a Combo Point finisher, applying poison with deadly efficiency:

  • At 4 or 5 Combo Points, Envenom guarantees poison (unless the target is immune).

  • Poison can stack twice, inflicting devastating damage over time.

This makes Envenom a perfect softener for extended fights, giving Assassins the edge through attrition and pressure.


Venom Splasher: Timed to Kill

Venom Splasher no longer requires a Red Gemstone and now synergizes with Combo Points, reducing its explosion delay based on how many points are consumed:

  • 1 CP: 7s delay

  • 2 CP: 6s delay

  • 3 CP: 5s delay

  • 4 CP: 3s delay

  • 5 CP: Instant explosion

With a 10-second cooldown, this skill becomes a tactical finisher—perfect for assassins who know when to strike and detonate.


Sonic Blow: Iconic Power Reimagined

Sonic Blow, the signature skill of Assassins, now allows critical hits, elevating it to new heights of lethality. Critical attacks with a Katar have a 30% chance to deal triple critical damage and generate a Combo Point, creating seamless synergy between basic attacks and finishers.

Sonic Blow can consume Combo Points for additional benefits:

  • Each Combo Point increases its critical hit chance by 10%.

  • At 5 Combo Points, Sonic Blow guarantees a critical strike, turning it into an unstoppable burst of power.

With their refined mechanics and iconic abilities, Assassins deliver a blend of precision and destruction, making them a force to be reckoned with in PvE and PvP.


Grimtooth: Silent, Deadly, and Now Critical

Grimtooth now benefits from critical strike mechanics, bringing new depth to this classic stealth attack.

  • Since its damage is treated as a regular attack, Grimtooth can now critically hit and trigger the 30% chance to deal triple critical damage when wielding a Katar.

  • When this effect occurs, Grimtooth also generates a Combo Point, reinforcing its synergy with the Assassin’s new finisher system.

This update cements Grimtooth as a tactical assassination tool—perfect for building combo points through flanking strikes and critical bursts.


🥋 Monks – A Combo Renaissance

Combo Monks are making a glorious comeback, blending relentless offense with combat-enhancing buffs that make every strike more impactful.

Empowered Combos

  • Chaining combos now grants powerful combat buffs, including:

    • Increased Hit, allowing for more reliable attacks.

    • Defensive boosts, making Monks sturdier in battle.

    • Movement speed buffs for agile repositioning.

    • Healing per combo hit, improving sustain during combat.

Versatile Finishing Moves

  • Combo Finish now strikes multiple enemies, turning single-target combos into AoE devastation.

  • Looking for variety? Finger Offensive can now serve as an alternate combo finisher, adding flexibility to your playstyle.

Steel Body: Indomitable Defense

Monks can now cast skills while Steel Body is active, but with severe trade-offs to balance its defensive power.

  • 75% reduction in all outgoing damage (Physical & Magic).

  • Asura Strike deals 95% less damage.

  • Casting time increased by 75%.

Asura Strike: Explosive Finisher

Monks now have a devastating follow-up attack, turning Asura Strike into an AOE burst finisher when used in a combo chain.

New Asura Strike Mechanics

  • Combo-Enhanced AOE: When Asura Strike is used after Combo Finish, it deals 40% splash damage in a 3x3 radius around the main target.

  • High-Impact Burst: Ideal for clearing groups of enemies or maximizing damage output in close-quarters combat.

  • Maintains Precision: The main target still takes full damage, ensuring focused burst potential while punishing nearby enemies.

Fist vs. Mace Specialization

  • Fist weapons now outshine maces in combo-based damage, making them the go-to choice for Agi builds.

Skill Demonstration


✨ Priests – Guardians of the Divine

Priests now wield divine power in both offense and support, blending healing, buffs, and holy wrath into a seamless playstyle.


Empowered Blessings & Recovery

  • 30-minute AoE buffs make party prep effortless, keeping allies blessed for longer.

  • Healing Over Time (HoT) effects are now applied with Heal, ensuring sustained recovery beyond instant healing.


Divine Intervention & Protection

  • Gloria isn't just for boosting LUK—it now stuns nearby enemies, turning defense into offense.

  • Angelus grants 6 seconds of party-wide damage reduction, giving allies a critical window to withstand deadly attacks.


Holy Wrath & Spirit Infusion

  • Priests can now generate Spirit Spheres, much like Monks.

  • These spheres empower Holy Light, turning it into a powerful cleaving attack, ensuring Priests remain a force to be reckoned with.


Expanded Divine Reach

  • Suffragium and Status Recovery can now consume Spirit Spheres to spread their effects to additional nearby party members—one target per sphere.

  • Lex Divina, Lex Aeterna, and Decrease Agi can also consume Spirit Spheres to affect more enemies in range, turning single-target utility into divine crowd control.


Skill Demonstrations

Priests are no longer just backline healers—they’re now spiritual tacticians, channeling faith into both salvation and smiting.


🛠️ Alchemists & Blacksmiths – Power Meets Craft

The Merchant lineage now blends raw combat prowess with economic dominance, making wealth a weapon in its own right.


💰 Mammonite: Wealth is Power

  • Damage Scaling: The more Zeny a Merchant carries, the stronger their Mammonite and Cart Revolution become. True wealth isn’t just status—it’s firepower.

  • Refund Mechanic: If Mammonite lands the killing blow, the Zeny cost is refunded, rewarding precision and calculated aggression.


🎲 Pay2Win Buff: Risk and Reward

  • Activating Crazy Uproar now grants three charges of an empowered Mammonite.

  • These Pay2Win-enhanced Mammonite strikes cost 10x more Zeny but unleash 3x the damage—perfect for when you need to secure a decisive kill.


🛠️ Blacksmiths: Crafting the Economy

Forging and crafting are now vital for progression:

  • Forged weapons are required for obtaining Enriched Elunium/Oridecon, essential for refining gear.

  • Blacksmith-crafted weapons are also used in NPC services like increased refining chance, card removal and socket creation, ensuring a player-driven economy.


Blacksmiths: Battle-Ready Support

Blacksmiths are no longer just damage dealers—they now serve as powerful party-wide enhancers and frontline disruptors.

  • Adrenaline Rush, Overthrust, and Weapon Perfection now affect all party members and grants a 3-second speed boost when cast , turning Blacksmiths into valuable team boosters in both PvE and PvP.

  • Maximize Power now grants all party members a 15-second defensive boost to HP, Def/Mdef, and Flee.

  • Hammerfall now pulls enemies closer to the center of impact with each cast, allowing Blacksmiths to disrupt formations and group enemies for follow-up skills or AoEs.

These changes give Blacksmiths a unique edge on the battlefield—blending raw strength with strategic crowd control and team synergy.


🌿 Alchemists: Mastering Herbal Alchemy

Alchemists have learned to ingest different herbs, granting them unique offensive and defensive buffs:

  • Red Herbs: Increases offensive stats for a short duration.

  • Blue Herbs: Enhances MATK and reduces cast time/delay.

  • White Herbs: Temporarily boosts defensive stats and Max HP.

  • Yellow Herbs: Increases crafting success rate and movement speed.

  • Green Herbs: Improves healing done and reduces SP consumption.

This mechanic adds depth and versatility to Alchemists, letting them adapt their buffs on the fly.


🧪 Acid Terror: Chain-Crafting Chaos

Acid Terror has evolved into a powerful MATK-based offensive tool with unique scaling and multi-hit potential—designed to empower Dex/Luk/Int Crafter builds.

  • Adds bonus damage based on the caster’s MATK and the target’s VIT.

  • Ignores DEF and always deals Neutral element damage.

  • Affected by Race and Size cards, allowing for precise gearing.

  • Applies splash damage (30%) in a 3x3 area while Pay2Win is active.

  • Can damage armor or inflict Bleeding, retaining its utility.

🧬 Chain Reaction Mechanic

  • Each point of LUK increases the chance to trigger additional hits, up to 100%.

  • Every 10 points of DEX adds 1 extra hit, up to 9 total bonus hits.

  • Consumes 1 Acid Bottle per cast — extra hits do not consume more.


⚗️ Potion Crafting: Streamlined and Expanded

Alchemists now enjoy quality-of-life upgrades to potion creation:

  • Slim Red Potions now require only 2 Red Potions + 1 Test Tube, reducing Zeny and material costs.

  • A new recipe allows crafting of Light Blue Potions by mixing 2 Blue Potions + 1 Test Tube.

These changes make potion crafting more efficient and flexible, encouraging Alchemists to support themselves and their parties with ease.


The Merchant lineage is no longer just about trade—it’s about power, wealth, and strategic combat choices. Whether you're an unstoppable Pay2Win warrior or a master craftsman shaping the economy, Merchants now have a true place in battle.


🎶 Bards & Dancers – In Perfect Harmony

The stage is set for these performers! Bards and Dancers can now use each other’s Songs and Dances, creating harmonious combos that support, surprise, and scale with any party setup.

  • Each time they perform, their Musical Strike/Throw Arrow deal increasing damage with splash, keeping the rhythm alive and dangerous.

  • They now benefit from their own Songs and Dances, making them true solo and party performers.

A new twist to Adaptation to Circumstances turns it into a powerful finisher:

  • Every 3rd cast of Adaptation triggers a musical burst, unleashing Musical Strike or Throw Arrow on all nearby enemies.

  • This consumes the buildup from their performances, turning rhythm into raw damage.

These changes reward performers who keep the beat going, unleashing stylish combos and controlling the battlefield with every step.


🏹 Hunters – Blitzing to Glory

Why should Double Strafe have all the fun? Blitz Beat has been reimagined as a powerful alternative, letting Hunters command their falcon, arrows, and even melee attacks in perfect harmony.


⚡ Blitz Beat Rework

  • No longer splits damage — Blitz Beat now hits full power on all targets.

  • Inherits the element of your equipped arrow, allowing for elemental versatility.

  • Can trigger on melee attacks, making it viable even without a bow.

  • Rivals Double Strafe as a main damage skill—perfect for both bursting single targets and cleaving mobs.


🗡️ The Rise of Melee Blitzers

  • Hunters can now equip daggers, opening up close-range builds.

  • Blitz Beat still triggers passively on melee attacks, creating a rapid, relentless melee playstyle alongside your falcon.

  • Ideal for players who want to fight up close, rather than staying in the backline.


🏹 Phantasmic Arrow: Tactical Retreat

  • Phantasmic Arrow now pushes the Hunter 6 cells away from the target on cast.

  • Allows you to create space, escape pressure, or reposition during combat—perfect for kiting or surprise retreat setups.


Blitz Beat is no longer just a passive utility—it’s a core part of the Hunter arsenal, whether you're raining elemental bursts from afar or slashing through enemies with your falcon in tow.


📌 Endure Healing Effect

📌 Spear Boomerang Pull Effect

📌 Holy Cross Fury Enhancement

📌 Counter Attack Splash Damage

📌 Countering Melee Skills

Intimidate at Max Combo points
Raid at Max Combo points
Dual Dagger - Corrosion
Dual Swords - Blade Fury
Critical Combo point generation
Critical Sonic Blow

📌 Combo Chain Buffs in Action

📌 Empowered Holy Light

📌 Gloria Stunning Enemies

📌 Mammonite Refund in Action

📌 Pay2Win Mammonite Strike

📌 Blitz Beat Demonstration