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. Interface Personal 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: Level Points 1 1 11 2 16 3 21 4 26 5 31 6 36 7 41 8 46 9
Level Points 51 10 56 11 61 12 66 13 71 14 76 15 81 16 86 17 91 18
Level Points 96 19 101 20 111 21 121 22 131 23 141 24 146 25
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: Level Tactic Cap 1 +3 2-15 +4-5 16-19 +6 20-24 +7 25-28 +8 29-33 +9 34-37 +10 38-41 +11 42-45 +12 46-50 +13
Level Tactic Cap 51-54 +14 55-58 +15 59-62 +16 63-66 +17 67-71 +18 72-75 +19 76-79 +20 80-99 Maximum 100 100-150 +20
Wizard Spells 1/3 All spells requires INT, WS and Magery level to learn. You can learn spells at the following: Nation Map Location Yllse Barantan 296,365 Vyseus Heltern 35,74 Zypern Renus 359,189
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: Nation Map Location Yllse Barantan 296,365 Vyseus Heltern 35,74 Zypern Renus 359,189
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 Level 1 11 21 31 41 51 61 71 81 91 Rank Squire Warrior Weapon Master Veteran Hero Champion Myrmidon Knight Lord Warlord
Priest Level 1 11 21 31 41 51 61 71 81 91 Rank Acolyte Adept Priest Curate Vicar Bishop Elder Patriarch Archbishop Pope
Wizard Level 1 11 21 31 41 51 61 71 81 91 Rank Apprentice Medium Seer Enchanter Magician Mage Sorcerer Sage Wizard Lord Wizard
Archer Level 1 11 21 31 41 51 61 71 81 91 Rank Shooter Bowman Sharp Shooter Hunter Assassin Treasure Hunter Markfinder Ranger Marksman Grand Archer
Thief Level 1 11 21 31 41 51 61 71 81 91 Rank Page Footpad Cutpurse Burglar Acrobat Pilferer Robber Spy Thief Master Thief
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(329,289) Heltern(167,308) Renus(414,369) Daily Barantan(239,182) Heltern(251,81) Renus(253,173) Daily Sedless(66,95) Impel(136,19) Tynen(344,312) Daily Sedless(29,338) Impel(202,285) Tynen(677,569) Daily Sedless(86,99) Impel(207,281) Tynen(359,312) GM Barantan(329,54) Heltern(275,56) Renus(137,114)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(413,295) Heltern(209,117) Renus(134,380) Daily Barantan(157,261) Heltern(23,217) Renus(266,372) Daily Sedless(96,104) Impel(198,48) Tynen(124,179) Daily Sedless(94,102) Impel(203,40) Tynen(113,192) Daily Sedless(98,106) Impel(180,55) Tynen(112,172) GM Barantan(152,278) Heltern(19,209) Renus(287,390)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(444,279) Heltern(304,199) Renus(50,238) Daily Barantan(474,261) Heltern(334,196) Renus(40,222) Daily Sedless(121,133) Impel(93,434) Tynen(349,212) Daily Sedless(119,131) Impel(98,431) Tynen(348,221) Daily Sedless(123,135) Impel(100,441) Tynen(356,211) GM Barantan(477,280) Heltern(329,193) Renus(33,221)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(419,289) Heltern(241,219) Renus(206,339) Daily Barantan(428,288) Heltern(173,69) Renus(204,344) Daily Sedless(40,149) Impel(156,365) Tynen(482,383) Daily Sedless(38,149) Impel(155,363) Tynen(478,387) Daily Sedless(42,151) Impel(169,361) Tynen(472,388) GM Barantan(436,337) Heltern(175,60) Renus(197,338)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(38,389) Heltern(130,328) Renus(198,327) Daily Barantan(56,363) Heltern(106,324) Renus(184,327) Daily Sedless(307,332) Impel(83,282) Tynen(291,591) Daily Sedless(309,332) Impel(90,280) Tynen(304,583) Daily Sedless(311,332) Impel(92,283) Tynen(271,606) GM Barantan(10,356) Heltern(108,332) Renus(175,331)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(462,290) Heltern(250,238) Renus(234,290) Daily Barantan(469,316) Heltern(157,56) Renus(236,281) Daily Sedless(87,135) Impel(84,445) Tynen(348,228) Daily Sedless(89,137) Impel(87,440) Tynen(344,224) Daily Sedless(85,133) Impel(94,447) Tynen(351,230) GM Barantan(462,332) Heltern(159,58) Renus(240,284)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(236,193) Heltern(209,196) Renus(249,170) Daily Barantan(275,208) Heltern(181,258) Renus(264,174) Daily Sedless(67,86) Impel(74,437) Tynen(367,337) Daily Sedless(66,89) Impel(70,426) Tynen(364,330) GM Barantan(232,186) Heltern(190,262) Renus(258,180)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(446,159) Heltern(212,89) Renus(170,137) Daily Barantan(435,160) Heltern(218,85) Renus(199,258) Daily Sedless(18,95) Impel(72,479) Tynen(443,401) Daily Sedless(21,89) Impel(73,488) Tynen(435,392) GM Barantan(451,171) Heltern(204,98) Renus(216,252)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(222,168) Heltern(231,141) Renus(134,175) Daily Barantan(253,205) Heltern(241,144) Renus(187,276) Daily Sedless(117,128) Impel(145,470) Tynen(508,377) Daily Sedless(120,126) Impel(145,483) Tynen(513,371) GM Barantan(326,131) Heltern(235,154) Renus(179,267)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(225,181) Heltern(227,208) Renus(152,153) Daily Barantan(234,168) Heltern(221,212) Renus(132,374) Daily Sedless(97,115) Impel(78,516) Tynen(342,306) Daily Sedless(99,113) Impel(73,532) Tynen(330,299) GM Barantan(226,184) Heltern(224,215) Renus(127,372)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(473,245) Heltern(243,270) Renus(284,275) Daily Barantan(458,241) Heltern(243,282) Renus(278,276) Daily Sedless(56,63) Impel(31,468) Tynen(589,319) Daily Sedless(48,63) Impel(23,476) Tynen(578,308) GM Barantan(441,253) Heltern(252,179) Renus(276,266)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(154,74) Heltern(302,134) Renus(252,166) Daily Barantan(318,176) Heltern(35,68) Renus(247,159) Daily Sedless(34,79) Impel(91,379) Tynen(396,181) Daily Sedless(40,84) Impel(75,378) Tynen(394,374) GM Barantan(316,193) Heltern(41,63) Renus(249,165)
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 Quest Type Yllse Vyseus Zypern Sequence Barantan(188,146) Heltern(225,265) Renus(88,182) Daily Barantan(199,141) Heltern(276,115) Renus(163,235) Daily Sedless(39,132) Impel(143,336) Tynen(379,226) Daily Sedless(37,130) Impel(141,347) Tynen(488,339) GM Barantan(188,134) Heltern(284,123) Renus(87,190)
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 Grade Lesser Grades Required Sards Required Cumulative Grade 1 required Cumulative Sardonyx Required 2 3 Grade 1 1 3 1 3 2 Grade 2 1 6 3 4 2 Grade 3 1 12 7 5 3 Grade 4 1 36 22 6 2 Grade 5 1 72 45 7 2 Grade 6 1 144 91 8 3 Grade 7 1 432 274 9 2 Grade 8 1 864 549 10 3 Grade 9 1 2592 1648
There is a bonus cap to each effect. Different effects have different caps, you may view the effects on the next page. Rare Effects 1/4 Force Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Force Adds Physical Damage 10 20 30 40 50 60 70 80 90 100 200 Accurate Increase Accuracy 2% 4% 7% 12% 14% 16% 18% 20% 22% 24% 24% Weary Steal Food Gauge on hit chanceamount stolen proportional to damageHigher grade increases proportion 1 2 4 6 7 10 13 15 17 19 19 Desire Steal HP from another player on hitchance HP stolen proportional to damageHigher grade increases proportion 18 27 45 63 82 109 136 155 173 200 200 Distance Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Distant Increases damage based on distancebetween attacker and target 6% 11% 16% 21% 26% 29% 33% 37% 40% 43% 86% Critical Increases occurrence of critical hits 2% 4% 8% 12% 16% 20% 24% 28% 32% 36% 36% Fatigue Steals Food Gauge on hit chance amountstolen proportional to attackers Food GaugeHigher grade increases proportion 2 3 5 7 9 12 15 17 19 22 22 Robber Steals HP from another player on hit chanceHP stolen proportional to attackers HPHigher grade increases proportion 2 3 5 7 9 12 15 17 19 22 22 Hardest Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Hardest Increase A/C 6 11 17 22 28 33 39 44 50 55 110 Smart Increase chance to evade non-magical attacks 3% 7% 13% 21% 25% 28% 31% 33% 35% 37% 37% Strike Reflects damage back to attacker when hit bymelee/ranged. Amount Reflected proportional todamage received. Higher grade increases proportion 27% 54% 91% 127% 173% 209% 255% 301% 337% 374% 374% CounterAttack Decrease attackers max HP when hit bymelee/ranged HP decreased proportional toattackers HP. Higher grade increases proportion. 3 6 10 14 19 23 28 33 37 41 41
Rare Effects 2/4 Snag Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Snag Chance to stun opponent on hitHigher grade increases chance and length 3s 5s 7s 10s 13s 15s 17s 19s 20s 21s 21s Vertigly Chance to confuse opponent on hitHigher grade increases chance and length 3s 5s 7s 10s 13s 15s 17s 19s 20s 21s 21s Poison Chance to poison opponent on hitHigher grade increases chance and length 3s 5s 7s 10s 13s 15s 17s 19s 20s 21s 21s Stiff Chance to petrify the opponent on hitHigher grade increases chance and length 3s 5s 7s 10s 13s 15s 17s 19s 20s 21s 21s Slack Chance to slow the opponent on hitHigher grade increases chance and length 3s 5s 7s 10s 13s 15s 17s 19s 20s 21s 21s Life Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Life Increases maximum HP 330 876 1428 1974 2526 3072 3618 4170 4716 5268 11628 Fatal Increase natural life recovery amount 3% 6% 12% 19% 21% 23% 28% 33% 37% 41% 41% Health Increase maximum Food Gauge amount 6 14 23 32 42 53 65 77 87 96 224 Speed Increase movement speed 4 6 8 10 14 18 22 26 30 34 68 Mana Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Mana Increase maximum MP 27 62 124 221 247 292 336 380 424 468 1060 Magic Increase natural MP recovery amount 3% 6% 12% 19% 21% 23% 28% 33% 37% 41% 41% Wise Increase casting speed -3% -6% -12% -19% -23% -28% -33% -37% -41% -44% -44% Bear Increase time to maintain spell after it is casted 3% 6% 12% 19% 23% 28% 33% 37% 41% 44% 44% Divine Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Divine Increase maximum divine 27 62 124 221 247 292 336 380 424 468 1060 Nature Increase natural Divine recovery amount 3% 6% 12% 19% 21% 23% 28% 33% 37% 41% 41% Wise Increase casting speed -3% -6% -12% -19% -23% -28% -33% -37% -41% -44% -44% Bear Increase time to cast spell 3% 6% 12% 19% 23% 28% 33% 37% 41% 44% 44%
Rare Effects 3/4 Magic Vigor Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Magic Vigor Increase wizard magic damage 12 24 36 48 60 72 84 96 108 120 240 Magic Stay Increase duration of wizard buffs 16% 32% 48% 76% 104% 136% 156% 172% 188% 204% 408% Speed Increase movement speed 4 6 8 10 14 18 22 26 30 34 68 Nature Vigor Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Nature Vigor Increase priest magic damage 12 24 36 48 60 72 84 96 108 120 240 Nature Stay Increase duration of priest buffs 16% 32% 48% 76% 104% 136% 156% 172% 188% 204% 408% Speed Increase movement speed 4 6 8 10 14 18 22 26 30 34 68 Rising Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Curse Increase duration of curses 8s 16s 24s 38s 52s 68s 78s 86s 94s 102s 204s Aid Increase duration of aid type magic 16s 32s 48s 76s 104s 136s 156s 172s 188s 204s 408s Masking Increase duration of protection type magic 10s 20s 32s 50s 68s 90s 104s 114s 124s 136s 272s Basic Resist Increase probability to ignore opponentsmagic resistance 2% 4% 7% 12% 14% 16% 18% 20% 22% 24% 24% Strength Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Strength Increase STR attribute 3 7 14 25 28 33 38 43 48 53 106 Endurance Increase ENDU attribute 3 7 14 25 28 33 38 43 48 53 106 Constitution Increase CON Attribute 3 7 14 25 28 33 38 43 48 53 106 Dexterity Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Dexterity Increase DEX Attribute 3 7 14 25 28 33 38 43 48 53 106 Constitution Increase CON Attribute 3 7 14 25 28 33 38 43 48 53 106 Movement Increase MOVP Attribute 3 7 14 25 28 33 38 43 48 53 106 Wizard Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Intelligence Increase INT Attribute 3 7 14 25 28 33 38 43 48 53 106 Wizard Increase WS attribute 3 7 14 25 28 33 38 43 48 53 106 Devil Chance to steal MP on hit. MP stolen proportional toattackers MP. Higher grade increases proportion 2 3 5 7 9 12 15 17 19 22 22 Witch Chance to steal MP on hit. MP stolen proportional todamage. Higher grade increases proportion 10 15 24 34 43 58 72 82 91 105 105
Rare Effects 4/4 Priest Group Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Wisdom Increase WIS Attribute 3 7 14 25 28 33 38 43 48 53 106 Priest Increase PS Attribute 3 7 14 25 28 33 38 43 48 53 106 Evil Chance to steal divine on hit. Divine stolen proportionalto damage. Higher grade increases proportion 10 15 24 34 43 58 72 82 91 105 105 Satan Chance to steal divine on hit. Divine stolen proportionalto attackers divine. Higher grade increases proportion 2 3 5 7 9 12 15 17 19 22 22 Ghost Ability to see ghost when equipped - - - - - - - - - - - Resist Group1 Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Resist Freeze Increase ICE resistance 4 8 12 16 20 24 28 32 36 40 80 Resist All Increase resistance for all magic attacks 2 4 6 8 10 12 14 16 18 20 40 Evasion Increase chance to evade magic attacks 3% 7% 13% 21% 25% 28% 31% 33% 35% 37% 37% Resist Venom Increase POISON resistance 4 8 12 16 20 24 28 32 36 40 80 Resist Group2 Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Resist Lightning Increase LIGHTNING resistance 4 8 12 16 20 24 28 32 36 40 80 Resist All Increase resistance for all magic attacks 2 4 6 8 10 12 14 16 18 20 40 Evasion Increase chance to evade magic attacks 3% 7% 13% 21% 25% 28% 31% 33% 35% 37% 37% Resist Paralysis Increase PARALYSIS resistance 4 8 12 16 20 24 28 32 36 40 80 Resist Group3 Description G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 Value Cap Resist Blaze Increase FIRE resistance 4 8 12 16 20 24 28 32 36 40 80 Resist All Increase resistance for all magic attacks 2 4 6 8 10 12 14 16 18 20 40 Evasion Increase chance to evade magic attacks 3% 7% 13% 21% 25% 28% 31% 33% 35% 37% 37% Resist Holy Increase HOLY resistance 4 8 12 16 20 24 28 32 36 40 80
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 2/2 War Schedule Nation 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 Class What 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 I Dual Class II Level 105 Level 110 2000 Fame 2500 Fame Extreme Stone Balrog Tooth Complete Dual Quests Dual Class III Dual 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 Symbol Grade 2 Symbol Dependent on dual class 20 Mana Metals 20 Darkbear skins or 20 Cyclop Skins Grade 3 Symbol Grade 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 Schedule Abyss 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 1/4 I 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 2/4 What 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 3/4 How 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 4/4 How 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 forums Rules 1/7 1. 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 3/7 7.1. 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 4/7 7.1.1. 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 5/7 8. 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 6/7 8.2. 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 7/7 12. 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.