Home/What makes it different

Three games, one lineage

The classic game is the ground everything stands on. The original build replaced almost all of it. The Refuge rebuilds that, keeps the design and takes the mistakes out. Whichever of the three you are arriving from, the difference you want is on this page.

Layer one

Against the game you already know

The original build did not tune the classic game, it replaced it. Its own documentation opens by saying every single part of the gameplay was remade: classes, monsters, equipment, cards, fields, dungeons, cities and the story. What follows is the short version of what that meant. The Refuge inherits all of it.

Progression

The exp table, the level caps and the stat costs are all different numbers, and the shape of the curve is different too.

Level cap
Base 150, and that is the hard cap. Level 130 is the soft cap and no equipment in the game asks for more than that. Gains per level start shrinking after 124.

Stat Changes

Job levels
Vary by job. Job stat bonuses on level-up were removed outright.

Stat Changes

Experience
1x/1x on paper. The wiki's own note is that it plays like five to ten times the original depending on where you are and what level you are.

Main Features

Stat cost
One point per stat up to 49, two from 50 to 98, and three for the 99th. A level 150 character has enough for three stats at 99 and three left at 1.

Stat Changes

Death penalty
5%.

Main Features

Stats that decide the build

This is the change that reaches furthest. Stats stopped being a tax you pay to equip things and became the thing your damage is made of.

Breakpoints
Every stat pays a bonus at each multiple of 10, base plus bonuses included: STR +1 ATK, AGI +1 ASPD and +3 Flee, VIT +5 DEF and MDEF, INT +1 MATK, DEX +1 ATK and MATK, LUK +2 crit rate and +1% crit damage.

Stat Changes

Skills scale off stats
A skill can read +2% per AGI, so thirty AGI is sixty per cent more damage out of that skill. Cards and equipment can add scalings that were not there.

Stat Changes

Attack speed
ASPD percentage is weighted by how much AGI you actually have. 20% ASPD at 50 AGI gives you 10%; the same 20% at 200 AGI gives 40%. The cap is 180 for every job.

Stat Changes

Ninety-nine matters
Some equipment only turns on its strong bonus at 99 in a specific stat, which is why the last point costs three.

Stat Changes

The world is one place

The single biggest structural change, and the one that decides what an evening of play feels like.

Instances
Removed from the gameplay loop. Every map is part of a living world; instances survive only inside the main story quest and a few job quests.

Main Features

The map
New World is gone entirely. Louyang, Brasilis, Gonryun and their dungeons are gone. Dicastes and Mora were rebuilt into new places. Fields the modern version deleted are restored, and several have expanded into areas that were never reachable.

World Changes

Access quests
All of them removed. MVPs that used to need summoning, Thanatos and Ktullanux among them, sit on the ordinary respawn timer.

World Changes

Getting around
Fly Wing and Teleport got much longer cooldowns and are not travel tools any more. Move speed went up to pay for it, and Increase AGI level 1 is free for every character.

World Changes

Monsters
Every one of them reworked: levels, behaviour, drops. Most are aggressive by default now, many have new sprites and new sounds.

World Changes

Loot

Drop rates were rebuilt from scratch rather than multiplied.

Ordinary loot
Fixed at 100%. It is not filler: it is the currency the HATred and costume quests are paid in.

Main Features

Equipment
Between 0.5% and 15%, depending on the piece.

Main Features

Cards
1% from a normal monster, 2% from a mini-boss, 3% from an MVP. Every single card was reworked.

Main Features

Consumables
Much heavier, on cooldowns, and deliberately not required. Carrying a stack of healing items is no longer a strategy.

World Changes

Everything you press

Over thirty-five new jobs, none of which is a renamed version of one you know.

The roster
One starter, the Orphan, and the tree splits from there. No job in it is a reskin of a classic one.

Main Features

What a fight is
Combos and rotations, dodging what a monster casts, moving while you fight. Skills carry the fight rather than auto-attack.

Main Features

Free quality of life
Sense and Arealoot are basic skills every character has. Sense reads a monster's drops, HP and details; Arealoot picks up everything around you and cancels the animation.

Main Features

In full

The original documentation

The wiki for the original server went offline when the server did. These are its own pages, transcribed from the Internet Archive, folded away because they are reference rather than reading. Nothing here has been rewritten except to remove a trademark the project does not use.

What the original build set out to do, in full

Return to Morroc aims to bring the best action with a refined take on the classic experience. The project aims to bring a familiar world to a new concept.

EVERY SINGLE PART of the gameplay was remade. Classes, Monsters, Equipment,Cards, Fields, Dungeons, Cities, Lore... The entire world is now a new experience, ready to be explored and conquered. The main focus of the Project is to:

  • Provide Players with new tools, in the way of new jobs.
  • Provide both classic content in a fully remade way, and new content with the same quality as the original, or better .
  • Follow the lore as close as possible, while expanding it with a new twist.
  • Expand the world of the now called New-Midgard .
  • Remove all instances from the gameplay loop, ensuring all maps are part of a living world, Instances are only available in the Main Story Quest and some Job Quests.
  • Provide a new, engaging gameplay loop, where skills in combat take a bigger part. Combos, rotations, dodging monster spells, moving around, all part of the fight.
  • Bring modern design ideas to a more mature public, ensuring any play session, no matter how short, can provide a sense of progression.
  • Rework the combat system so numbers actually mean something, builds can be tailor-made to the individual detail. Stats have been reworked for a better curve.

Server Information

The entire game progression was remade. Return to Morroc doesn't follow the original exp table, drop rates or anything else. Every part of the game was tailor-made for the player who wants a new, quality experience:

The Server is designed as a low-rate with mid-rate quality of life features.

Levels and Progression:

Drop Rates:

Commands:

@autotrade @refresh

  • Max Base Level: 150 (Softcap at 130 , after this, experience and stat points received are drastically reduced.)
  • Max Job Level: Main tree jobs have a max job level of 70 (softcap at 50 ), other jobs vary (Judge for example has 100 Job Levels)
  • Experience Rates: 1x/1x (Feels like 5~10x from the original game depending on location and level.)
  • Death penalty: 5%
  • Regular loot has a fixed chance of 100% . This loot can be sold or used on HATred Quests and Costume Quests.
  • Equipment and Shadow Equipment have varied drop rates ranging from 0.5% to 15% .
  • Card Drop Rate: 1%
  • Mini-Boss Card Rate: 2%
  • MVP Card Rate: 3%
  • Reminder that every single card was reworked .
  • Many costumes can be acquired from monsters, with up to 4 of them in a single monster at a 0.25% rate for example.
  • Other features like No-KS, Show EXP and Show Zeny are available in The Orphanage .
  • Arealoot is a basic skill. Loots all items around player and cancels any animations.
  • Sense is a basic skill. Shows all monster information, drops, HP and other details.

Job Classes

Over 35 brand new job classes, including:

And many, MANY more! Check out Job Classes for detailed information.

  • Orphan , a versatile starter job with unlimited potential.
  • Illusionist , ever wished a character was not enough? Now you can feel like playing two different characters!
  • Jester , A card-throwing job with a massive SP pool and unique weapons. Are you skilled enough to shuffle your deck after combat to reload your SP?
  • Revenant , a high risk, high reward job who wields a scythe, and has massive natural leeching properties on all its weapons.
  • Night Raven , the master of the night and weapons, who can order a Raven to attack enemies and never misses.
  • Blast Juggler , a job class that can use traps and explosives to great effect and control the battlefield before enemies can become a problem.
  • Dracomancer , a job class that can draw power from the Dragons and even transform itself in one of them temporarily!
  • Black Plague , carrier of diseases and double axes, heavy attacker who can kill enemies from the inside with delayed damage or even poison bosses!
  • Or just Unchain your job, and break the limits of what they can do and become a master of the basic arts.

Character Stats

The stats have been fully reworked. You no longer require 2 points per stat with an increasing cost every 10 points:

We also kept the great pre-modern Breakpoints ! However, added in a linear growth, so players can get small, extra bonuses when they have multiples of 10 in a given stat.

Another thing is that the behavior of the status have also been adjusted:

Besides the above points. Most skills now have a Stat-based scaling added to them!

See also: Stat Changes

  • Any stat up to 49 costs 1 point.
  • Any stat from 50 to 98 costs 2 point.
  • getting 99 in a single stat costs 3 points. This is because some equipment have bonuses for having 99 in a specific stat.
  • Strength grants more weight limit per point.
  • Agility scales better with attack speed at higher amounts.
  • Intelligence has a higher influence on SP regeneration.
  • Dexterity has a better effect on cast time.
  • Luck affects more status resistances.

Combat Mechanics

Combat in Return to Morroc is completely different from the original game. The main features available are:

See also: Regions and Dungeons

  • Shadow System : Dying in a dungeon is always tense, dying brings a Shadow to life that will try to kill your party members...But can also resurrect you if they are brave and fight back!
  • Skill based combat: SP Regen speed is drastically increased, SP is no longer a resource you exhaust and wait: it's something you control the constant use.
  • Combo Skills: Some skills now have special interactions when used right after another different skill. This can be extra hits or increased damage.
  • Skill Rotations: Skills no longer are spammed (with exceptions) and require rotating different cooldowns and skills in order to get maximum efficiency.
  • Monster Mechanics: You are required to dodge the skills used by monsters, or take a heavy hit. Move away from cast area, hide from targeted hits, run behind cover, dynamic combat situations with monsters who might assist one another, trap you with a curved ice wall, lock you in place or punish heavy mobbing overall.
  • Massively decreased numbers. Gone are the days of the barrage of 100k+ hits of the modern version. Gone are the cheap one shot mechanics of MVPs.
  • Ranking System : Dungeons have difficulty tiers with differences based on what to expect, from E to S . Anything can be done solo with enough preparation and equipment.
  • Small bonus experience for fighting monsters above your level. Harsh penalties for monsters under your level, moving on and seeking new challenges is always needed.

New Items

Every single piece of equipment is custom made. With over 1500 items the variety of builds is massive and allows you to handcraft a character exactly as you wish:

  • NPC Equipment no longer are useless, they have unique bonuses. Field monsters drop those with extra slots and Random Options .
  • All items (except some headgears) drop with Random Options .
  • Random Options are fully remade, no longer are RNG nightmares and have interesting bonuses.
  • Shadow Sets are reworked, with at least one(or more) shadow set available per dungeon. Shadow sets now only occupy 4 slots of the tab.
  • The unique Job Sets are unique Shadow Sets that boost jobs in unique ways in order to create new game styles.
  • New Runes Slot : A special equipment that changes the appearance of your character with over 700 HAND-MADE palettes.
  • New Manuals Slot : A unique slot of equipment where you can equip manuals, items that grant curtains skills or quality of life features.
  • Kafra Elixir : A limited consumable that can be refilled for free at any Kafra NPC, ready to be used under difficult situations as an extra survival tool.
  • New Weapons: Scythes , Decks , Long Weapons.
  • New Armor Types: Armor/Garment/Shoes come in light/medium/heavy category. Shields come in heavy/round/square/arm guard categories.
  • New Description window: Easier to read, with every item carrying a simple lore description or complex, intriguing ideas filled with secrets!
  • Changed Consumables: Foods that don't stack, heavy potions, new buffs, and many more items.
  • Unique Bonuses that affect skills in unique ways, bouncing skills, repeating skills, specific autocasts, leeching and much more!

Refining

A fair Refine System that respects your time and your belongings.

No longer refining needs to be a moment where you can lose hours or days of progress:

  • Maximum refine rate is +10.
  • Failure with any ore no longer breaks the item .Failure to refine will only reduce refine level by 1.
  • Tier for Ores: Regular Ores for +0~+3, HD for +4~+6, Enriched for +7~+9 and the rare Jewels for +10!
  • You can use a higher tier ore on a lower tier refine in order to prevent downgrades!
  • Unique Bradiums (to refine Runes) and Shadowdecons (for Shadow Equipment).
  • Shadow Equipment Recycler to give a new chance to old items or unused stuff.

A New World to explore

The world has been expanded and revamped. There's no New World across a Dimensional Gap because the world is more than enough for a big adventure:

  • Ever wanted to see where Lost storage items go to? The Abandoned Kafra Warehouse is one of many custom dungeons added.
  • Or you're looking to revisit old places like the Ant Hell? Too bad, as the Insect Society Nest is a new place where both Maya and Queen Scaraba cooperate!
  • Do you hate the Tatami Maze in Amatsu Dungeon ? The place has been completely reworked. Gone are most the invisible walls, a new temple is now there!
  • Monsters are no simples palette swaps. They are themed, changed concepts with fresh ideas. Even on Kiel Hyre Factory , a place that fell from its peak.
  • No Access quests required for dungeons.
  • Old Glast Heim , Abyss Glast Heim and Present Glast Heim , all available as regular dungeons, no more instances.
  • Distortion dungeons can take you years to the past like during the fall of Geffenia Antitower .
  • Or years into the future during the return of the gods on the Divine Temple of Freya .
  • Custom dungeons, new lore, new content for every region. Leveling is part of the journey, the game starts at Lv1!
  • New MVPs like the cowardly Orphan Piamette , the mighty Scylla or the legendary Jormungandr .
  • MVP Relics! No longer you need to hope to find the MVP to have a fun fight! You can farm relics in a dungeon and summon the MVP yourself! (Usual Random Spawns and Timers apply, relics are an extra!).

A New Tale to read

An Orphan might be hated by many, but destiny may smile upon the unfortunate ones.

  • A brand new Main Story Quest , completely optional with unique instances, bosses and story in over 10 quests.
  • A new world lore. What happened to Lighthalzen ? The Veins Incident ? What is the Nomad Village ?
  • Who are the Shadows? Where is your family? What is the Mark ?
  • Brand-new Job Quests , with no filler content and a straight story, becoming a new job now brings a sense of power and progression.
  • An interactive World Map, with new dungeons, details, region levels and an entire world to explore.
Stats, levels and the numbers behind them, in full

Return to Morroc changed most of the stat system of the game. Below you can find the biggest differences from the modern version. Anything not mentioned below should be considered to be same as default the modern version.

Quick Starter Information

  • It is HIGHLY RECOMMENDED to get at least 10 points in most stats for weight, regeneration, speed, etc.
  • It's not recommended to depend on healing items to handle fights. They are situational items at best now.
  • Use lesser levels of spells and skills when SP is an issue. Higher level skills might provide a better burst, but a lesser DPS overall due to high costs.
  • Always double check your resources, catalysts, shadow orbs, etc.
  • Enjoy the journey, the game doesn't start at max level here.

Base Level

  • Maximum Base Level is 150 . This is the Hard Cap.
  • Level 130 is considered the Soft Cap. No Equipment requires a Level higher than 130.
  • After Level 124, the gains from each level decrease the higher your level is.
  • Base Level is no longer a modifier for bonuses on any skill.

Job Level

  • Maximum Job Level varies per job class.
  • Job stat bonuses are no longer granted as you level up. They are completely removed.
  • Job Level is the only factor on increasing crafting success rates for Black Plague and Blast Juggler .
  • Judge has specific skills that increase in power according to the player's Job Level.

Status Growth

  • All Stats have a Breakpoint Bonus when they are multiple of 10. This includes Base + Bonus amounts.
  • Max Stat points for any stat is 99. There's no limit on bonuses from items/skills.
  • Skills now have direct stat point scalings. You can for example have a skill with +2% per AGI scaling (giving you 60% extra damage with 30 AGI).
  • Some cards and equipments can add stronger/new scaling to skills.
  • Stat points no longer require 2 points +1 every 10 points to increase.
  • Stat points now require 1 point up to 50, 2 points up to 98, and 3 points for 99.
  • The amount of stat points granted varies by level. Multiple of 10 usually grant bette bonuses.
  • Certain items require 99 in a given stat to activate strong bonuses.
  • A Lv150 character has enough points to get 99 in 3 stats, and having 3 other stats at 1.

Strength (STR)

Breakpoint : Every 10 points, adds +1 ATK(any weapon).

  • Weight limit bonus is 50 per base stat.

Agility (AGI)

Breakpoint : Every 10 points, adds +1 ASPD and +3 Flee. Extra +1 ASPD if dual-wielding every 20 points.

  • ASPD percentage bonuses are now fully based on the character's AGI.
  • For example, Getting 20% ASPD with 50 total agi grants only 10% ASPD. For 200 Agi, the bonus is 40% ASPD.
  • Effect in escaping from Snare traps increased 50%.
  • ASPD is capped to 180 for all jobs.
  • Every 50 points of AGI increases the cap by 1.
  • Equipment can also increase this limit with varied ASPD Limit+x bonuses.
  • Jester and Legend jobs have special ways to push this limit with skills.
  • Now influences Perfect Dodge chance.

Vitality (VIT)

Breakpoint : Every 10 points, adds +5 Flat DEF and MDEF.

  • Flat DEF bonus is for every point of VIT, instead of every 2 points.
  • Resistance to poison status has been severely reduced.
  • Increased HP natural regeneration by 25%.

Intelligence (INT)

Breakpoint : Every 10 points, adds +1 MATK.

  • Increased SP natural regeneration by 50% per 6 points.
  • Resistance to silence status has been reduced.

Dexterity (DEX)

Breakpoint : Every 10 points, adds +1 ATK/MATK.

  • Increased effect on cast times.
  • Increased amount of hit gained per point from 1 to 2.

Luck (LUK)

Breakpoint : Every 10 points, adds +2 Critical Rate and +1% Critical Damage.

  • Increased effect on status resistances by 50 to 100%.
  • Now applies to more status effects.
  • Shares Perfect Dodge weight from weapons
  • Decreased hit gained from every 3 to every 5 points.

Attack (ATK)

  • Overall item bonuses greatly reduced. Increased weight of status bonuses on damage.
  • Damage calculations are same as the modern version.
  • Bonus when upgrading is 0.5/Weapon Level per refine.

Magic Attack (MATK)

  • Has been added as a natural bonus, like ATK.
  • Weapons with base MATK increase it with refine rate.
  • Damage calculations are same as the modern version.

Critical Rate and Damage

  • Damage bonus is only 1.2x instead of 1.4x from the modern version
  • Bonus from cards and modifiers halved.
  • Skills now take full critical modifier, instead of halved.
  • Monsters have 5% base critical chance on all attacks.
  • Extra 1% Critical Damage per 10 LUK as part of the breakpoint bonus.
  • Katars have 1.5x bonus critical rate, instead of 2x.
  • Double-Attack can be critical.

Cast Time

  • Basic Correlation between fixed cast/variable cast has been changed from 20/80 to 10/90. This has many exceptions.
  • Cast time formula changed completely.
  • Previous: DEX*2+INT = 530
  • New: DEX*2+INT = 400
  • Some skills have greatly increased cast times/fixed cast times.
  • Some specific skills have irreductible cast time or can work with Cast Ready

Hit Rate (Hit)

  • Player Minimum hit rate has been improved from 5% to 10%.
  • Base Hit Rate of Players increased by 25 (through the Orphan Skills starter passive).
  • Keep in mind monsters have higher flee overall.

Flee Rate (Flee)

  • Flee penalty per attacking monsters increase from 3 to 4 monsters.
  • Flee penalty per monster increased from 10% to 20%.
  • This means fightning 4 monsters at the same time reduces your flee by 80%.

Perfect Dodge

  • Can stack beyond 100 Perfect Dodge (to protect against reduction/negation).
  • Increases by 1 every 10 TOTAL of AGI/LUK instead of only LUK.
  • Core bonus of the Prowler Job.

Natural Regeneration

  • HP Regeneration tick is every 2 seconds (vs 6 seconds from vanilla, 3x faster).
  • SP Regeneration tick is every 1.2 seconds(vs 8 seconds from vanilla, 6,6x faster).
  • SP Regeneration when equipped with Revolvers ( Judge ) is tripled . Job has a very small SP pool.
  • SP Regeneration happens in movement. Specific bonuses enable HP Regen in movement.
  • All Regeneration happens even in combat.

Attack Speed (ASPD)

  • Attack speed base has been greatly reduced.
  • Attack speed scaling with AGI has been increased slightly.
  • ASPD is now greatly based on overall AGI of the character.
  • Flat ASPD bonuses are more prevalent.
  • Dual Wield ASPD penalty has been increased by 25%.
  • ASPD Cap varies by job. Legend and Jester cap at 190 ASPD, final evolutions of the thief tree cap at 185 ASPD, every other job caps at 180 aspd.

Physical Attack Card Bonuses

  • Card bonuses follow a unique formula due to the balance of status and equipment.
  • Bonuses are applied 1/2 to Status Attack and 1/2 to Equipment Attack.

Size Penalty for Weapons

  • Weapon Size modifiers has been reworked.
  • Size Penalty used to be 50%/75%/100%
  • New Size Penalties: 80%/90%/100%
  • Scythes, Decks and other unique Weapons deal 100% to all sizes.

Death and Warping

  • Invincibility Time reduced by 70% when entering new map.
  • Transition "black screen" time reduced by 80%.
  • Respawning revives you with 50% HP and 25% SP.
  • Teleport has 30 seconds cooldown, Fly Wing has 60 seconds cooldown.

Damage Delay

  • Stunlock duration for players and monsters reduced by half.
  • Monsters may have delayed damage skills, you can see this with skills that decrease your HP but the number takes a moment to show up.
  • This delay can be used to heal up right before a high nuke damage hit.

Consumables

  • Potions Weight GREATLY increased.
  • Potions prices GREATLY increased.
  • Potions now have a 5 second cooldown.
  • Potions healing variation removed.
  • Most healing items removed from the game.
  • Added Kafra Elixir to Kafra Services . Default Kafra elixir amount is 2. This amount can be increased with specific items.
  • Kafra Elixir can be refilled for free at any Kafra, they recover 50% HP/SP and have a 5 second cooldown.

Experience

  • EXP is fully received if monster is between 3 levels lower than player or up to 5 levels higher.
  • EXP received increases by 3% per level when monster is 6 levels or higher than player, up to 130% at 15 levels. Only 1% EXP is received for monsters 16 levels or higher.
  • EXP received decreases by 15% per level when monster is 4 levels or lower than player, up to 10% at 9 levels. Only 1% EXP is received for monsters 10 levels or lower.
  • On average, You need your level x 1.5 to level up, this value can fluctuate based on dungeon difficulty, density, monster difficulty, etc.
  • EXP penalty on death is 5%.
  • This is to incentivate progression of areas and exploration.

MVP

  • MVP monsters have 50% final damage reduction.
  • All MVPs have 15% chance to drop a unique costume.
  • All MVPs have half their level as chance to drop a MVP Rewards Box.
  • Ankle Snare duration reduced by 95%.
  • No longer can rude-teleport.
  • MVPs have a unique Relic System in place, where monsters from their area have a 0.10% chance to drop their Relic. Using the Relic on the correct MVP map will summon the MVP to fight (usual rules of Free-For-All apply).
  • MVPs still have their random time based spawn and locations. Relic Summons are an extra.

Zeny

  • Equipments are sold to NPCs for a small fraction of their value.
  • Monsters drop zeny on kill. This value can be increased with items.
  • Overall zeny generation is greatly reduced and no longer has items that provide a ton of it (Gold, Witherless Roses, Crystal Mirrors, etc).

Stun

  • VIT resistance halved.
  • LUK resistance doubled.
  • LUK decreases duration.

Silence

  • INT resistance halved.
  • LUK resistance doubled.
  • LUK decreases duration.

All Status Effects

  • Silence and Stun are twice as hard to apply on monsters.
  • Silence and Stun last less time according to monster's LUK.
  • Monster resistance to all other status greatly reduced.

Poison

  • 20% higher damage.
  • Resistance to it reduced by 80%.
  • VIT defense debuff amount increased by 50%.
  • Can affect all races and elements except poison.
  • Can affect bosses if the user is a Black Plague Using Enchant Deadly Poison.

Burning

  • Damage is fixed at 200 + 1% Max HP per tick.
  • Minimum duration if not resistant is 10 seconds.

Freeze

  • Increases damage taken by Illusionist 's Real Magic Attack and Kimi Puppet skills.
  • Increase damage of some bomb skills by Saboteur and Blast Juggler .
  • Has all original effects besides the ones above.
How combat itself was rebuilt, in full

In Return to Morroc, facing monsters head-on and expecting to outstat them is a BIG problem. Monsters now have different interactions and behavior and they will cause problems if you just try to ignore them.

As a side note, this acts as a basic anti-bot system...because you WILL need to move out and react.

Using Heal Lv3+ is expected from all players. Not relying on potions and items to heal. For this reason it's strongly recommended to always have a Heal Manual of any capacity in hand to improve Heal Lv available and to get basic INT for good SP Regen and Heal Power.'

It's recommended to check Stat Changes For more details on background changes.

If you approach the combat the same way you approach it on classic, you will struggle, a LOT.

Monster AI Changes

Monsters now deal very reduced auto attack damage. this is considered "Check" damage. if you can't survive this damage, it means you're not ready for this fight.

Monsters now cast skills very often.

Monsters may use skills in unexpected/forbidden ways.

All monsters can be killed with the approapriate gear. They might just need thinking about how to approach this situation.

  • This doesn't apply to bosses.
  • Some monsters may have their basic attacks as a mechanic itself, with quick or strong hits.
  • Lower fields and low rank dungeons usually have long cast times, lower damage and more margin for error.
  • Higher fields and higher rank dungeons usually have quick cast times, higher punishment for errors or straight up fail mechanics.
  • A Monster might use Revelation/Ruwatch on you to block your use of hiding to dodge targeted skills.
  • A Monster might use an AoE directly on you as a targeted skill instead of self to check your positioning and your party.
  • A Monster might use offensive skills that you need to take advantage of to prepare for the next action, like it creating a Safety Wall and a few seconds later instantly cast a heavy hitting melee skill.

Monster Group Changes

  • Regular monsters fight with direct skills and behavior. They are the common monsters found everywhere.
  • Champion monsters are stronger than the other monsters of the same area and require attention to fight. They usually provide much higher EXP than usual.
  • Mini-Bosses are strong monsters that usually have weaker variations of MVP's mechanics, they are a good practice method, when available, before taking on a MVP.
  • MVP Bosses hit hard and have aggressive patterns, they may have specific punishment and counter skills to common tricks, They may have long casts for simple skills denoting it's not time to run, but to take advantage of it. Most MVPs don't resummon slaves, and some don't have any of them. They may also change behaviour when their HP get lower.
  • Some monsters might always come in pairs or summon other unique monsters when a certain condition is met. This is very relevant for creating specific conditions, including Dracomancer's job quest.

Basic Combat Mechanics

It all depends on four factors.

1- The Enemy is a Boss. In this case, you can't directly hide from it's skills. You'll need to either survive targeted skills or find barriers/break sight line.

2- The Enemy is a Demon or Insect. In this case you can use the same strategy as bosses or wear equipment/cards that grant you perfect hiding.

3- The Enemy is anything else. Regular fightning mechanics apply.

4- The Enemy is using a special skill in an unexpected way (usually only in Rank S dungeons), the skill cannot be avoided and must be handled indirectly such as by failing a skill dodge on purpose, swapping gear or other ways.

Some Skill Types : Keep in mind some monsters are immune to Silence or Stun due to high status.

NOTE: It may be also a valid strategy to knockback monsters so their AoE around themselves don't hit you or your party.

  • Targeted Cast: Just hide or break sight line. You can also silence or stun the target.
  • Untargeted Cast: Usually means an AoE around self or specific skill. move away just in case.
  • Small circle ground Cast: Usually means a directional skill, move out of that direction.
  • Large circle ground Cast: A Large AoE on the shown Area.
  • Red Squares around caster: A strong skill with unique properties. Move out.
The map, the cities and the dungeons, in full

A New World

Return to Morroc provides a familiar world with entirely new rules. In this page, you can understand the major behavior changes, along with layout differences.

World Map Layout Changes

The World map has been fully reworked. Previously accessible areas are no longer included, while many areas have been very expanded.

Changes Compared to Classic (Overall, includes information from both pre-modern and the modern version):

  • New World has been completely removed, including most of its locations.
  • Louyang, Brasilis and Gonryun and their dungeons have been completely removed. Moscovia Dungeon has been removed.
  • Dicastes (Diel only) and Mora have been reworked into brand-new locations in New-Midgard.
  • Splendide Forest is now an area that bridges Geffen Fields West and Comodo Forest.
  • Lutie Field has been removed and replaced by Snow Fields, comprised of a larger region, they also are a way to reach Dicastes Diel (Sage's Palace)
  • Grey Forest Area is available, with the now added Nomad Village.
  • Morroc Desert Maps are the Pre-destruction version.
  • All fields from pre-modern that were removed in the modern version (like west orc village) are restored.
  • Some Fields have expanded locations based on once previously inaccessible areas, sometimes even with new secrets/dungeons.
  • Verus can be accessed through either Juperos East Ruins (Inside Juperos Dungeon) or an elevator in the Yuno East Peninsula (Expanded area, previously unavailable)

Dungeon Changes

Besides the large amount of lore-friendly, new dungeons like Kafra Warehouse, Alchemist Fortress or Lost Island, many other places had major changes.

It's important to remember that every single monster has been fully reworked combat-wise, most had a visual update and some have entirely new sounds.

  • Some dungeons had reworked themes like Kiel Dungeon being an abandoned factory with rusty robots or Ant Hell being the Society Nest, with entire city ruins inside.
  • Most Dungeons had visual updates like Prontera Maze being a darker forest overall.
  • Specific dungeons with issues had either walkways added (Most Mazes), Convenience passages (Payon Dungeon) or entirely reworked floors (Amatsu Dungeon 1F).
  • The Entrance to many classic dungeons have new entrance locations, such as Geffen Cave and Geffenia.
  • Overly long dungeons had some filler floors removed.
  • Thanatos Floor specifically had all quest, party and price requirements removed, also only has 6 floors with most later floors removed.
  • All Access Quests have been 100% removed.
  • Previous MVPs that required quests to summon (Thanatos, Ktullanux, etc) No longer require them and are on the usual respawn timer.

Travel Changes

The way the world works for long travels had small changes for convenience and lore adaptation.

  • The Airship is not available to Orphans, except for the one in Lighthalzen (which takes players to Varmundt's Mansion)
  • The Kafra Teleport can take a player to any city within a region or to another region's capital (Prontera, Yuno, Rachel).
  • To access the Eastern Islands(Amatsu, Ayothaya, Moscovia and Malaya), you can take a ferry in Alberta.
  • Traveling to Dewata requites taking the Daedalus Route, the ship is in Comodo Pharos.
  • Traveling to the Snow Fields (with Lutie and Dicastes Diel) can be done by taking the boat in Hugel.
  • Mora, Niflheim and Nomad Village can all be accessed on foot.

City Changes

Many cities had major changes from the way the are presented in classic:

  • Lighthalzen is a bankrupt fallen city, filled with poor people. The Guard that blocks access to the slums and city no longer exists, free passage is possible.
  • Veins is under a strong fog and the MVP Beelzebub can allegedly be found there. Most facilities are now indoors.
  • With the Geffen underground's collapse, the tower stairs is now access to Geffenia directly. Access to Geffen Cave is done backwards from a cave south of Geffen.
  • Orc Village is way past its prime and a shadow of their former might.
  • Umbala people speak fluent english after enough study
  • Rachel is a place filled with Freya cultists now, it's safe to walk on the streets, but can be risky anywhere else.
  • Classic Payon is accessible as a distortion deep inside Sunken Temple
  • Island Monastery is a distortion of Nameless Island before it was overrun by monsters and was still a sanctuary.

Item/Skill Behavior Changes

Due to the focus on world exploration and quick movement, the "cheating movement" has been adjusted with the new quality of life changes.

  • Fly Wing and Teleport had massive increase in the cooldown and are not recommended as quick travel options.
  • Move Speed has been increased, access to Increase Agility Lv1 is default to all players, along with many more move speed options.
  • Mora, Niflheim and Nomad Village can all be accessed on foot.
  • Some dungeons have teleport disabled.
  • All distortion dungeons have teleport disabled.
  • Consumables are much heavier and it's not recommended to carry more than a handful of them due to cooldowns and effectiveness. They are NOT REQUIRED for usual gameplay anymore.

Monster Changes

  • All monster levels, behavior, drops and details have been reworked.
  • Many monsters feature changed palettes and sprites.
  • Many monsters have new sounds added.
  • Most monsters are now aggressive by default.

Shop Changes

  • Tool dealers sell mostly the same items.
  • A cook shop is available in some cities, they Sell stat foods of +1~+7 at varied prices. Reminder that the food buffs don't stack.
  • Weapon/Armor shops are now region-based. Each region has it's equipment types: Midgard/Schwarzwald/Arunafeltz/Islands/Tribal/Niflheim
  • All dropped equipment are sold to NPCs for 250z. Shadow Pieces are sold for 500z.
  • Shadow pieces can be dismantled for varied amounts of Shadowdecons in the Orphanage.

Layer two

Against the server it is rebuilding

The developers keep this in three buckets and so does this page. If you played the original, this is the half you came for.

Transformed

Rebuilt rather than tuned

  • Many manuals became something else entirely, orphan skill manuals most of all.
  • Heal and Hiding are capped at level 1. Heal scales properly with your stats and level; Hiding is a fixed 2 seconds that works on bosses, insects and demons, so it stops being dead weight late.
  • Warp Portal became a default orphan skill that moves the caster and the whole party to a memorised point.
  • Every player has Teleport level 1 by default, on a 60 second cooldown.
  • Major rebalances across every job, aimed squarely at the skills nobody used.
  • Monsters hit harder across the board, and healing is slower. The damage on a lot of skills went up to match.
  • Shadowseer and Prowler top out at job level 50 instead of 70.
  • Experience rate is slightly lower than the original, but the curve is more rewarding.
  • Some debuffs land on bosses now. A thief's Envenom can poison one.
  • Base attack speed re-adjusted on the jobs where it was simply strange.
  • The orphanage got a visual pass, plus quality-of-life NPCs.
  • All of croc's earlier work on the original build is folded in.
Added

New in the Refuge

  • Over 300 new items.
  • Over 50 new shadow sets covering every dungeon past level 100.
  • Two SS dungeons, both finished, both on fully custom maps. One is Nightmare in Amatsu, for level 145 and up; the second has not been described.
  • Bosses had their skills rebalanced, because Hiding now works against them.
  • New locations, including new dungeons.
  • New endgame content.
  • Gear for the jobs that were short of it, Ronin and Peacekeeper in particular.
  • The job rebalances that never arrived with the original 1.4.
  • Two entirely new jobs: Bouncer and Pit Boss.
  • Einherjar Challenge Mode, an optional locked-level run.
  • Most of the original's known bugs, fixed.
Removed

Gone, on purpose

  • Weapon rarity. There is no rarity tier on weapons in the Refuge.
  • Orbs for rerolling random options. What a piece rolls is what it rolled.
  • Level 100+ job shadow sets. They locked players into one playstyle past 100; the replacement sets are built for variety and for the skills nobody was using.
  • Manuals that no longer made sense after the Heal, Hiding and Warp Portal rework.
  • Drop rate bonuses from gear.
  • The old cash shop, in the form it had. How the server funds itself is being rethought from scratch, in the open. See the funding note.

The reasoning

Why the shadow sets had to go

This is the change people ask about most, so it deserves the space. In the original, every job had its own shadow set past level 100. They were strong, they were mandatory, and they were built around whichever skill the set assumed you would press. The result was that reaching 100 narrowed your character instead of opening it up.

The Refuge deletes them and replaces them with more than fifty new sets tied to dungeons rather than to jobs. They are not job-locked. Several of them exist specifically to make an unloved skill worth building around, and one that is still in testing puts you at 1 HP in exchange for chaining a lot of skills in a row, which tells you roughly how far the team is willing to go.

This is also why the power curve overall sits lower than the original's. Nothing is missing; the ceiling simply is not propped up by a mandatory set any more.

And why drop-rate gear went with them

Drop-rate bonuses on equipment create a tax: before you farm the thing you want, you farm the thing that lets you farm. Removing them means the drop tables can be tuned once, honestly, for everyone.

Difficulty moved, it did not vanish

Monsters deal more damage and healing is slower. In exchange, a large share of the skill changes on the classes page are straight damage increases. They exist to pay for the increased monster power and density, not to make you stronger than you were.

Hiding now works on bosses, insects and demons. That is a genuine new tool, and the bosses had their skills rebalanced in response, so it is a conversation rather than an exploit.