Index page
This is the index page of the help.
Click on any of the topics below to jump to that page.
Getting started Dual Class
Interface Symbols and bonuses
Nations Dungeon Quests
Town Maps Legend Items
Combat Skills
Party
Wizard spells
Priest spells
Ghosts
Revival
Levels
Monsters
Jobs
Merchant
Rares
Fame
War ---- NEW: PWP System
NK
FAQ
Rules
Getting started
Welcome to the world of Dragon Raja.
In order for you to get around in the world of Dragon Raja it is useful for you to read these help pages.
It is very important that you read and understand the rules of this server which can be found on the rules pages.
If you're new and just died and want to know how to become alive again see the revival page and the ghost page.
You can read our FAQs by clicking here
There are many things to learn in Dragon Raja, so much that it can be a bit overwhelming, but don't worry, you'll learn all in due time.
You can jump back to the index page by pressing the index button on the top of the screen. Some topics have multiple pages which can be seen by
looking at their title which will show what page you are on. For example if a topic has 2 pages, the first page will show 1/2 and the second page 2/2.
You browse these pages by clicking the next or previous button also at the top of the screen.
You can open this help by pressing 'h' to bring up the help button in the top left of the screen and then clicking on it.
Pressing 'h' or the button again will make the help disappear.
InterfacePersonal info: Info like your level, tactics, health, mana/orison
Buttons: Buttons to open windows like friends, inventory, party, combat skills, spells and mini-map.
Quick bar: Items placed here can be quickly used. Contents of potion box are shown on the right.
Combat: Change your combat state by pressing tab or clicking the button. On the right you can pick a combat skill.
Events/War: Pressing these buttons will show more info on events and war.
Mail/Game menu: Open in-game mail or game menu to change game options or log off.
Nations
The Dragon Raja world is split into 3 conflicting nations. Yllse, Zypern, and Vyseus.
Yllse
Is known as the neutral or mercenary nations. They are represented by the colour yellow and as they are neutral they have the ability to visit
other nations with a permit.
Vyseus
Represented by the colour blue and at war with Zypern. They can visit Yllse with a permit.
Zypern
Represented by the colour red and at war with Vyseus. They can visit Yllse with a permit.
Permits:
Permits allow a player to visit another nations. As mentioned above, Zypern and Vyseus are at war and cannot visit each other. While visiting another
nation you are subject to their laws (You will get NK for attacking their citizens). If you log out at another nation's map you will be returned to
your own nation. Yllse can buy permits at Barantan, Vyseus at Impel, and Zypern at Deepuden.
Town Maps - Vyseus
View town map of: Heltern - Renus - Barantan
Town Maps - Zypern
View town map of: Heltern - Renus - Barantan
Town Maps - Yllse
View town map of: Heltern - Renus - Barantan
Combat Skills
Combat skills are primarily used by the melee classes: Warrior, Thief, and Archers. There are a total of 6 elements to combat skills.
In order to learn the skills you will need skill points, to get skill points you must get combat skill books shown on the right.
Each book will allow you to learn a single skill and you can find the books from hunting any monster.
A player can only have a certain amount of points per level:
As said there are 6 elemental trees available. The elements are paired together so that if you learn from an
element you cannot learn from the element it is paired with.
The pairs are:
Lightning - Earth
Fire - Poison
Ice - Wind
Lightning Skills
Lightning Boom Required Level Class Weapons CP Charges Effect
Level 1 15 Warrior All except Bow Knife Staff 6 5 Splash Attack. 55%-58% dmg to surrounding enemies
Level 2 17 Warrior All except Bow Knife Staff 6 5 Splash Attack. 75%-78% dmg to surrounding enemies
Level 3 19 Warrior All except Bow Knife Staff 6 5 Splash Attack. 90%-93% dmg to surrounding enemies
Thunder Blow Required Level Class Weapons CP Charges Effect
Level 1 25 Warrior Grapple 7 5 Single target attack. +24%-27% Damage
Level 2 27 Warrior Grapple 7 5 Single target attack. +32%-36% Damage
Level 3 29 Warrior Grapple 7 5 Single target attack. +40%-45% Damage
Lightning Shock Required Level Class Weapons CP Charges Effect
Level 1 35 Warrior All except Bow Knife Staff 8 8 54%-60% chance to pierce through defensive buffs
Level 2 37 Warrior All except Bow Knife Staff 8 8 61%-68% chance to pierce through defensive buffs
Level 3 39 Warrior All except Bow Knife Staff 8 8 69%-76% chance to pierce through defensive buffs
Thunder Strike Required Level Class Weapons CP Charges Effect
Level 1 45 Warrior All except Bow Knife Staff 9 5 Single target attack. +20-23% Damage
Level 2 47 Warrior All except Bow Knife Staff 9 5 Single target attack. +28%-31% Damage
Level 3 49 Warrior All except Bow Knife Staff 9 5 Single target attack. +36%-40% Damage
Lightning Shield Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior All except Staff 9 - Defensive Buff. +20-23% Defense. Last 60s
Level 2 32 Warrior All except Staff 9 - Defensive Buff. +27-30% Defense. Last 60s
Level 3 34 Warrior All except Staff 9 - Defensive Buff. +34-38% Defense. Last 60s
Extreme Lightning Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Warrior All except Bow Knife Staff 10 1 10%-16% damage increase.
Level 2 Dual 3 Warrior All except Bow Knife Staff 10 1 20%-26% damage increase.
Level 3 Dual 5 Warrior All except Bow Knife Staff 10 1 30%-37% damage increase.
Earth Skills
Blood Earth Required Level Class Weapons CP Charges Effect
Level 1 15 Warrior All except Bow Knife Staff 6 - Instant use splash attack. 10%-12% to surrounding enemiesand stun for 1 second
Level 2 17 Warrior All except Bow Knife Staff 6 - Instant use splash attack. 20%-23% to surrounding enemiesand stun for 2 seconds
Level 3 19 Warrior All except Bow Knife Staff 6 - Instant use splash attack. 26%-29% to surrounding enemiesand stun for 3 seconds
Ground Attack Required Level Class Weapons CP Charges Effect
Level 1 25 Warrior 2H Sword and 2H Mace 7 3 Hits all target in a line. 24%-27% Damage
Level 2 27 Warrior 2H Sword and 2H Mace 7 3 Hits all target in a line. 27%-30% Damage
Level 3 29 Warrior 2H Sword and 2H Mace 7 3 Hits all target in a line. 30%-34% Damage
Blood Will Required Level Class Weapons CP Charges Effect
Level 1 35 Warrior All except Bow Knife Staff 8 5 Single target attack, consumes HP. +40%-45%Damage
Level 2 37 Warrior All except Bow Knife Staff 8 5 Single target attack, consumes HP. +50-56%Damage
Level 3 39 Warrior All except Bow Knife Staff 8 5 Single target attack, consumes HP. +60-67%Damage
Stone Armor Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior All except Bow Knife Staff 9 10 Each charge will block a physical attack
Level 2 32 Warrior All except Bow Knife Staff 9 15 Each charge will block a physical attack
Level 3 34 Warrior All except Bow Knife Staff 9 20 Each charge will block a physical attack
Simunians Bosom Required Level Class Weapons CP Charges Effect
Level 1 32 WarriorThiefArcher All weapons except staff 9 - Increases natural life recovery rate for 60 seconds. +3%
Level 2 34 WarriorThiefArcher All weapons except staff 9 - Increases natural life recovery rate for 60 seconds. +5%
Level 3 36 WarriorThiefArcher All weapons except staff 9 - Increases natural life recovery rate for 60 seconds. +7%
Extreme Earth Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Warrior All except Bow Knife Staff 10 1 10%-14% splash attack. Multiple hits per use.
Level 2 Dual 3 Warrior All except Bow Knife Staff 10 1 20%-24% splash attack. Multiple hits per use.
Level 3 Dual 5 Warrior All except Bow Knife Staff 10 1 30%-34% splash attack. Multiple hits per use.
Fire Skills
Sword N Roses Required Level Class Weapons CP Charges Effect
Level 1 20 Warrior,Archer Fencing 6 2 Attacks a target 2 times. Each hit does 60%-67% Damage.
Level 2 22 Warrior,Archer Fencing 6 2 Attacks a target 3 times. Each hit does 50%-56% Damage.
Level 3 24 Warrior,Archer Fencing 6 2 Attacks a target 3 times. Each hit does 60%-67% Damage.
Multiple Fire Required Level Class Weapons CP Charges Effect
Level 1 26 Archer Bow 7 8 Shoot 3 arrows at once. Each arrow does 70%-78% Damage
Level 2 28 Archer Bow 7 8 Shoot 3 arrows at once. Each arrow does 80%-89% Damage
Level 3 30 Archer Bow 7 8 Shoot 5 arrows at once. Each arrow does 80%-89% Damage
Fleet Missile Required Level Class Weapons CP Charges Effect
Level 1 31 Thief,Archer Bow and Knife 8 3 Shoots a fast arrow dealing +20%-23% Damage
Level 2 33 Thief,Archer Bow and Knife 8 3 Shoots a fast arrow dealing +25%-28% Damage
Level 3 35 Thief,Archer Bow and Knife 8 3 Shoots a fast arrow dealing +30%-34% Damage
Converting Armor Required Level Class Weapons CP Charges Effect
Level 1 70 Archer Bow 9 - 2 AC Drop per Stack
Level 2 72 Archer Bow 9 - 3 AC Drop per Stack
Level 3 74 Archer Bow 9 - 5 AC Drop per Stack
Burning Bloody Rage Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior,ThiefArcher All except staff 3 - Uses HP to regenerate 3% CP for a period of time
Level 2 32 Warrior,ThiefArcher All except staff 3 - Uses HP to regenerate 5% CP for a period of time
Level 3 34 Warrior,ThiefArcher All except staff 3 - Uses HP to regenerate 8% CP for a period of time
Extreme Fire Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Archer Bow 10 1 Shoots out 8 arrows in all directions.Each arrow deals 10%-13% increased damage.
Level 2 125 Archer Bow 10 1 Shoots out 8 arrows in all directions.Each arrow deals 15%-19% increased damage.
Level 3 150 Archer Bow 10 1 Shoots out 8 arrows in all directions.Each arrow deals 20%-25% increased damage.
Poison Skills
Poison Nova Required Level Class Weapons CP Charges Effect
Level 1 25 Warrior,Thief,Archer All except staff 8 - Poisons all enemies around you.10%-12% damage each tick. Last 60 seconds.
Level 2 27 Warrior,Thief,Archer All except staff 8 - Poisons all enemies around you.15%-17% damage each tick. Last 60 seconds.
Level 3 29 Warrior,Thief,Archer All except staff 8 - Poisons all enemies around you.20%-23% damage each tick. Last 60 seconds.
Cherroy Shade Required Level Class Weapons CP Charges Effect
Level 1 45 Warrior,Thief,Archer All except staff 9 2 Decrease a players food gauge by 10% Per hit
Level 2 47 Warrior,Thief,Archer All except staff 9 2 Decrease a players food gauge by 20% Per hit
Level 3 49 Warrior,Thief,Archer All except staff 9 2 Decrease a players food gauge by 30% Per hit
Dark Blade Required Level Class Weapons CP Charges Effect
Level 1 35 Warrior,Thief,Archer All except Bow Knife Staff 9 5 Curses all players you hit slowingtheir speed by 35%-39%
Level 2 37 Warrior,Thief,Archer All except Bow Knife Staff 9 5 Curses all players you hit slowingtheir speed by 40%-45%
Level 3 39 Warrior,Thief,Archer All except Bow Knife Staff 9 5 Curses all players you hit slowingtheir speed by 45%-50%
Tyberns Gift Required Level Class Weapons CP Charges Effect
Level 1 40 Warrior,Thief,Archer All except staff 7 - Increase players maximum health by30%-34% for a period of time
Level 2 42 Warrior,Thief,Archer All except staff 7 - Increase players maximum health by40%-45% for a period of time
Level 3 44 Warrior,Thief,Archer All except staff 7 - Increase players maximum health by50%-56% for a period of time
Acquire Dark Power Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior,Thief,Archer All except staff 3 - Uses HP to regenerate 3% CP for a period of time
Level 2 32 Warrior,Thief,Archer All except staff 3 - Uses HP to regenerate 5% CP for a period of time
Level 3 34 Warrior,Thief,Archer All except staff 3 - Uses HP to regenerate 8% CP for a period of time
Extreme Darkness Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Warrior,Thief,Archer All except Bow Knife Staff 10 1 Poisons all enemies in an area10%-12% damage each tick. Last 60 seconds.
Level 2 125 Warrior,Thief,Archer All except Bow Knife Staff 10 1 Poisons all enemies in an area10%-12% damage each tick. Last 60 seconds.
Level 3 150 Warrior,Thief,Archer All except Bow Knife Staff 10 1 Poisons all enemies in an area10%-12% damage each tick. Last 60 seconds.
Ice Skills
Icing Blast Required Level Class Weapons CP Charges Effect
Level 1 15 Thief Knife 6 8 Shoots out 3 knives. Each knife deals 60%-67% damage
Level 2 17 Thief Knife 6 8 Shoots out 3 knives. Each knife deals 70%-78% damage
Level 3 19 Thief Knife 6 8 Shoots out 5 knives. Each knife deals 70%-78% damage
Critical Hiding Required Level Class Weapons CP Charges Effect
Level 1 35 Thief Knife 8 5 Makes the user invisible and eachhit will deal +30%-34% damage
Level 2 37 Thief Knife 8 5 Makes the user invisible and eachhit will deal +40%-45% damage
Level 3 39 Thief Knife 8 5 Makes the user invisible and eachhit will deal +50%-56% damage
Shark Missile Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior,Thief,Archer Knife and Bow 9 10 Fast attack output. 3 knives per second
Level 2 32 Warrior,Thief,Archer Knife and Bow 9 10 Fast attack output. 4 knives per second
Level 3 34 Warrior,Thief,Archer Knife and Bow 9 10 Fast attack output. 5 knives per second
Horn of Iceberg Required Level Class Weapons CP Charges Effect
Level 1 45 Warrior,Thief Spear 9 5 Debuff that slows a targets movement andcasting speed for 10-14 seconds
Level 2 47 Warrior,Thief Spear 9 5 Debuff that slows a targets movement andcasting speed for 15-19 seconds
Level 3 49 Warrior,Thief Spear 9 5 Debuff that slows a targets movement andcasting speed for 20-24 seconds
Icing Armor Required Level Class Weapons CP Charges Effect
Level 1 40 Thief,Archer Knife and Bow 7 - Defense buff. Increase defense by 20%-23%. Last 60 seconds
Level 2 42 Thief,Archer Knife and Bow 7 - Defense buff. Increase defense by 23%-26%. Last 60 seconds
Level 3 44 Thief,Archer Knife and Bow 7 - Defense buff. Increase defense by 26%-29%. Last 60 seconds
Extreme Ice Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Thief Knife 10 1 Shoots 8 knife in all directions.Each knife deals 7% increased damage.
Level 2 125 Thief Knife 10 1 Shoots 8 knife in all directions.Each knife deals 10% increased damage.
Level 3 150 Thief Knife 10 1 Shoots 8 knife in all directions.Each knife deals 15% increased damage.
Wind Skills
Charging Required Level Class Weapons CP Charges Effect
Level 1 30 Warrior All except Bow Knife Staff 6 - Instantly move next to a target 7 tiles awayand stun them and stun for 2 seconds.
Level 2 32 Warrior All except Bow Knife Staff 6 - Instantly move next to a target 9 tiles awayand attack them and stun for 2 seconds.
Level 3 34 Warrior All except Bow Knife Staff 6 - Instantly move next to a target 10 tiles awayand attack them and stun for 2 seconds.
Double Attack Required Level Class Weapons CP Charges Effect
Level 1 40 Warrior All except Bow Knife Staff 7 3 Attacks a player two times. Each hit is 70%-78% Damage
Level 2 42 Warrior All except Bow Knife Staff 7 3 Attacks a player two times. Each hit is 75%-83% Damage
Level 3 44 Warrior All except Bow Knife Staff 7 3 Attacks a player two times. Each hit is 80%-89% Damage
Whirlwind Required Level Class Weapons CP Charges Effect
Level 1 50 Warrior 1h Mace and 2h Axe 8 - Line attack that hits multiple times. 30%-34% Damage
Level 2 52 Warrior 1h Mace and 2h Axe 8 - Line attack that hits multiple times. 35%-39% Damage
Level 3 54 Warrior 1h Mace and 2h Axe 8 - Line attack that hits multiple times. 40%-45% Damage
Twister Required Level Class Weapons CP Charges Effect
Level 1 55 Warrior All except Bow Knife Staff 9 - Buff that will hit 1 target near the youfor a period of time. 16%-18% Damage
Level 2 57 Warrior All except Bow Knife Staff 9 - Buff that will hit 1 target near the youfor a period of time. 20%-22% Damage
Level 3 59 Warrior All except Bow Knife Staff 9 - Buff that will hit 1 target near the youfor a period of time. 24%-26% Damage
Gust Required Level Class Weapons CP Charges Effect
Level 1 65 Warrior All except Bow Knife Staff 9 - Increases movement by 17 for 30 seconds.
Level 2 67 Warrior All except Bow Knife Staff 9 - Increases movement by 23 for 30 seconds.
Level 3 69 Warrior All except Bow Knife Staff 9 - Increases movement by 30 for 30 seconds.
Extreme Wind Required Level Class Weapons CP Charges Effect
Level 1 Dual 1 Warrior All except Bow Knife Staff 10 1 Sends out multiple whirlwinds around you.Each whirlwind does 70%-74% Damage
Level 2 125 Warrior All except Bow Knife Staff 10 1 Sends out multiple whirlwinds around you.Each whirlwind does 80%-85% Damage
Level 3 150 Warrior All except Bow Knife Staff 10 1 Sends out multiple whirlwinds around you.Each whirlwind does 90%-96% Damage
Party
To party another player you have two options.
1. Type "/party playername"
or
2. Go into peace mode, hold down ctrl and hold down left button on the player you wish to party until a portrait comes out.
Then proceed to drag the portrait into your party screen.
Party between different nations is allowed.
In your party screen you can see EXP, Weapon, and Spell at the top. This refers to what type of exp you wish to leech
from other players. EXP will go towards your level, weapon will go towards weapon tactics, while spell will go towards
spell tactics.
There is a level difference of 35 in order to leech EXP. Further, there is a spell and tactic cap that you can leech based
on your level (It can only be a certain amount above your level). The maximum tactic level up until level 99 is 100. At level
100, you will become a crossing class and have the ability to raise your tactic level to 200. At crossing class there is a cap
to your tactic level based on your level, the formula is: Level+20+(Level-100). Example if you are lvl 105 then your cap is
105+20+(105-100)=130.
Leeching cap table:
The spells you can learn and their requirements are:
Spell INT WS Magery Effect
Small Healing 40 25 0 Basic Healing
Protection 45 27 1 Damage reduction buff. Protects against some curses
Fireball 40 25 1 Single target attack. Multiple attacks from 1 cast
Physical Shield 50 29 2 Self cast damage reduction buff
Light 55 31 3 Lights up darkness in screen
Iceball 60 33 4 Single target attack. Multiple attacks from 1 cast
Resist Fire 70 37 6 Self cast buff. Reduces fire magic attacks
Fire Arrow 85 43 9 Single target attack. Multiple attacks from 1 cast.Requires bow and arrow
Lightning bolt 90 45 11 AoE attack. Multiple attacks from 1 cast
Poisoning 95 47 12 Poisons a single target
Cure Disease 105 51 14 Restores food gauge to a target
Ice Arrow 110 53 15 Single target attack. Multiple attacks from 1 cast.Requires bow and arrow
Falling disease 120 57 17 Decreases a players food gauge
Minor Increase Magic 130 61 19 Self cast buff. Increases magic damage slightly
Resist Ice 140 65 21 Self cast buff. Reduces ice magic attacks. Protects against horn of iceberg
Cloud Kill 150 69 23 Poisons multiple targets
Wizard Spells 2/3
Spell INT WS Magery Effect
Circle Flame 160 73 25 Attack spell that sends out multiple fireballs
Neutralize Poison 170 77 28 Cures poison
Enchant Weapon 175 79 29 Damage increase buff
Scorcher 185 83 31 AoE attack
Confusion 195 87 33 Debuff that causes a player to lose control of their movement
Firewall 200 89 34 Creates a wall of fire in an area that will harm anything touching it
Invisibility 205 91 35 Self cast buff. Causes player to become invisible
Circle Ice 210 93 36 AoE Attack
Resist Lightning 220 97 38 Self cast buff. Reduces lightning magic attacks
Spider Web 225 99 39 Debuff that reduces movement and accuracy
Remove Curse 230 101 40 Removes a curse effect from a target
Detect Magic 240 105 43 Detects magical traps
Slow 250 109 45 Debuff that reduces movement
Great Healing 255 111 46 Advanced Healing
Lightning 260 113 47 Single target attack. Multiple attacks from 1 cast
Phasing 265 115 48 Self Cast. Teleport to a random location in thevicinity of the character
Nova 275 119 50 AoE attack
Protect from Missile 280 121 51 Self cast buff. High protection against ranged attacks
Blindness 285 123 52 Blinds enemy
Great Lightning 290 125 53 AoE Attack
Dispel Magic 300 129 55 Self cast buff. When hit by magic attacks player willlose MP rather than HP
Ice Wall 305 131 56 Creates a wall of ice that will harm anything touching it
Increase Magic 310 133 57 Self cast buff. Increase magic damage
Low LevelMonster Summoning 315 135 59 Summons a low level monster
Chain Lightning 320 137 60 Single target attack. Multiple attacks from 1 cast
Teleport 330 141 62 Teleports to any location in the players sight
5 Tile Freeze 335 143 63 AoE Attack
Stonization 345 147 65 Curses a target so that they are unable to move, attackor use magic/skills. They also become immune to damage
Twinkle Star 350 149 66 Self cast defensive buff. Reduces physical damage and protects against curses
Wizard Spells 3/3
Spell INT WS Magery Effect
Haste 355 151 67 Self cast buff. Increases players movement speed
Flame Wave 360 153 68 An magical attack that shoots out a wall of flames
Power Word Stun 370 157 70 Curses a target so they are unable to move, attackor use magic/skills
Ice Storm 385 163 73 AoE Attack
Gate 390 165 75 Teleports to a memorized location. Requires the spell memorizing location to use
Memorizing Location 405 171 78 Memorizes a location. Used with the spell Gate
5 Tile Lightning 410 173 79 AoE Attack
Dragon Scale 420 177 81 Self cast defensive buff. Greatly reduces physical damage with no curse protection
9 Tile Freeze 435 183 84 AoE Attack
Vampire Touch 445 187 86 Takes HP from a target to be added to your own
Meteor 460 193 89 AoE Attack
Apocalypse 485 203 95 AoE Attack
Mid LevelMonster Summoning 495 207 97 Summons a mid level monster
Fire Bird 510 213 99 Single target homing attack
Snow Storm 570 237 107 AoE Attack. Requires Dual 1 and G1 Symbol
Ice Breath 605 251 115 AoE Attack. Requires Dual 2 and G2 Symbol
Blood Lightning 640 265 123 AoE Attack. Requires Dual 3 and G3 Symbol
Priest Spells 1/2
All spells require WIS, PS and Orison level to learn.
You can learn spells at the following:
The spells you can learn and their requirements are:
Spell WIS PS Orison Effect
Authority of restore 35 25 0 Basic healing spell
Save from danger 43 29 1 Defensive Buff. Decreases physical damage and provides curse protection
Authority of lose sight 51 33 3 Reduces a players vision
Divine bless 63 39 4 Defensive Buff. Protects player from curses
Authority of recover from poison 75 45 6 Cures poison status
Holy Light 87 51 8 AoE Attack
Authority of recover from illness 99 57 10 Restores food gauge
Holy Fire 107 61 11 Single target attack. Multiple attacks from 1 cast
Anthem 131 73 13 Decreases 10 NK from a target
Complete Sanctuary 143 79 14 Self cast defensive buff. Protects player againstall curses and debuffs and magical damage. Greatly reduces physical damage.At 40 orison it will allow player to become immune to physical damage.
Appreciate 155 85 16 Reveals targets stats
Simunians Authority 167 91 18 Restores food gauge for all players in an Area
Cancel From Counteraction of Divine Grace 179 97 19 Protection from curse effects
Voice of Soul 187 101 20 Self cast buff allows user to see ghosts
Miracle Shield 191 103 20 Casts save from danger to all people in an area
Authority of Greatest Luck 199 107 21 Self cast buff gives user 100% accuracy
Counteraction of Divine Grace 211 113 22 Self cast buff that reflects curse effects
Priest Spells 2/2
Spell WIS PS Orison Effect
Power of Pray 223 119 24 Damage increase buff
Pray 231 123 25 Self cast buff that restores divine. Unable to use offensive magic with the buff
Miracle of recovery 235 125 25 AoE heal
Authority of recover for sight 247 131 25 Cures blind effect
Rage Blast 255 135 26 Single target attack. Multiple attacks from 1 cast
Great Pray 271 143 30 Casts Power of Pray to all players in an area
Rage Stone 275 145 31 Single target attack. Multiple attacks from 1 cast
Authority of whole save 287 151 34 Resurrects a target with full HP/MP/Divine/Food
Divine Curse 299 157 37 Curse that prevents a player from using skills and spells
Holy Rage 307 161 39 AoE attack
Life Drain 319 167 42 Drains a monsters or players HP to be added to your own
Divine Power 327 171 44 AoE attack
Turn Undead 335 175 46 Single target attack with instant damage
Charisnumens Authority 351 183 50 AoE attack. Multiple attacks from 1 cast
Rage Light Ball 367 191 54 Single target attack. Multiple attacks from 1 cast
Lethys Authority 391 203 60 Self cast defensive buff. Reduces both magic damage and physicaland reflects magic and physical attacks. Does not protect against curses
Holy Cure 459 237 84 AoE heal that restores food gauge,HP, and cures curses. Requires Dual 1 and G1 Symbol
Authority of Athyas 487 251 98 Defensive Buff that greatly increases magic resistance and movement.Does not protect against curses. Requires Dual 2 and G2 Symbol
Authority of Farencha 515 265 112 AoE attack. Requires Dual 3 and G3 symbol
Ghosts
Whenever you die you will become a ghost. You will be floating and transparent as seen in the image on the right.
Being a ghost means several things:
* You can no longer attack other people or interact with NPCs.
* Other people that are alive cannot hear or see you (there are exceptions, see below).
* You can see and talk with other ghosts.
* You can whisper to other people but they will not be able to whisper back to you.
* Your movement will be reduced.
As said there are exceptions to people who can see ghosts. Priests have the 'ghost detection' skill which when used allows them to see ghosts for a
certain amount of time. If a priest does not revive you it's possible that he doesn't see you in which case you can try whispering to him so he will
use the 'ghost detection' skill and then resurrect you. Priests can also use the 'Voice of Soul' spell to see ghosts.
Another way to see ghosts is to use a rare item with the ghost ability which allows you to see ghosts as long as the item is equipped.
During war you will not be able to see ghosts of another nation (no exceptions).
To become alive again you will have to be revived which is further explained on the revival page.
Revival
There are different ways to revive when you have died.
1. Use the red and white glowing button on the top right. If you are not in your main nation's map, it will read "return to town". Otherwise it will read
"be revived". Right clicking this button will activate it.
2. Revive at a temple. Click here for town maps. After entering the temple you must type a ress chant as follows:
Yllse: For the name of orem of red rose and justice. (You must type this exactly, with the capital letter and period)
Zypern and Vyseus: Edelweroi of cosmos and the great storm (Note there is no period at the end)
3. Revive from a priest. As a ghost you can still whisper other players. Priests start off with a beginners ress that will revive a ghost with minimal
hp, food and MP/divine. Later they will get an advanced revive spell that will revive a player with full HP, food and MP/Divine.
How to ress as a priest
First you need to see ghosts. You can do this with 3 ways. First you can press the hotkey "D" and use "detect ghost" until you can successfully see ghosts.
Second you can use the spell voice of soul. Lastly, you can equip a rare item with the 'see ghost effect'.
The next step is to revive the ghost. The beginners ress can be used from hotkey "D" beside detect ghost known as "Ghost resurrection" and the advanced
is to use the spell "authority of whole save". To learn more about priest spells click here
Revival Eggs
Alternatively you can use items such as revival egg (from the job cooking) or easter eggs (from certain bosses and mall item) to revive yourself
without a temple or a priest. You simply put the item into your quick slot(1-5) and when you die instead of turning into a ghost, you are automatically
revived. This will also use up 1 charge of the item.
Levels
When reaching certain levels you will gain a new rank and a gift. The ranks are as follows
Warrior
Monsters 1/2
To get the maximum exp from a monster you must be within the level range, leveling at monsters outside your
range will give a significant experience decrease. Monsters give experience per attack as well as experience
for finishing the monster.
Monster table. Note boss type monsters are excluded. Many special types(Ether, etc.) are excluded as well.
Monster Level Yllse Vyseus Zypern Neutral
Cow 4 Barantan Heltern,Impel Renus Beginner Town
Sheep 5 Barantan Heltern Renus Beginner Town
Rat 7 Barantan Heltern Renus Beginner Town
Slime 9 Barantan Heltern Renus Tutorial Zone
Zombie 12 Barantan Heltern Renus Tutorial Zone
Nekrozen 15 Barantan Gray Mounts Kalaile -
Stirge 18 Barantan Gray Mounts Kalaile -
Man-eating plants 21 Barantan Gray Mounts Kalaile -
Goblin 24 Barantan Gray Mounts Kalaile -
Skeleton 27 Sedless Hudyne River The outside of kailaile Ice Dungeon 1F
Wolf 30 Sedless Hudyne River The outside of kailaile,Renus Out Ice Dungeon 1F
Bear 33 Sedless Hudyne River The outside of kailaile,Renus out Ice Dungeon 1F
Orc 36 Sedless Hudyne River Renus Out Ice Dungeon 2F
Harpy 39 The Great Jungle Hudyne Valley Desert Ice DungeonKnockers Tower
Meti 40 - - - Northern WanenWestern Wanen
Lycanthrope 42 The Great Jungle Hudyne Valley Desert Ice Dungeon 2FKnockers Tower
Lizard Man 45 The Great Jungle Iramus, Hudyne Valley Desert Ice Dungeon 2F
Yeti 45 - - - Northern WanenWestern Wanen
Scorpion 48 The Great Jungle, Naurchen The West Desert Desert Knockers Tower
Leucrocotta 50 - - - Northern WanenEastern Wanen
Skeleton King 51 The Great Jungle The West Desert The Great Desert Ice Dungeon 2F+3F
Mugina 54 The Great Valley, Naurchen The West Desert The Great Desert Ice Dungeon 3F
Monsters 2/2
Monster Level Range Yllse Vyseus Zypern Neutral
Manscorpion 57 The Great Valley, Naurchen The West Desert The Great Desert Ice Dungeon 3F+4F,Lethe Mountain
Hellhound 60 - - - Seremy Dungeon
Troll 60 The Great Valley Iramus The Great Desert Abyss Dungeon,Ice Dungeon 4F,Lethe MountainMini Dungeon 1F
Stone Golem 63 The Great Valley Iramus Tynen Ice Dungeon 4F,Lethe Mountain,Mini Dungeon 1FFire Dungeon 1F
Otyugh 65 - - - Western Wanen, Easter Wanen
Ogre 66 Red Mount Iramus Tynen Lethe Mountain,Mini Dungeon 1F+2FFire Dungeon 1F+2F,Dark Dungeon 1F
Crystal Golem 69 Naurchen,Red mount Iramus, Impel Tynen Mini Dungeon 2F, Dark Dungeon 2F
Charon 70 - - - Eastern Wanen
Baku 72 Light Dungeon,Red Mount Impel Deepuden Mini Dungeon 2F+3F, Fire Dungeon 2F+3F
Larva 75 - - - Western Wanen
Spectre 75 Light Dungeon,Red Mount Impel Deepuden Mini Dungeon 3F, Water Dungeon 1F+2F
Ogre King 78 Light Dungeon,Red Mount Impel Deepuden Mini Dungeon 3F+4F,Dark Dungeon 1FFire Dungeon 3F
Gargoyle 82 Light Dungeon Man-Made Dungeon Deepuden Mini Dungeon 4F,Dark Dungeon 3FUnderground Dungeon
Brue 86 Light Dungeon Man-Made Dungeon Jorlan Mini Dungeon 4F,Dark Dungeon 1F+2FWater Dungeon 1F,Underground Dungeon
Minotaur 90 Light Dungeon Man-Made Dungeon Jorlan Dark Dungeon 2F,Underground Dungeon
Ettin 94 Light Dungeon Man-Made Dungeon Jorlan Great Grassland,Dark Dungeon 3FWater Dungeon 2F,Underground Dungeon
Mushroom King 103 - - - Knockers Tower,Venom Dungeon F1
Dark Bear 105 - - - West Glade
Argos 108 - - - Venom Dungeon F1
Sand Trap 113 - - - Venom Dungeon F2
Cyclops 115 - - - Seekers Tower, Lethe Reign
Sandworm 118 - - - Venom Dungeon F2
Klattu 123 - - - Venom Dungeon F3
Fatal Skeleton 125 - - - Seekers Tower, Lethe River
Gazer 128 - - - Venom Dungeon F3
Succubus 135 - - - Hegemonia
Balrog 145 - - - Hegemonia
Jobs
In Dragon Raja there are a total of 13 jobs categorized as primary and secondary jobs. There is no limit to how many jobs a player can learn,
however secondary jobs have a prerequisite of a primary job to learn. You can learn jobs at the proper NPC (Example: Blacksmith to learn mining and
blacksmithing) at the cost of money. To level jobs you are required to complete a series of quests up to level 75, then complete dailies till max.
Click the job for more information
Job Type Requirement
Mining Primary 1,000,000 Crit
Lumberjack Primary 1,000,000 Crit
Herb Digging Primary 1,000,000 Crit
Butcher Primary 1,000,000 Crit
Fishing Primary 1,000,000 Crit
Farming Primary 1,000,000 Crit
Blacksmith Secondary 100,000 Crit and lvl 50 Mining
Tailor Secondary 100,000 Crit and lvl 50 Butcher
Bowcraft Secondary 100,000 Crit and lvl 50 Lumberjack
Carpenter Secondary 100,000 Crit and lvl 50 Lumberjack
Candlemaking Secondary 100,000 Crit and lvl 50 Fishing
Alchemy Secondary 100,000 Crit and lvl 50 Herb Digging
Cooking Secondary 100,000 Crit and lvl 50 Farming
Grand Master
After gaining level 99.99% in any job you can grand master the job by bringing in the necessary items to a
NPC in your local guild house. Grand Mastering a job allows new benefits. For primary it may allow you to gather high class
material and for secondary it allows you to combine items to make better rares. Grand Master will also allow you to do
a new daily that will reward a sardonyx or a leaf of bless depending on the job, these materials are used for rares.
To learn more about rares click here
If you are grand master in all 13 jobs you may become a merchant: see the merchant page for more details.
Mining
Grand Master requirement:5 Topaz, 16 Beryl, 32 Emerald, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Lumberjack
Grand Master requirement:8 Beech Timber, 16 Gerjeasu Timber, 32 Oak Timber, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Herb Digging
Grand Master requirement:8 Basil Powder, 16 Geranium Powder, 32 Dill Powder, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Bless
Butcher
Grand Master requirement:15 Manscorpion Armor, 35 Mugina Skin, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Fishing
Grand Master requirement:8 Octopus, 16 Eel, 32 Tilefish, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Bless
Farming
Grand Master requirement:15 Ginseng, 32 Crowberry, 1 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Bless
Blacksmith
Grand Master requirement:6 Red Prayers, 12 Shadow Dancers, 24 Blue Waters, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Tailor
Grand Master requirement:6 Bless Shoe, 12 Big Band Shoe, 24 Flying Shoe, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Bowcraft
Grand Master requirement:6 Dragonslayer Bow, 12 Sylph Bow, 24 Chaser Bow, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Carpenter
Grand Master requirement:6 Shivering Staff, 12 Kein Staff, 24 Holy Staff, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Sardonyx
Candlemaking
Grand Master requirement:15 Solar Candle, 25 Lunar Candle, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Blessed
Alchemy
Grand Master requirement:10 Languid Potion, 15 Speed Recover Potion, 15 Enlight, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Bless
Cooking
Grand Master requirement:15 Revival Elixir, 25 Repatriation Elixir, 5 Million Crit
Grand Master special material daily quest reward: 1 million crit, 1 Leaf of Bless
Merchant
Being a merchant is the proof of mastery of every job. You must be Grand Master in all jobs and bring the following items:
* 10 million crit
* 8 Sardonyx
* 12 Leaf of Bless
* 15 Diamonds
The benefits of being a merchant are the following:
* A merchant cape
* Able to whisper players from other nations
* Able to use the market board for selling items
* Cheap access to other nations
* Able to upgrade to a Saint Merchant which allows you to combine two different rares together
Rares
There are two ways to obtain rares; monsters and jobs. Monsters will have a chance to drop red or blue rares with a random effect. Jobs are only able
to craft blue rares. A red rare will have a red information background and use + as a rare level whereas a blue rare will have a blue
information background and use Grade as a rare level. Each type of rare effect will have a upper limit depending on the type, the limit is separate
for blue and red rares however they can stack with each other.
Blue rares are the most popular rares as they can be crafted. You can craft any blue rare if you have the right job and item learned, exceptions are
most food, candles, potions, and all shields.
In order to craft a blue rare you will need 100% rare success rate which will be shown in the craft screen.
To get 100% success rate you must craft a single normal version of that item. To make the rare, you click the icon that says "Rare" and a
list of categories (Each with their own rare effects) will be shown. You then select a category and click ok which will create the item
with a random rare effect from the chosen category.
Example: If you wish to make a Grade 1 Hardest dirk you will need the job Blacksmith. You then make 1 normal dirk to receive 100% rare success rate.
After you select 1 quantity for dirk then select the red Rare button. You then select the Hardest Group and click OK. You would continue this process
until you receive the effect Hardest.
There is a certain amount of rares you can make a day. This limit is based on your job level and after you reach the rares cap you must wait
until a new day to make more rares. The cap is separate from other jobs.
Example: If your blacksmith rares cap is 8 rares a day and you reach it, it will not affect your tailor rare cap
Upgrading Rares
To upgrade a rare you will need to be Grand Master in the job that creates the rare and have the item learned. After you get Grand Master, you
will receive a new usable skill that will allow you to combine your rares and upgrade them. In order to upgrade rares you will require 1
Sardonyx (Obtained through Quest or Bosses) per upgrade and a specific amount of lower grade rares with the same effect.
Leaf of bless (Obtained through Quest or Bosses) is used to upgrade non equipable rares such as candles.
Example: After making Grade 1 Hardest dirk you want to upgrade it to Grade 2. To do this you will need 3x Grade 1 Hardest dirk and
a Sardonyx. After achieving Grand Master Blacksmith, you open the upgrade screen and put all the ingredients in to receive your Grade 2.
Upgrading Table
Fame
Fame is used for two purposes. One is a requirement to equip mounts & flags and the other is a requirement to become Dual Class.
You can gain fame from various quests and dailies as well as donating to your nation. Further, you may buy red envelopes from the mall
which will reward you 40 Fame per envelope.
Fame requirements for mount & flag:
Horse:1300
Bull:1600
Phantom Horse:2000
Flag:1500
Fame requirements for Dual Class
Dual Class 1:2000
Dual Class 2:2500
Dual Class 3:3000
Dual Class 4:4000
NK
NK is a penalty for killing players in selected nation maps. They always include towns. Attacking another play in these
maps will result in NK points. A single hit from a attack or spell is worth 1 NK point, killing a player is worth 20 NK point.
At 5 NK guards will attack you on sight and at 10 NK you may lose items if you die. You do not gain NK for attacking anyone with at
least 1 NK point and lastly, you may lose NK by either waiting for 10 minutes real time (decrease NK by 1) or asking a priest to use
anthem (decrease 10 NK per spell cast), however anthem will make you lose experience. Please note that it is possible to get -%!
Further, if your NK is below 10 and a player/guard kills you, you will lose the NK and not lose exp. If you have reached
the maximum negative EXP, your currently equipped weapon tactic will decrease upon death but will not be affected by anthem.
Killing the guard gives the same consequence as killing a player (20NK) but hitting a guard does not give NK.
War 1/2
There are 4 types of war in Dragon Raja. Nation war, Castle war, Snow war, and Monster War.
Nation War
Nation War is a fight between all 3 nations. You can join by hotkey "X" or clicking the castle icon and click war status and join war.
The objective in the war is to defeat the other 2 nations by destroying their Sanctuary Stones. These stones are the life of their nation.
You may view all 3 nations life at the top right section of the screen. A nation begins with 100 life and loses 20 for the first stone
destroyed then 10 more for each additional stone. If a nation loses all their life they lose.
Nation wars last 2 hours and if it ends with nations still standing, the winner is determined by whoever has the most life. If
2 or more nations have the same amount of life, whichever nations has the most WP wins. WP, known as War Points, is accumulated from
killing players of your own level or higher. Rewards for winning nation war includes fame and dual fame. For more information on
attaining fame and dual fame in a nation war see the PWP system page.
Castle War
Castle War is a fight between Zypern and Vyseus to take control of a castle. Yllse players are mercenaries and can choose to join
either Zypern or Vyseus. In a castle war there is a defending side (The owner of the castle) and an attacking side. Prior to
a castle war, the attacking nation must vote to begin the war, if enough citizens chooses to attack then a war will begin.
You can vote through the hotkey "X" or clicking the castle icon. Similarly defenders and attackers must join the war
by forming legions and Yllse players must form mercenaries.
The objective of the defenders is to protect their castle sanctuary stones for the duration of the war and the attackers
objective is to destroy the sanctuary stones to take over the castle. There are many tactical options available in this war such
as how to break the castle gates and the use of secret passages. Rewards for castle war includes fame, dual fame and money as well as
access to secret areas.
Snow War
Is a fight between Zypern and Vyseus. Yllse players are mercenaries and can choose to join either Zypern or Vyseus. The objective
is to break the other nations sanctuary stones. This is a low level war only allowing players who are level 60 or lower to join.
Rewards for the war is fame.
Monster War
The Monster War is a War where the three nations have to cooperate in order to counter the Monsters' invasion. This War is also the
only way for Dual 4 players to obtain the Amurtart's Sword which they need in order to become Dragon Slayers.
War 2/2War ScheduleNation War
Monday 04:00:00 Server Time
Monday 14:00:00 Server Time
Tuesday 00:00:00 Server Time
Tuesday 10:00:00 Server Time
Tuesday 22:00:00 Server Time
Wednesday 02:00:00 Server Time
Wednesday 19:00:00 Server Time
Thursday 06:00:00 Server Time
Thursday 20:00:00 Server Time
Friday 00:00:00 Server Time
Friday 14:00:00 Server Time
Saturday 05:00:00 Server Time
Saturday 23:00:00 Server Time
Sunday 02:00:00 Server Time
Sunday 22:00:00 Server Time
Castle War
Wednesday 15:00:00 Server Time
Friday 23:00:00 Server Time
Sunday 16:00:00 Server Time
Snow War
Monday 16:00:00 Server Time
Thursday 22:00:00 Server Time
Saturday 02:00:00 Server Time
Monster War
Sunday 14:00:00 Server Time
The PWP System 1/3
The PWP System is a new addition to Dragon Raja's Nation wars. PWP stands for Personal War Points. When you join war these
points are displayed on the top right of the screen below the other war information. Your actions in war will increase your personal war
points with a maximum of a 1000 points. At the end of war these points are converted to fame and dual fame. This conversion is dependent
on the result of your nation:
Result Dual Fame Gain Fame Gain
Nation wins PWP / 100 Dual Fame Gain * 1.5
Nation loses, PWP below 100 0 0
Nation loses with PWP between 100 and 200 1 1
Nation loses with PWP over 200 1 + (PWP / 200) Dual Fame Gain * 1.5
An important detail is that logging off / disconnecting / crashing will not reset your points. Upon joining war the points you already
earned in the same war will be restored. Naturally points you earned in another war are not restored. At the end of war collect your
reward at the NPC (locations: Vyseus -> Helternt (241,123) Zypern -> Renus (218,181) Yllse -> Barantan(340,110)).
You can collect your reward at any time, but if after 3 local wars you've still not collected your reward then it will be lost.
Also if you joined war without collecting your previous reward, the previous reward will be lost at the end of the war.
There are several ways to earn Personal War Points. But beware, there are also ways to lose points. The following actions will earn or
lose you Personal War Points:
Action Personal War Points gain/loss
Killing a player higher than (or equal to) you +20
Killing a player up to 20 levels below you +10
Killing a player 20 levels below you 0
Killing a player that has accumulated more than 200 PWP Multiplies PWP Gain for that kill by 2
Killing a player that has been resurrected less than 1 minute ago 0
Dying in an enemy map to an enemy at most 20 levels above you -10
Additionally you can earn extra PWP by killing an enemy player on your own nation's ground. This is called a defensive kill. When the
enemy player is of an equal level or higher you will gain +20 PWP. When the enemy player is up to 20 levels below you, you
will earn +10 PWP. Note: the extra PWP is not multiplied when killing an enemy player which has 200 or more PWP.
More on gaining Personal War Points on the next page.
Some examples of gaining PWP can be found on the PWP examples page.
The PWP System 2/3
In addition to gaining PWP by killing people you can also get PWP by assisting in a kill. Assisting in a kill means doing damage
to an enemy player but not striking the final blow that kills the enemy. When the enemy dies within 10 seconds after your last hit
on him, you will get PWP points for assisting.
Action Personal War Points gain/loss
Assisting in a kill +1
Assisting in a kill on defensive grounds +5
Assisting in a kill, enemy more than 20 levels below yours 0
As priests are a support class priests have several actions that will gain them Personal War Points:
Action Personal War Points gain/loss
Successfully casting 'Power Of Pray' or 'Safe From Danger' +1
Resurrecting a player +2
Resurrecting a player of level 50 or lower 0
Lastly, you can earn points by attacking and destroying sanctuary stones:
Action Personal War Points gain/loss
Attacking a sanctuary stone, doing more than 3 times your own level in damage +1 (cooldown of 3 seconds)
Enemy Great Grassland sanctuary stone destroyed by your nation while being close-by +20
Enemy Great Grassland sanctuary stone destroyed by your nation while not being close-by +10
Enemy non-Great Grassland sanctuary stone destroyed by your nation while in the same map +40
Enemy non-Great Grassland sanctuary stone destroyed by your nation while not in the same map +20
When at the end of war your nation has X sanctuary stones left and you have 100 PWP or more +X*20
When at the end of war your nation has X sanctuary stones left and you have less than 100 PWP 0
It's also important to know that you have to be in a war map to gain these PWP points. The war maps are Great Grassland, Hudyne Valley,
Hudyne River, Renus Outer, Kalaile Village, Great Jungle and Sedless. Furthermore when your nation kills an enemy stone points are awarded to
players in the same map and maps where defence is needed. So if an enemy Great Grassland sanctuary stone was destroyed by your nation while
your nation still has sanctuary stones in Great Grassland then the points are only rewarded in Great Grassland and not in Hudyne River (if your
nation is Vyseus) as no defence is needed there.
Additionally if you've been a ghost for more than 2 minutes or changed map in ghost-form you will not earn PWP on stone destruction.
Some examples of gaining PWP can be found on the PWP examples page.
The PWP System 3/3
Here are some examples of gaining or losing PWP.
A Vyseus level 108 player kills a Yllse level 103 player with 274 PWP in Hudyne Valley:
Because the Yllse player is 5 levels lower than the Vyseus player, the Vyseus player gains +10 PWP.
As the Yllse player has more than 200 PWP the PWP gain for the Vyseus player is doubled and becomes +20 PWP.
The Yllse player was killed on Vyseus grounds by a Vyseus player and it is thus a defensive kill, giving the Vyseus player a total gain of +30 PWP.
As the Yllse player died on enemy grounds by a player 5 levels higher than him, he loses -10 PWP.
Any other Vyseus players that attacked the Yllse player in the past 10 seconds gain +5 PWP, provided that their level is at most 20 higher.
Vyseus and Yllse players teamed up against Zypern and players from both nations are destroying a Zypern sanctuary stone:
Suppose the final blow is dealt by a Yllse player then all Yllse players in the map will get the PWP reward for destroying an enemy stone while the
Vyseus players get none: only one nation can receive the reward.
A Zypern player destroys a Vyseus stone in Hudyne Valley while Zypern has 3 sanctuary stones left:
All Zypern players in Hudyne Valley gain +60 PWP. Zypern still have 3 sanctuary stones left which means there are still 2 sanctuary stones
in Kalaile Village and only 1 left in Renus Outer. Because enemy players cannot get into Kalaile Village yet, there is no defence needed there and
therefore only Zypern players in Great Grassland and Renus Outer gain +30 PWP.
Yllse wins the war with 4 sanctuary stones left:
All Yllse players which have a 100 PWP or more gain +20*4 = 80 PWP. If a Yllse player has 940 PWP he will finish war with a 1000 PWP and
not 1020 PWP because 1000 PWP is the maximum. The same player will then gain +1000/100 = 10 dual fame and +10*1.5 = 15 fame.
Also note that the conversion is rounded down: a player with 957 PWP will get +9 dual fame and 957*1.5 = 1435.5 = 14 fame.
A level 104 player attacks a sanctuary stone doing 200 damage:
The player will not receive any PWP for this as he needs to do at least 3*104 = 312 damage to the stone.
Dual ClassWhat is Dual Class?
Dual Class is a power attainable by players to allow them to exceed their limits. It provides a 100 stat boost, symbol bonuses, and the ability to wear
dual class items. After becoming a dual class for the first time, a player can upgrade their dual class 3 more times. Presently the highest achievable
dual class is IV. A player can choose different dual classes every upgrade but the first is the most important as it decides the symbol.
How Do I Become a Dual Class?
Each Dual Class will have a level, fame, and item requirement. Items can be acquired through dungeon bosses from Abyss, Undead, and Bigmaze
dungeon events.
Requirements
After Dual Class I, players are required to complete 24 dual class quests to advance their dual class.
Dual Class IDual Class II
Level 105 Level 110
2000 Fame 2500 Fame
Extreme Stone Balrog Tooth
Complete Dual Quests
Dual Class IIIDual Class IV
Level 120 Level 135
3000 Fame 4000 Fame
Lich Eye Ball Red Dragon Scale
Complete Dual Quests Complete Dual Quests
Dual Quests
After achieving dual class I, a player is required to complete 24 dual class quests before advancing their dual class any further.
The NPC for the quest is located at Colossus Arena 87,100
Each quest given by the NPC may consist of 2 types of quests; Dual fame and secret hunting. Which type you will receive for each quest is
completely random.
Secret Hunting
If you are given a secret hunting quest, you must hunt either a Yllse, Vyseus, or Zypern secret. These can be found at
Great Grassland (Can be entered from West Glade or Hegemonia) and only Ether type Ettins drop them. They are very rare and valuable.
Dual Fame
If you are given a dual fame quest you are required to attain 50 Dual Fame. To check how much dual fame you currently have, you can type
"/dual fame". Dual fame can be attained by participating in Abyss, Undead, and Bigmaze dungeon as well as participating in war.
Symbols
A symbol is the official emblem for dual class fighters. It grants 2 bonus effects based on the first Dual Class a player choses.
It is not given when a player attains dual class for the first time, rather they must earn it. A symbol can be upgraded 4 times. Each upgrade
requires items. The first upgrade item requirement is based on the dual class chosen but the upgrades after are always the same.
Requirements
Grade 1 symbols can be attained by a group of NPCs at Western Wanen 20,5
Higher upgrades can be attained at a NPC at Venom Dungeon 3F 405,121
Grade 1 SymbolGrade 2 Symbol
Dependent on dual class 20 Mana Metals
20 Darkbear skins
or
20 Cyclop Skins
Grade 3 SymbolGrade 4 Symbol
20 Klattu Branches 20 Gazer Tentacles
Note that symbol bonus effects are blue rare types. They do not stack with blue rares.
Stat Bonuses and Symbols 1/2
The following are bonuses for dual class and the related symbol effects.
Note: A/P is attack power
Warrior Stat Bonus G1 Symbol Requirement Grade 1 Symbol Grade 2 Symbol Grade 3 Symbol Grade 4 Symbol
Lord Knight +59 STR +41 Con Dark Bear Skins +6 AC+2% Accuracy +13 AC+4% Accuracy +25 AC+7% Accuracy +40 AC+12% Accuracy
Swash Buckler +5 STR +27 DEX+23 CON +45 MOVP Cyclop Skins +4 Speed+6 AC +6 speed+11 AC +8 Speed+17 AC +10 Speed+25 AC
Warmaster +5 STR +54 DEX+23 CON +18 MOVP Cyclop Skins +4 Speed+6 AC +6 speed+11 AC +8 Speed+17 AC +10 Speed+25 AC
BladeSinger +5 STR +36 INT+32 CON +27 WS Dark Bear Skins +3% Magic Evasion+6 AC +7% Magic Evasion+11 AC +13% Magic Evasion+17 AC +21% Magic Evasion+25 AC
Paladin +5 STR +36 WIS+32 CON +27 PS Cyclop Skins +4 Resist All+6 AC +9 Resist All+11 AC +15 Resist All+17 AC +24 Resist All+25 AC
Thief Stat Bonus G1 Symbol Requirement Grade 1 Symbol Grade 2 Symbol Grade 3 Symbol Grade 4 Symbol
Corsair +54 STR +3 Dex+40 Con +3 MOVP Dark Bear Skins +6 AC+2% Accuracy +13 AC+4% Accuracy +25 AC+7% Accuracy +40 AC+12% Accuracy
Nighthawk +30 Dex +48 MOVP+22 CON Dark Bear Skins +3% Physical Evade+2% Accuracy +7% Physical Evade+4% Accuracy +13% Physical Evade+7% Accuracy +21% Physical Evade+12% Accuracy
Vigilante +57 Dex +21 MOVP+22 CON Cyclop Skins +10 A/P+6% Long Range A/P +20 A/P+11% Long Range A/P +30 A/P+16% Long Range A/P +40 A/P+21% Long Range A/P
Toreador +3 Dex +3 MOVP+36 INT +27 WS+31 CON Cyclop Skin +3% Magic Evasion+2% Accuracy +7% Magic Evasion+4% Accuracy +13% Magic Evasion+7% Accuracy +21% Magic Evasion+12% Accuracy
Revenant +3 Dex +3 MOVP+36 WIS +27 PS+31 CON Dark Bear Skins +4 Resist All+2% Accuracy +9 Resist All+4% Accuracy +15 Resist All+7% Accuracy +24 Resist All+12% Accuracy
Stat Bonuses and Symbols 2/2
Archer Stat Bonus G1 Symbol Requirement Grade 1 Symbol Grade 2 Symbol Grade 3 Symbol Grade 4 Symbol
Conqueror +54 STR +4 Dex+40 Con +2 MOVP Cyclop Skins +6 AC+2% Accuracy +13 AC+4% Accuracy +25 AC+7% Accuracy +40 AC+12% Accuracy
Desperado +31 Dex +47 MOVP+22 CON Cyclop Skins +10 A/P+2% Accuracy +20 A/P+4% Accuracy +30 A/P+7% Accuracy +40 A/P+12% Accuracy
Hawkeye +58 Dex +20 MOVP+22 CON Dark Bear Skins +3% Physical Evade+2% Accuracy +7% Physical Evade+4% Accuracy +13% Physical Evade+7% Accuracy +21% Physical Evade+12% Accuracy
Triggermage +4 Dex +2 MOVP+36 INT +27 WS+31 CON Dark Bear Skins +3% Magic Evasion+2% Accuracy +7% Magic Evasion+4% Accuracy +13% Magic Evasion+7% Accuracy +21% Magic Evasion+12% Accuracy
War Saint +4 Dex +2 MOVP+36 WIS +27 PS+31 CON Dark Bear Skins +4 Resist All+2% Accuracy +9 Resist All+4% Accuracy +15 Resist All+7% Accuracy +24 Resist All+12% Accuracy
Priest Stat Bonus G1 Symbol Requirement Grade 1 Symbol Grade 2 Symbol Grade 3 Symbol Grade 4 Symbol
Templar +54 STR +4 WIS+40 Con +2 PS Cyclop Skins +6 AC+2% Accuracy +13 AC+4% Accuracy +25 AC+7% Accuracy +40 AC+12% Accuracy
Fallen +27 Dex +45 MOVP+22 CON +4WIS+2PS Cyclop Skins +3% Physical Evade+4 Speed +7% Physical Evade+6 Speed +13% Physical Evade+8 Speed +21% Physical Evade+10 Speed
Avenger +54 Dex +18 MOVP+22 CON +4WIS+2PS Dark Bear Skins +4 Speed+2% Accuracy +6 Speed+4% Accuracy +8 Speed+7% Accuracy +10 Speed+12% Accuracy
Saint +40 WIS +29 PS+31 CON Cyclop Skin +12 Magic Damage-3% Casting Time +24 Magic Damage-6% Casting Time +36 Magic Damage-12% Casting Time +48 Magic Damage-19% Casting Time
Mage Stat Bonus G1 Symbol Requirement Grade 1 Symbol Grade 2 Symbol Grade 3 Symbol Grade 4 Symbol
Warlock +54 STR +5 INT+39 Con +2 WS Dark Bear Skins +6 AC+2% Accuracy +13 AC+4% Accuracy +25 AC+7% Accuracy +40 AC+12% Accuracy
Tzigane +27 Dex +45 MOVP+21 CON +5INT+2WS Dark Bear Skins +3% Physical Evade+4 Speed +7% Physical Evade+6 Speed +13% Physical Evade+8 Speed +21% Physical Evade+10 Speed
Archmage +54 Dex +18 MOVP+21 CON +5INT+2WS Cyclop Skins +4 Speed+2% Accuracy +6 Speed+4% Accuracy +8 Speed+7% Accuracy +10 Speed+12% Accuracy
Grand Wizard +41 INT +29 WS+30 CON Dark Bear Skins +3% Physical Evade+12 Magic Damage +7% Physical Evade+24 Magic Damage +13% Physical Evade+36 Magic Damage +21% Physical Evade+48 Magic Damage
Dungeon Quests
Dungeon Quests are world events that happen several times a week. All nations can participate in the same event and can co-operatively
work together to complete the dungeon and defeat the final boss. There are three dungeons in total and they are: Abyss, Undead
and Big Maze dungeon. Each dungeon comprises of different mechanics to reach the final boss and consist of its own unique mini-boss
and final boss. Further, each final boss has a chance to drop extremely valuable items known as legends Each dungeon final boss will also drop
items required to advance your dual class. The final boss of abyss will drop Balrog Tooth, Undead will drop Lich Eye Ball, and Big Maze
will drop Dragon Scale. You will also be rewarded with dual fame for participating in the dungeons.
Dungeon Quest ScheduleAbyss Dungeon
Tuesday 14:00:00 Server Time
Friday 22:00:00 Server Time
Undead Dungeon
Wednesday 23:00:00 Server Time
Sunday 11:00:00 Server Time
BigMaze Dungeon
Saturday 14:00:00 Server Time
Legend Items 1/2
Legends are set items that can be dropped from the final bosses of each Dungeon Quest. A player can attain a special bonus effect
upon completing each legend set. There are 4 sets for warrior,thief,archer and 3 sets for mage and priest. Each set can also
come in Dual 1, Dual 2, or Dual 3 items depending on which dungeon it was attained from. Higher dual items also gives
a bigger bonus for completing the set. Dual 1 sets are dropped in Abyss Dungeon, Dual 2 sets are dropped in Undead Dungeon,
and finally Dual 3 sets are dropped in Big Maze Dungeon.
Individual legend items: Specific effect. Effect can be G3-G8 (Random)
D1 set bonus: G10 bonus effects
D2 set bonus: G11 bonus effects
D3 set bonus: G12 bonus effects
Legend effects are blue rare. They will count towards the limit of normal " Blue Grade" rares. You do not need a specific
dual class to equip a legend item. For example a Lord Knight can equip a Paladin legend set.
Goto the next page for the effects of each individual item and set bonuses.
Legend Items 2/2
Warrior Weapon Body Head Foot Completed Set Bonus
RoadKnight Force Smart Critical Accurate Force and Hardest
Swash Buckler Force Hardest Critical Accurate Force and Speed
Blade Singer Force Evasion Satan Accurate Force and Resist All
Paladin Force Evasion Evil Accurate Force and Resist All
Archer Weapon Body Head Foot Completed Set Bonus
Conqueror Distant Smart Critical Accurate Distant and Hardest
Hoksher Distant Smart Hardest Accurate Distant and Speed
Triggermage Distant Evasion Magic Stay Accurate Distant and Resist All
Warsaint Distant Evasion Nature Stay Accurate Distant and Resist All
Thief Weapon Body Head Foot Completed Set Bonus
Corsair Distant Smart Critical Accurate Distant and Hardest
Laid Distant Smart Hardest Accurate Distant and Speed
Toreador Distant Evasion Magic Stay Accurate Distant and Resist All
Lebernent Distant Evasion Nature Stay Accurate Distant and Resist All
Priest Weapon Body Head Foot Completed Set Bonus
Templar Force Resist All Smart Nature Vigor Force and Hardest
Revenge Force Resist All Smart Nature Vigor Force and Speed
Saint Force Wise Hardest Nature Vigor Nature Vigor and Resist All
Wizard Weapon Body Head Foot Completed Set Bonus
Warlock Magic Vigor Smart Magic Stay Force Magic Vigor and Hardest
Dekaden Magic Vigor Smart Hardest Wise Magic Vigor and Speed
Grandwizard Magic Vigor Evasion Magic Stay Basic Resist Magic Vigor and Wise
FAQ 1/4I messed up my stats! How do I fix it?
If you are under level 100 no fret. At level 101 you will get a free stat reset. If you already used the free stat reset
you may purchase a stat reset item from the mall. Subsequently, if you are still Crossing Class and below, you may pay for a stat reset.
To do so, you must first remove all items from your character then type /ability redistribution. Note you must also have the required
amount of money in the bank when paying for a stat reset.
What do stats do?
At the present, there’re very little bonuses for strength,dexterity, movp, etc. other than to meet requirements for items.
However, the following stats do have bonuses:
Cha: Increase CP and CP regeneration rate
Endu: Increase magic resistance
Int: Decrease magic casting time (Mages)
Wis: Increase divine (Priest)
WS/PS: Increase mana for mages(WS) and divine for priests(PS)
Cha chart:
points 10: max cp 120. cp regain with lvl3 skill 10
points 40: max cp 150. cp regain with lvl3 skill 13
points 90: max cp 200. cp regain with lvl3 skill 15
points 140: max cp 250. cp regain with lvl3 skill 22
points 190: max cp 300. cp regain with lvl3 skill 26
(+50 points into cha each time after 40)
Endu chart: 10 = 1.45% 50 = 7.25% 100 = 14.50% 150 = 21.75% 200 = 29%
(Warrior Thief Archer can have 100 endu (max 152 at d5) Priest can have 170 (max 222) Wizard can have 200 (max 252)
How do I get skill points to learn skills?
For non magic classes, you can get skill points from using combat skill books which you may get from monsters.
Note that magic classes can use the books but will not be able to use the skills. About every 5 levels should allow you to use
a new skill book until a certain level.
FAQ 2/4What level can I make my own guild? And how?
You can create your own guild at level 31.
The following steps are required to create your guild:
Step 1: Gather 50 blue signets, you can find them from any monster
Step 2: Go to your nation’s respective guild house and talk to the appropriate NPC
Step 3: After creating your guild (it is actually a temp guild), you must find ten people who are level 31 and above to join your guild
Step 4: After completing step 3, you will need 100 red signets and a guild logo to make your guild official
You may change rank names and guild logo at any time with signets.
How do I quit a guild?
Type /quitting guild or you can also talk to a NPC at your nations respective guild house.
How come I can’t join a new guild because it says I am already in one when I am not?
This is because you recently left a guild. You must relog on all the characters on that account before you can join a new guild.
What is the consequence of PK?
Yes there is a consequence to PK, read about it in the NK page
I messed up my skills! How do I fix it?
There is a quest that can be done to unlearn all the learned skills. The quest requires 2 Sardonyx, 2 Leaf of Blessed, and 2 Books of Enrich Romf.
Go to Northern Wanen and talk to the Knight NPC int the top right of the map near the lake. He will unlearn all your skills and refund your skill
points (combat skill books don't need to be used again).
I bought the spells but they're not in my spell bar! How do I learn spells?
Right click on a "spellbook" and then memorize the spells desired. As a wizard gains levels, his spell points will increase so
that more and higher level spells can be learned. Once the spells are learned, they will appear in the spell bar. Spells
can only be memorized once per log in. To memorized spells, relog or go to an Inn and "rest".
FAQ 3/4How do I use the chat system?
By using "Tab" you can scroll through the various options for chat. You will see on the left of the chat bar the current mode of chat.
When there is an empty space, you are in whisper mode. You simply have to type in the name of the person you wish to whisper to (Note that
you can only whisper other nations if you are a merchant). If you are in a war, you can use /% *message* to talk to everyone in war.
Is there a history for chat?
Yes there is.
Normal chat history: /normal note
Whisper history: /note
Guild chat history: /guild note
Party chat history: /partynote
How do I use combat skills and hotkey spells/skills?
Hotkeys are F1-F8. You put your mouse over the hotkeys and press CTRL+F key to hotkey it. To access Combat Skills you
can click the sword icon above your mana/divine bar in the lower right and to access Spells you can press "A"
What do I get for donating to my nation?
You get fame for donating to your nation. Fame is a requirement for mounts and dual class. The more money donated the more fame you will get,
when you have donated 3 million and 300 million you are rewarded items.
How does rares work and how do I make them?
Rares are primarily made through the job system. Click here to learn about them indepth.
FAQ 4/4How do I party someone?
To party someone, you can type "/party -name-" without the quotes or do the following steps:
Step 1: Open party window
Step 2: Go into peace mode, hold ctrl down+hold down left click on the person you wish the party
Step 3: A portrait should appear from step 2, drag this portrait to your party screen and it will add that person to your party.
A party may have a total of 7 people (you included). You may choose to leech EXP / currently equipped weapon EXP / or Spell EXP (magery/orison).
You may only leech exp from people who are either 35 levels more or less than you. There is also a cap to weapon and spell EXP you may leech depending on
your level. To learn more about tactic caps click here
I am a ghost what do I do?
After a player dies they will be turned into a ghost and will require a revival. Players level 20 and under can revive for free. Players above level 21
will have to get resurrected either by a temple or a priest. Only priests have the natural ability to see ghosts, other players will need
a special rare to see ghosts. To learn how to resurrect click here.
If you require further help, feel free to ask on our forumsRules 1/71. Introduction
You have obtained a license to the Software and your rights are subject to this License. Except as expressly licensed to you herein
Players are responsible to read and understand the rules. Players are also responsible to periodically check if there are any changes to the rules.
All decisions made by the GM team will be under the assumption that players have read and understood the rules.
The rules we have written are to ensure a pleasant gaming experience for all players. As such, it is up to each individual player to read the rules
and follow the rules accordingly. Any player found to violate the rules listed here will be punished accordingly.
Any ambiguity in the rules shall be construed strictly to ensure a pleasant gaming experience.
2. Hacks
The use of hacks are strictly prohibited. Hacking is defined as, "the use of a third-party program that allows actions not allowed under normal
gaming circumstances which allows the player to gain an advantage over other players." Any player caught using any hacks for the purpose of gaining
an unfair advantage over players will be permanently banned.
3. Modifying Game Files
Modifying game files in any shape or form is strictly prohibited. Punishment for game file modification will be a permanent ban.
4. Autoclickers
The use of autoclickers is allowed.
5. Scams
Purposely scamming other players will not be tolerated. Players must report any scams within three days for the GM team to investigate.
If reported later, the GM team will not open an investigation.
In order for a reported incident to be considered a scam, ALL of the following conditions must be met;
a) A minimum of two parties;
b) an exchange between between the parties (physical or intellectual);
c) a false promise by one or more parties.
d) The exchange must happen at the same time. In example, an exchange involving one party to pay the other party at a different time of the
exchange will be excluded from this ruling
Rules 2/7
The following acts will NOT be considered a scam;
a) Borrowing item(s) (Viewed by case by case basis)
b) giving item(s) to a player for free (e.g. someone claiming to be your friend);
c) giving item(s) in exchange for non in-game items (Real Money Trade, account info, etc).
When an incident has been determined to be a scam, all items will be returned to the victim. The scammer will be punished.
The severity and length of punishment shall be determined according to the act. All decisions are final.
6. Bugs
Players are encouraged to report any bugs they find. Any player found knowingly abusing bugs for the purpose of gaining an unfair advantage over
players will be punished. The bug in question will determine the severity and length of punishment.
6.1. Punishment for Bug Abuse
Low priority bug: One day ban and removal of all benefits accrued from the exploitation of the bug.
Medium priority bug: Three days ban and removal of all benefits accrued from the exploitation of the bug.
High priority bug: Seven days ban and removal of all benefits accrued from the exploitation of the bug.
Bug priority will be determined by the level of impact it has to the character in question, the impact it has on other characters, and on the
game as a whole. Bug priority will only be determined by the GM team. Doubts cast upon the GM team's decision on bug priority will be
considered, but decision s on bug priority will be left to the GM team and the GM team only.
6.2. Exceptions
Bugs, such as "ice death" or double extreme fire/ice are allowed to be used. While strictly not part of the game design, they have been accepted
widely by the community to be beneficial and even needed. Future determinations of bug exceptions will only be made by the GM team. The community
may give their input and all inputs will be considered.
7. Harassment
Harassment will be defined as, "any intentional action(s) to ruin another player's gaming experience." To prevent abuse, both IP and character will
be considered. This means you cannot simply switch characters to continue your harassment. Furthermore, the harassment rules can be changed at leisure
to fit the situation at hand as such, please do not conduct any obvious act of harassment thinking you have found a loophole. The following circumstances
will be, but not limited to, considered harassment;
Rules 3/77.1. Harassment via Leveling
Harassment via leveling will be restricted to one victim, one harasser. If there are more than one harasser to one victim, the victim must submit
separate reports for each harasser. If a harasser has more than one victims, each victim must submit a separate report. Harassment reports MUST be
sent in on the day of harassment. Any reports afterward will not be accepted.
Conditions:
1.The harassment MUST take place at a leveling ground and the victim must be engaged in leveling activities.
2.The victim must submit a screenshot explicitly saying they give up, will not fight back, and will leave the pit. The victim then must leave the
specific leveling ground.
If the conditions above are met twice within one hour, then it will be considered as harassment. The conditions are to ensure harassment is indeed
taking place, instead of being a fight over leveling spots.
Loopholes
1. Harassers cannot simply change characters to continue the harassment. If there are sufficient evidence pointing towards the same harasser on
different characters, the above rules will apply.
2. Harassers cannot simply kill everyone else in the victim's party and leave him alone to avoid harassment rules. Killing the victim's entire party
will be treated the same as killing the victim. This loophole is not limited to killing the entire party. If the GM team receives enough evidence that
even killing one player on the victim's party substantially interferes with the victim's leveling, then that will be considered to meet the conditions
set above.
3. The GM team reserves the right to determine what constitutes a loophole and what doesn't. Just because a certain action is not listed under this
section as a loophole, does not mean the GM team cannot determine that specific action to be a loophole.
Disclaimer: Please do not use the harassment rules as a tool to exact revenge on other players. If the GM team reasonably believes we are being used
as a political tool, we will not entertain any more reports from such player. Any ambiguity will be determined by the GM team to ensure harassment is
not taking place and the GM team is not being used as a political tool.
Rules 4/77.1.1. Punishment for Violators
First offense: Warning
Second offense: Three day ban
Third offense: Seven day ban
Fourth offense: Permanent ban
Offenses are independent of the number of players, limited to the day. That means a player may only receive one offense per day. For example,
if player A is harassing five players in a single day and all five players report that harasser, then the harasser will only receive one warning.
7.2. Harassment via Communications
Report format: In order to report harassment via communications, valid proof must be given. The following are minimum requirements for such reports:
a) Spam chatbox: A screenshot of the spam must be taken. To be considered spam, the chatbox must contain mass irrelevant messages
(same messages over and over again, and/or nonsense). However, one occasion will not count as spam. There must be a minimum of 3 different occasions
(Within at least seven days of each other) for it to count as spam AND you must clearly tell the spammer that you wish for him/her to stop.
b) Spam mailbox: A screenshot of the mailbox must be taken. To be considered spam, the mailbox must have a minimum of 10 mails over a period of
7 days from the same recipient. Each mail must also contain spam. In addition, a request for the spammer to stop must be given.
7.2.1. Punishment for Violators
First offense: Warning
Second offense: Three day ban
Third offense: Seven day ban
Fourth offense: Permanent ban
Each individual report will be treated as one offense. For example, if player A is found to be harassing three players, player A will
receive a third offense, which will be a total of ten days ban.
Rules 5/78. AFK Leveling
AFK leveling is strictly prohibited. AFK leveling will be defined as leveling a character (both level and tactic level) without physically being
at the computer. The AFK time period for being physically absent will be five minutes.
Of course, leeching other players while you are AFK is not allowed and will be subject to these punishments.
Logging out when questioned by another player, RC, or GM will be an admission of guilt and will be punished accordingly. We have the proper
investigative tools to determine whether or not the person in question disconnected or had someone log him or her off. The person helping the
questioned character log off will be counted as lying for the AFKer.
Since it is inefficient for GMs and RCs to wait 5 minutes for each AFK, the time will be decreased to 15 seconds before the punishment.
However, if you mail the GM or RC who gave you the punishment within 5 minutes of the punishment, it will be dissolved.
Any ambiguity in this rule will be construed to uphold the principle of this section.
8.1. Reporting Requirements for Players
For a player to report an AFK leveler they must:
1. Take a minimum of three screenshots. One of the screenshot must show you initially asking the question if he is present and another that must
use "/normal note" as well the time showing that it has been 5 minutes since you initially asked the question. All other screenshots must show
that "/normal note" was used and a question asking if the player is present.
2. OR, a video can be taken. The video must be 5 minutes in length; in addition, the player in question must be asked if they are present at least
once per minute.
Further, you are OBLIGED to answer any questions asked by players questioning your physical presence. Ignoring will not be accepted as an excuse.
Any player constantly asking you the same question, even though you have proven to be present will be subject under the harassment rule.
If you falsely report a player for AFK leveling, though they have not been AFK leveling (Editing screenshots, etc.), you will be punished instead.
If the physical presence of another player is asked and you lied and said it was you, you will be punished as well.
Rules 6/78.2. Punishments for Violators
First offense: Warning.
Second offense: Seven days ban and removal of all experience and tactics gained during that period.
Third offense: Permanent ban.
False report: Three days ban
Lying for AFKer: Three days ban
9. Loss of Items
DRG is not responsible for any loss of items incurred. The only exception is when an item(s) has been lost due to a bug.
10. Rule Updates
When rules are updated, the new rules will apply to cases from that day onwards. Rules will not be applied in retrospect unless specifically stated.
11. Appeals Process
After a ban or warning has been issued, the player has one chance to appeal that decision. After the GM team deliberates on that appeal, any
decision that stems from it will be FINAL.
Until the support desk is operational, players submitting their appeal must send a PM to the entire GM team. The option to send a PM to the entire
team will be on the left side of your screen when you are drafting your PM. Any appeals that are not sent to the entire team will not be accepted.
When a decision is final, the case will be closed and any inquiries will be ignored. Players may discuss the issue as long as they stay within
forum rules, but GMs will not take a part of that discussion.
Rules 7/712. Termination of Dragon Raja Global Services (hence forth known as DRG) & Accounts
DRG may also terminate your Account(s) (and access to all related properties) for violation of this Terms of Service, illegal or improper use of
your Account, or illegal or improper use of DRG services. You may lose your in-game personas as a result of Account termination. If you have more
than one Account, we may terminate all of your Accounts and all related properties. DRG may issue you a warning, or may immediately terminate any
and all Accounts that you have established. You acknowledge that DRG is not required to provide you notice before terminating your Account(s). If
DRG terminates your Account, you may not participate in an DRG Service again without DRG's express permission. Contact support@dragonraja.eu to
solve any issues in a timely fashion. DRG reserves the right to refuse to keep Accounts for, and provide DRG services to, any individual. You may
not allow individuals whose Accounts have been terminated by DRG to use your Account.
13. Consent to Use of Data.
Logging on to DRG means you consent to DRG collecting, transmitting, and storing non-personally identifiable data including your Internet
Protocol Address, Media Access Control address as well as game play and software usage statistics. DRG may use this information to improve our
products and services.