Home/Gear

Gear, and what to do with it

Fifteen hundred items, refining that cannot break them, and the shadow system the Refuge rebuilt from scratch.

2,955 pieces of equipment, and counting

Every item is custom. NPC gear is worth wearing, field monsters drop it with extra slots, and almost everything rolls random options. Hundreds of them arrived with the Refuge and hundreds more were rebuilt.

New Items, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

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!
NPC Equipment, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Basic doesn't mean Bad

The Equipment sold by NPCs in Return to Morroc don't always mean they are useless. They can be a good thing to get if you need to fill any remaining slots or needs a small bump in power.

Field monsters may sometimes have unique drops, but they are always guaranteed to drop a NPC equipment with random mods and +1 Slot at a low chance .

Shop Types

The kind of equipment you can find in each shop is determined by their region, each one with a corresponding shop type:

Midgard Shop : Can be found in Prontera, Izlude, Morroc, Payon, Alberta, Aldebaran, Comodo and Geffen.

Schwarzwald Shop : Can be found in Yuno, Hugel, Einbroch, Einbech and Lighthalzen.

Arunafeltz Shop : Can be found in Rachel and Veins.

Island Shop : Can be found in Dewata, Amatsu, Ayothaya, Malaya and Moscovia.

Tribal Shop : Can be found in Umbala, Mora and Nomad Village.

Niflheim Shop : Can be found in Niflheim and Sage's Palace: Dicastes Diel.

  • Midgard Items usually consist of minor, but impactful bonuses such as ASPD or Cast Time.
  • Schwarzwald Items usually consist of combat and immunity bonuses.
  • Arunafeltz Items usually consist of situational bonuses that can help in specific scenarios.
  • Island Items usually have refine based bonuses that increase combat consistency such as SP consumption or critical rates.
  • Trival Items consist of negative status effects, elements and minor offensive bonuses.
  • They are overly expensive items that provide high bonuses with large downsides. They are situational but very unique.

Weapons

Armors

Others

Random options

Rebuilt from the ground up so that a roll is interesting on its own terms, and since Patch 23 you can change one line of it at a time, for a price.

What each kind of gear can roll

An item rolls one option from each line it has, so a dagger comes out of the ground with four and an accessory with one. These pools are read straight out of the server, which is why they include the ones that arrived after the old wiki stopped being written: whips, codices, manuals, Draco Orbs, and the Pit Boss's golf clubs and chains.

Patch 23 rewrote the eighteen standard pools, and in every line of them each option is equally likely. A few items have a pool of their own, so two pieces of one kind do not always roll from the same list. What you already own keeps what it rolled; the new pools apply to what drops from now on and to any line you reroll.

Revolvers are the exception. They do not come out of the ground with options at all. Precise Judge, at Prontera Castle, calibrates one for free the first time, and after that rerolls it for a fee: 20,000, 40,000, 60,000 or 80,000 zeny by the weapon's level, and five times that to redo a single line. Revolvers have a pool of their own, in a row of the table.

GearLine 1Line 2Line 3Line 4
Daggers
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • Magic DMG +1~10%
  • Melee DMG +1~10%
  • Reflect Taken -100%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Ranged DMG +1~10%
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Double Attack Rate +10%
  • Critical DMG +1~10%
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Splash Radius +1
  • Leech Rate +10~20%, Leech Power 2%
  • Attack Range +1
Swords
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • Magic DMG +1~10%
  • Melee DMG +1~10%
  • Ranged DMG +1~10%
  • Reflect Taken -100%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Penetration +10
  • Magic Penetration +10
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Splash Radius +1
  • Leech Rate +10~20%, Leech Power 2%
Axes
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • After-cast Delay -1~10%
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • Critical Rate +1~10
  • Magic DMG +1~10%
  • Melee DMG +1~10%
  • Reflect Taken -100%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Resistance vs All Sizes +1~3%
  • Ranged DMG +1~10%
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Weapon DMG Taken -1~3%
  • Magic DMG Taken -1~3%
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Splash Radius +2
  • Leech Rate +10~20%, Leech Power 2%
Katars
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • After-cast Delay -1~10%
  • Critical DMG +1~10%
  • Melee DMG +1~10%
  • Reflect Taken -100%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Ranged DMG +1~10%
  • Magic DMG +1~10%
  • EXP +10% from all enemies
  • Penetration +10
  • Critical DMG +10%
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Splash Radius +1
  • Leech Rate +10~20%, Leech Power 2%
  • Magic Penetration +10
Scythes
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • Critical DMG +1~10%
  • Melee DMG +1~10%
  • Ranged DMG +1~10%
  • Reflect Taken -100%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Magic DMG +1~10%
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Perfect Hit +10~20%
  • Splash Radius +1
  • Attack Range +1
  • Leech Power +4~8% (no Leech Rate)
  • Penetration +10
  • Magic Penetration +10
Bows
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • SP Cost -1~10%
  • Magic DMG +1~10%
  • Ranged DMG +1~10%
  • Attack Range +1~2
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Double Attack Rate +10%
  • Critical DMG +10%
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Attack Range +1
  • Penetration +10
  • Magic Penetration +10
Spears
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • Hit +10~20
  • SP Cost -1~10%
  • Max HP +2~5%
  • Max SP +2~5%
  • HP Regen +10~20%
  • SP Regen +1~10%
  • Perfect Hit +10~20%
  • STR +1~3
  • AGI +1~3
  • VIT +1~3
  • INT +1~3
  • DEX +1~3
  • LUK +1~3
Decks
  • ATK +1~7
  • MATK +1~7
  • SP Cost -1~7%
  • Max HP +1~7%
  • Max SP +1~7%
  • Penetration +1~7
  • Magic Penetration +1~7
  • Critical Rate +1~7
LUK +1~7ASPD Limit +1~7
Whips
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +2~5
  • MATK +2~5
  • ATK +1~3%
  • MATK +1~3%
  • Melee DMG +1~10%
  • Ranged DMG +1~10%
  • Critical DMG +1~10%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Magic DMG +1~10%
  • Resistance vs All Sizes +1~3%
  • ASPD +1~2
  • After-cast Delay -1~10%
  • Critical Rate +1~10
  • Penetration +10
  • Magic Penetration +10
  • SP Cost -1~10%
Codices
  • STR +1~10
  • AGI +1~10
  • VIT +1~10
  • INT +1~10
  • DEX +1~10
  • LUK +1~10
  • Originality Cooldown -3 s
  • A Cantrip: one of 45 skills, cast at your Plagiarism level up to its own cap
Revolvers
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • MATK +1~3%
  • ATK +2~5
  • MATK +2~5
  • Critical Rate +1~10
  • ASPD +1~2
  • SP Cost -1~10%
  • Magic DMG +1~10%
  • Ranged DMG +1~10%
  • Attack Range +1~2
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • EXP +10% from all enemies
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Critical DMG +10%
  • Perfect Hit +10~20%
  • HP Drain +10~20 per Hit
  • Attack Range +1
  • SP Regen +10~20%
Golf Clubs
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • VIT +1~3
  • ATK +2~5
  • Hit +10~20
  • ASPD +1~2
  • SP Cost -1~10%
  • Critical Rate +1~10
  • DEX +1~3
  • Ranged DMG +1~10%
  • Melee DMG +1~10%
  • Critical DMG +1~10%
  • After-cast Delay -1~10%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Weapon DMG Taken -1~3%
  • Magic DMG Taken -1~3%
  • Reflect Taken -100%
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Penetration +10
  • EXP +10% from all enemies
  • Perfect Hit +10~20%
  • Leech Rate +10~20%, Leech Power 2%
Chains
  • Max HP +2~5%
  • Max SP +2~5%
  • ATK +1~3%
  • VIT +1~3
  • ATK +2~5
  • Hit +10~20
  • ASPD +1~2
  • SP Cost -1~10%
  • Critical Rate +1~10
  • DEX +1~3
  • Ranged DMG +1~10%
  • Melee DMG +1~10%
  • Critical DMG +1~10%
  • After-cast Delay -1~10%
  • Final Damage Dealt / Taken +1~10%
  • All Stats +1~2
  • Weapon DMG Taken -1~3%
  • Magic DMG Taken -1~3%
  • Reflect Taken -100%
  • Fixed Cast -10%
  • Fixed Cast -200 ms
  • Penetration +10
  • EXP +10% from all enemies
  • Perfect Hit +10~20%
  • Leech Rate +10~20%, Leech Power 2%
Armor
  • STR +1~2
  • AGI +1~2
  • VIT +1~2
  • INT +1~2
  • DEX +1~2
  • LUK +1~2
  • Max HP +1~5%
  • Max SP +1~5%
  • MaxHP +100~200
  • MaxSP +50~100
  • Weapon DMG Taken -1~3%
  • Magic DMG Taken -1~3%
  • Heal Received +1~10%
  • Fire/Water/Wind/Earth Resistance +2~5%
  • Poison/Ghost/Holy/Dark Resistance +2~5%
Shields
  • STR +1~2
  • AGI +1~2
  • VIT +1~2
  • INT +1~2
  • DEX +1~2
  • LUK +1~2
  • MDEF +1~3
  • Perfect Dodge +1~2
  • Total DEF +1~5%
  • Shield Skill Weight +2~5%
  • Weapon DMG Taken -1~3%
  • Magic DMG Taken -1~3%
  • Heal Received +1~10%
  • Reflect Melee Damage +1~5%
Garments
  • STR +1~2
  • AGI +1~2
  • VIT +1~2
  • INT +1~2
  • DEX +1~2
  • LUK +1~2
  • Flee +1~10
  • Perfect Dodge +1~3
  • SP Regen +1~10%
  • Resistance vs All Sizes +1~3%
  • HP Regen +10~20%
  • Leech Rate +10~20%, Leech Power 2%
  • Fixed Cast -200 ms
  • Critical Rate +1~10
  • Healing skills +15~20%
Shoes
  • STR +1~2
  • AGI +1~2
  • VIT +1~2
  • INT +1~2
  • DEX +1~2
  • LUK +1~2
  • Move Speed +1~10%
  • ASPD +1~10%
  • SP Cost -1~10%
  • Variable Cast -1~10%
  • After-cast Delay -1~10%
  • ASPD Limit +1
  • ASPD +1~3
  • Fixed Cast -100 ms
  • Fixed Cast -5%
Accessories
  • STR +1
  • AGI +1
  • VIT +1
  • INT +1
  • DEX +1
  • LUK +1
  • ATK +1%
  • MATK +1%
  • ASPD +1
  • Penetration +2
  • Magic Penetration +2
  • ATK +3
  • MATK +3
Manuals
  • STR +1
  • AGI +1
  • VIT +1
  • INT +1
  • DEX +1
  • LUK +1
Draco OrbsGrants Dragon Soul Lv 1~3Max HP +1~3%
Draco Orbs, from a bossGrants Dragon Soul Lv 4~5Max HP +4~5%

Changing a line: Croc Alt-Eisen

Croc Alt-Eisen works in the Orphanage and does four things for you: he recycles equipment into minerals, copies one option line from a duplicate onto the piece you keep, rerolls one line at random, and converts minerals between grades at the original ratios, for no fee. Copying a line and rerolling one are both 100% successful. The risk is in what the roll gives you, never in whether it works.

Each service opens at a level of the Orphanage, the shared level the whole server raises together, not your character's base level. Amadeus still handles the level-ups, and the Orphanage explains what feeds them.

  • Level 50: weapons.
  • Level 60: headgears and shoes.
  • Level 70: armor and shields.
  • Level 80: accessories and garments.
  • Level 90: shadow equipment, which includes manuals, runes and orbs. Class Gems stay with Iris.

Reroll one line, no donor needed

Equip the piece and choose one of its lines. Croc replaces that line's option and value with a new roll from the piece's current pool. The attribute it already had can never come back, even with a different value, and a line with no other option to roll is not offered and not charged. An empty line can be filled only if the pool has an option for it. Refine, cards, enchants and every line you did not pick stay exactly as they were.

The new line can be weaker. Every completed reroll is paid, there is no preview and nothing undoes it.

  • Weapons: 100,000 zeny and 12 Rough Oridecon.
  • Other equipment: 100,000 zeny and 12 Rough Elunium.
  • Shadow equipment: 200,000 zeny and 2 Jewel Shadowdecon.

Copy a line from a duplicate

Equip the piece you want to keep and bring an unequipped copy of the exact same item. Choose a line that exists on both: Croc copies the donor's same line onto yours, its option and its value exactly as rolled. Both pieces have to fit one supported pool, and the donor's line has to differ from yours, or there is nothing to copy. He cannot add a line your piece does not have.

The donor is destroyed and gives no minerals back. It has to be permanent, unbound, free of cards and enchants, not equipped and not marked as a favourite. What you keep loses nothing: its refine, cards, enchants, binding and every other line stay.

  • Weapons: 500,000 zeny and 60 Rough Oridecon, per line.
  • Other equipment: 500,000 zeny and 60 Rough Elunium, per line.
  • Shadow equipment: 1,000,000 zeny and 10 Jewel Shadowdecon, per line.

Where the Roughs come from

Croc turns old gear into the materials his services cost: weapons become Rough Oridecon and other ordinary equipment becomes Rough Elunium. Weapons can be recycled from Orphanage level 50, the rest from level 60. Each Rough weighs 2. Shadow equipment uses Jewel Shadowdecon, which is not made here.

What you get depends on the lowest level of the monsters that drop the piece, not on your level and not on the level it asks to be worn at:

  • Below level 50: five pieces make one Rough.
  • Levels 50 to 109: one piece makes one Rough.
  • Levels 110 to 129: one piece makes two Roughs.
  • Level 130 and up: one piece makes four Roughs.

The low-level batches of five are counted apart for each mineral, and a batch that is not complete stays in your bag. Only pieces with at least one random option and a source Croc can place are taken. Equipped, switch-equipped, favourite, bound, rental, carded and enchanted pieces are protected, and so are Class Gems and costumes. You pick the pieces, you see the list, and you confirm before anything is destroyed, refine and rolls included.

What never takes part

  • Manuals and Runes cannot be rerolled, even with nothing engraved on them.
  • Blooming Rose Sandals cannot be rerolled either: their completion options are fixed.
  • A piece with an Amatsu seal or a Valhalla word on it is protected from copying and from rerolls. The Ink Table is the way to change those.
  • A piece whose pool Croc cannot tell for certain is refused, never converted into some other item's options.

Refining that respects your time

Maximum +10, and failure never breaks the item.

Refining, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

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.
Refine System, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

No Losses

In Return to Morroc when an equipment fails a refinement, you no longer lose the item, it just downgrades . This ensures any item can be refined anytime without the risk of losing hours upon hours of progress.

On the other hand, some items might require more resources to properly refine. Higher refinement levels require better Ores, even if sometimes it may seem like the costs are not that great, it DOES make it harder than usual.

With this, you can always refine an item and get some extra bonuses to help you, and save your resources for that one item that you really believe is worth to refine to the highest level.

Maximum refine rate is +10.

Refine Materials

The Refine Materials in Return to Morroc are based on the item refine level, not on how they behave.

Oridecon: Used for Weapons

Elunium: Used for Armors

The materials above come in four versions:

Regular: Used to refine from +0 to +3

HD: Used to refine from +4 to +6

Enriched: Used to refine from +7 to +9

Jewel: Used to refine to +10

Players can use an item from a higher tier to refine without risk of downgrade on lower tiers.

however this costs twice as much zeny as it would normally.

Example:

Upgrading a Weapon to +3 can be done with a HD Oridecon, if it fails, it won't downgrade the item.

Doing this with an unimproved weapon will let it improve to +1 guaranteed.

Runes and Shadow Items also have their own materials:

Shadowdecons: Used for Shadow Items

Bradium: Used for Runes

They also can use Jewel Shadowdecons and Jewel Bradiums, needed for refining to +10, to prevent downgrades up to +9.

Benefits of Refining

The bonuses from refining equipment is different from other servers.

Armor: For each +2, increase the DEF provided by the equipment by 1 .

Weapon: For each +1, increase the ATK and MATK provided by the weapon by 0.5 per Level of the weapon

This means that you only see an increase in ATK for Level 1 Weapons for each +2 of refinement.

Shadow Armor and Runes: Benefit is dependent on the specific piece of gear. Some shadow armor refinement bonuses require you to be using the entire set , so read carefully before you refine.

Refine Rate and Cost Tables

WeaponsLevel 1Level 2Level 3Level 4
LevelRequired MaterialSuccess ChancePriceSuccess ChancePriceSuccess ChancePriceSuccess ChancePrice
1Oridecon90%2585%10080%20075%500
2Oridecon85%5078%20070%40065%1000
3Oridecon80%15071%30060%60055%1500
4HD Oridecon75%30064%50050%100045%3000
5HD Oridecon70%45057%75040%140035%4500
6HD Oridecon65%60050%100030%180025%6000
7Enriched Oridecon60%100043%200025%250020%10000
8Enriched Oridecon55%175036%300020%400015%15000
9Enriched Oridecon50%250029%400015%550010%20000
10Jewel Oridecon25%1000022%1600010%220005%100000
Armor
LevelRequired MaterialSuccess ChancePrice
1Elunium90%100
2Elunium80%200
3Elunium70%300
4HD Elunium60%500
5HD Elunium50%750
6HD Elunium40%1000
7Enriched Elunium30%2000
8Enriched Elunium20%3000
9Enriched Elunium10%4000
10Jewel Elunium5%10000
Shadow Armor
LevelRequired MaterialSuccess ChancePrice
1Shadowdecon100%1000
2Shadowdecon80%2000
3Shadowdecon70%3000
4Shadowdecon60%4000
5Shadowdecon50%5000
6Shadowdecon40%7500
7Shadowdecon30%10000
8Shadowdecon20%15000
9Shadowdecon10%20000
10Jewel Shadowdecon5%50000
Runes / Dragon Orbs
LevelRequired MaterialSuccess ChancePrice
1Bradium100%1000
2Bradium85%2000
3Bradium70%3000
4Bradium55%4000
5Bradium40%5000
6Bradium25%7500
7Bradium15%10000
8Bradium10%15000
9Bradium5%20000
10Jewel Bradium1%50000

Cards

Every single card was reworked. One percent from a normal monster, two from a mini-boss, three from an MVP.

Card System, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Reasonable Treasures

Cards were always a core part of the classic experience. As such, in Return to Morroc, we expect players to get any card they wish, as long as they can consistently handle its monsters. As a core experience, they are now essential to facing the hardest challenges, and as such, are a more attainable goal for any player prepared for the challenge.

Every card effect was completely remade from scratch. Some might even include new art (the ones that don't will be updated eventually).

We don't believe that killing something 10.000 times means its difficult to obtain. We believe that's a time sink.

We don't like time sinks. We value player experience and time.

This drop rate ensures cards are reasonable to farm and can be obtained eventually, if a player consistently can handle the monsters that drop those.

With the 100% remade effects, cards from Mini Bosses and MVPs no longer are an instant broken asset, but an interesting concept that can be built around.

  • Normal Monster Card Drop Rate: 1.00%
  • Champion Monster Card Drop Rate: 1.00%
  • Mini-Boss Card Drop Rate: 2.00%
  • MVP Boss Card Drop Rate: 3.00%

A true balance of card modifiers

Return to Morroc aims to also rework bonuses that may be an issue in balancing the impact of both stats and equipment. We found a balance that strikes closer to our vision of card bonuses:

Card damage bonuses are split between stats and equipment. This means if you get, for example, a +10% vs Large Size card, you'll get a 5% bonus from your stats, and 5% from your equipment.

  • the modern version made equipment too strong with cards applying only to weapon/equip attack. This meant stats were mostly irrelevant.
  • pre-modern had the opposite issue: card modifiers applied to all attack, making lower level weapons with more slots more useful.
  • Return to Morroc splits a card bonus between stats and equipment, 1/2 for each, this ensures the bonuses require a healthy balance between stats and equipment for ideal effect.
  • Note that left-hand weapons only receive 1/3 the bonuses, not 1/2.
  • Final Modifiers like Ranged Damage, Melee Damage and ATK+% are unchanged.
  • MATK bonuses are unchanged.
  • Keep in mind that a card that says +10% damage vs Fire for example also includes MAGIC and not only physical attacks.

Reworked Slots Systems

Return to Morroc believes players should be able to customize their experience to their play style. so Cards now may have different use cases.

  • Some cards can now have multiple slots that they can fit. Like a card being a Garment or Shoes Card. allowing you to wear more than one copy, or matching combos in different ways.
  • Some cards may now have extra restrictive slots, such as being a Lower Headgear -only card. Usually these cards bear unique effects or are very powerful.
  • Finally, some simple cards can have a bonus that applies to Any Slot , allowing a player to stack as many of them as they want, in order to fully specialize a build around a concept, with expected downsides.

Reworked Item Balance

With the complete rework of items, different slot situations may show up, compared to the vanilla experience:

  • Some equipment may have extra slots, such as accessories with 2 slots, or similar effects.
  • Paradox equipment, that can be obtained in Varmundt's Mansion have 2 slots. They have negligible bonuses by themselves.
  • Sage equipment, that can be obtained in Dicastes Diel have 3 slots. These equipment require many Distortion Essences, items obtained from the Distortion Dungeons , and are a very good goal for end-game farming. They have very basic bonuses, but their versatility due to 3 slots is unmatched.

Card Removal

Cards can be removed with the Card Master in the Orphanage. The card master requires the Orphanage Level to be 25 before he can start working.

The price to remove cards is 20.000z + 5.000z per card. There's no chance of failure.

Protocards

Protocards are a unique type of card that have combo interactions if slotted into specific equipment only. They are an exclusive mechanic of Juperos Dungeon.

These cards have basic bonuses but can unleash powerful effects when equipped into Juperos Weapons.

This system can be expanded in the future with more items and cards.

Shadow equipment

At least one shadow set per dungeon, occupying four slots instead of ten. This is the part of the game the Refuge changed most.

Every shadow piece, with what it does

There are 206 of them and each one carries the description the game itself shows, so they live in the database rather than in a list here that would go stale the first time one is retuned. Filter by set bonus, by slot, or by the monster that drops it.

Browse the shadow gear

Class Gems

A hundred and seven of them, one slot, and every single one is a trade: it rewrites a skill you already have and charges you for it.

A gem does not add a number to your sheet. It picks one skill out of your tree and changes what pressing it does: an area where there was a single target, a status where there was none, a cooldown short enough to build a rotation around. Then it takes something back, and the two together are the decision.

They come out of Shadow Gem Coffers, five of them, one per tier, dropped by ordinary monsters across the world rather than sold. A coffer opens into one random gem of its tier, and that gem arrives with three rolled stats: one from STR or INT, one from AGI or VIT, one from DEX or LUK. Each roll is −3, −2, −1 or +1, so most gems cost you stat points as well.

Refining is Heimdall's, in the Orphanage, up to +10, and it cannot destroy the gem: a normal attempt that fails drops one level, a protected one costs more and keeps the level where it is. Three gems of the same tier go to Iris and come back as one new gem of that tier, drawn from every class, with fresh rolls. The refine on the three you gave up does not survive.

A line of a gem can be rerolled. Wear the gem, then spend 20 Gem Dust with Iris and choose one of its three lines: she rerolls both the stat and the value. A line stays in its own pair (STR or INT, AGI or VIT, DEX or LUK) and the value is −3, −2, −1 or +1, so the result can be worse, and since Patch 23 it can never be exactly the stat and value the line already had. The gem stays equipped, its refine and its other lines are kept, and it costs no zeny.

Gem Dust comes from gems: Iris turns any Class Gem you hand her into one Gem Dust, whatever its tier or refine, and the gem is gone for good. The three-for-one exchange is still there.

One thing to know before your first fight with a new one: a gem you have just equipped takes fifteen seconds to come on, and swapping restarts the clock. Gems already worn when you log in are live immediately.

All 107, with what each one does

Runes and manuals

Two slots that do not exist in the original game. One changes how you look, the other changes what you can do.

Runes, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

The Rune System is a unique system for Return to Morroc.

Runes have powerful bonuses. These bonuses can be improved by refining the runes. A rune is harder to refine than a common equipment.

The runes also change the color of your character when equipped. So it's also a strategic element, as for example, Wearing a fire damage boosting rune, will change one's color to red.

Runes can be obtained in a variety of ways.

Neutral Rune : Simple runes that can't be refined, can be used at any level and provide minor bonuses, perfect for beginners.

White Rune : Runes with unique variations that change the way you can engage content.

Dark Rune : Job Runes. They improve specific skills and stats of the job they belong to. Only one per job is available.

Purple Rune : Power Runes. Improve overall mechanical performance of the wearer.

Orange Rune : Growth Runes. Helps the wearer grow and evolve faster in a variety of ways.

Green Rune : Guard Runes. improves general defensive powers of the wearer.

Blue Rune : Elemental Runes. Boost power and resistances to certain elements.

Special Rune : Unique Runes. provide unique properties that can't be obtained anywhere else.

NameEffectBonus EffectClothes Color
Anima Rune of DestinyHP +75, SP+25NoneNo Color
Soul Rune of DestinyAll Stats +1NoneNo Color
Anima Rune of OrphansMATK +5NoneNo Color
Soul Rune of OrphansATK +5NoneNo Color
NameEffectBonus EffectClothes Color
Ansuz Rune of True VisionCan see invisible enemiesHIT +1 per refineWhite and Pink
Ehwaz Rune of TrustPermanent EndureHP/SP-10% +1% per refineWhite and Black
Jera Rune of RewardCast Can't be interruptedFixed Cast -1% per RefineWhite and Brown
Pethro Rune of OccultEnables Perfect HideSP Regen -50%, Flee +1% per RefineBlack and Red
Thurisaz Rune of GiantsCan't be knocked backMove Speed-30% +3% per refineBlack and White
Eihwaz Rune of YggdrasilRessurrects with full HP/SPHP +1% and HP +10 per refineBlue Gold and Black
NameEffectBonus EffectClothes Color
Ansuz Rune of InsightNight Raven: Blitz Beat DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Gebo Rune of GiftBlast Juggler: Rolling Flames DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Mannaz Rune of OrderSinner: Godhand Arrow DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Mannaz Rune of SupportKingslayer: Queen's Brand DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Othila Rune of HeritageGravekeeper: Fissure Tooth DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Ingwaz Rune of PlentySatsujin: New Moon Blades DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Thurisaz Rune of ThornsBlack Plague: Spiral Blade DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Eihwaz Rune of MagicArcane Master: Comet DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Othila Rune of BloodRevenant: Reaping Slash DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Perthro Rune of DivinationIllusionist: Real Magic Attack DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Raidho Rune of JourneyLegend: Auto-Attack DMG +1% +1%/per 2 Refines.HP +1%/RefineStronger Colors
Heretic Rune of FunJester: Joker's Draw DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Teiwaz Rune of JusticeJudge: Absolution DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Ingwaz Rune of PotentialUnchained Jobs: ATK/MATK+1 per Refine.All Stats+1/RefineStronger Colors
Gaebolg Rune of SkiesDracomancer: Dragon Thrust DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Exile Rune of AbandonDark Knight: Vengeance DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Hel Rune of SeekersProwler: Shadowstab DMG +2%+3%/Refine.SP +1%/RefineStronger Colors
Hel Rune of WitchingShadowseer: Equinox DMG +2%+3%/Refine.HP +1%/RefineStronger Colors
Strange Rune of CantripsMimic: Originality DMG 2%+3%/Refine.SP +1%/RefineStronger Colors
NameEffectBonus EffectClothes Color
Ehwaz Rune of HorseMove Speed +3% per Refine.AGI+3Reverse Colors
Ansuz Rune of True VisionPerfect HIT +2% per refine.Can see invisible enemiesWhite and Pink
Gebo Rune of GenerosityHealing done +3% per Refine.HP+1% and SP-1%/RefineLight Green and White
Isaz Rune of DeceptionASPD +3.ASPD +1% per Refine.Reverse Colors
Laguz Rune of DreamsSP Cost -2% per Refine.SP+1% and HP-1%/RefineWhite and Blue
Sowilo Rune of SunDMG vs Undead and Angels +4% per Refine.Black and Yellow
Sowilo Rune of SuccessDEX +3Fixed Cast -0.03 per RefineBlack and Blue
Uruz Rune of StrengthATK+3 per Refine. DEF-7 per Refine. MDEF-3 per Refine.Sharp Colors
Wunjo Rune of JoyMATK+3 per Refine. DEF-7 per Refine. MDEF-3 per Refine.Sharp Colors
Wunjo Rune of ComfortHealing Received +3% per Refine.HP+2%/RefineWhite and Blue
NameEffectBonus EffectClothes Color
Berkano Rune of BirthEXP+1% per Refine.HP and SP+1% pr 2 RefinesRed and Gold
Anima Rune of RestorationHP/SP Regen +10%Extra +5% per refineRed, Gold and Black
Berkano Rune of BeginningEXP+3% per Refine.HP and SP-1%/RefineGold and Red
Fehu Rune of WealthZeny per kill limit +5 per Refine.All Stats-1/RefineGold Accents
Fehu Rune of FarmingDrop Rate+1%/Refine, EXP Rate-2%/RefineLuk+3Gold Base
Nauthiz Rune of DesiresSP Regen +10%SP-3%/RefineWhite and Purple
Raidho Rune of ChariotWeight Limit +500 per Refine.Str+3Black and Green
NameEffectBonus EffectClothes Color
Kenaz Rune of TorchReflect single target magic back chance +2% per Refine.INT+1White and Red
Dagaz Rune of HopeReflect ranged attacks damage received +2% per Refine.DEX+1White and Yellow
Hagalaz Rune of TransformationReflect melee attacks damage received +2% per Refine.STR+1White and Green
Uruz Rune of FreedomPerfect Dodge +1.Flee +3 per Refine.Red and Blue
Algiz Rune of ShieldDEF+7 per Refine. ATK/MATK -5 per Refine.VIT+3.Sharp Colors
Algiz Rune of WardMDEF+2 per Refine. ATK/MATK -5 per Refine.INT+3.Sharp Colors
NameEffectBonus EffectClothes Color
Kenaz Rune of FlamesFire DMG Received -2% per Refine.DMG vs Earth +4% per Refine.Red and White
Hagalaz Rune of SkiesWind DMG Received -2% per Refine.DMG vs Water +4% per Refine.Green and White
Jera Rune of LandEarth DMG Received -2% per Refine.DMG vs Wind +4% per Refine.Brown and White
Laguz Rune of SeasWater DMG Received -2% per Refine.DMG vs Fire +4% per Refine.Blue and White
Nauthiz Rune of ShadowsDark DMG Received -2% per Refine.DMG vs Holy +4% per Refine.Purple and White
Dagaz Rune of LightHoly DMG Received -2% per Refine.DMG vs Dark +4% per Refine.Yellow and White
NameEffectBonus EffectClothes Color
Isaz Rune of ChallengeDrop Rate +3% per Refine.HP/SP-5% per Refine.Full Black

The Ink Table, and the seals on a Manual

Any Manual takes up to four seals, written by a player at a table that another player raised. Eight seals, one line on the item, and a Word for every shape they make.

A Manual does not only roll an option when it drops. It has a line a player can write on, and what goes into that line is a handful of seals: eight of them exist, a table holds up to four at once, and your Manual keeps whatever you engrave until you change it. The Amatsu side is the offensive one. The same idea sits on the Valhalla side for Runes, with defence and support in place of attack.

The eight seals

Each seal gives a flat bonus of its own. They come in four pairs, one pair for each of the four stones of the dungeon.

SealPairOn its own
ZanBladeSTR +2
RikiBladeMax HP +2%
ShaBowVIT +2
YaBowDEX +2
JuSpellINT +2
EnSpellMax SP +2%
JinSurgeAGI +2
RetsuSurgeLUK +2

The Word a combination makes

The seals you engrave are stored as one line on the item, and the shape they make gives it a name and a bonus on top of the flat ones. Hold both seals of a pair and you have that pair's Word:

  • Kiri, Zan and Riki: Melee Damage +3%.
  • Shasei, Sha and Ya: Ranged Damage +3%.
  • Juen, Ju and En: MATK +3%.
  • Hayate, Jin and Retsu: ASPD +2% and Critical +5.

With four seals the shape matters. A pair and two singles keeps that pair's Word and adds a Focus: a few more small bonuses that depend on which two singles you took. Two full pairs make a Legendary Word:

  • Hayabusa, Blade and Bow: Melee and Ranged Damage +3%, Critical +10.
  • Muramasa, Blade and Spell: Melee Damage and MATK +3%, Defense and Magic Defense Pierce +10%.
  • Iai, Blade and Surge: Melee Damage +3%, ASPD +5% and Critical +12.
  • Fuma, Bow and Spell: Ranged Damage and MATK +3%, Perfect Hit +5%.
  • Shippu, Bow and Surge: Ranged Damage +3%, ASPD +2%, Critical +5, After-cast Delay −5%.
  • Raijin, Spell and Surge: MATK +3%, ASPD +2%, Critical +5, Variable Cast −5%.

One seal from each of the four pairs is the Balance, Zanshin: All Stats +1, Critical +3, After-cast Delay −3%, MATK +2%, Perfect Hit +3% and EXP +5%.

Getting an Ink Table

It is a quest, and it happens inside Nightmare in Amatsu, the SS dungeon in the Refuge's own endgame. A stack of abandoned rubbings lies in the dungeon, and one sheet is still clean: take it. That sheet is an Amatsu Takuhon, paper pressed to the carved stone, and it is bound to you.

Four poem-stones stand in the dungeon, one for each pair. Each cuts a short poem into its face and asks for one word. A right answer prints that stone's two seals on your sheet; four stones fill the paper with all eight. A wrong answer calls one of the dungeon's monsters down on you and gives the stone a different poem. You can read a stone without the sheet and come back knowing.

When the paper is full it hardens into the Ink Table, bound to you, and it can engrave one seal to start.

Raising how many seals it holds

The number of seals a table can write belongs to your account, and the table itself belongs to the character who earned it, so an alt that inherits the rank cannot host one. Open the table's menu, choose to upgrade it and grind soot in, and the stone takes more:

  • 2 seals: 100 Pine Soot.
  • 3 seals: 500 Pine Soot.
  • 4 seals: 2,500 Pine Soot and 5 Enenra Soot.

Pine Soot drops every time from the dungeon's own monsters, and Enenra Soot only from Enenra, at one chance in ten. Where each drops.

Raising a table

Use the Ink Table where you stand and choose to set it up. It costs 1,000,000 zeny, stands for ten minutes, and anyone may engrave there. You name one price in zeny, and you keep 25% of the zeny spent at it, 10% of the Distortion Shards and 20% of the Distortion Essences. Those wait for you in the item's menu until you collect them, even after the table has gone. There is one table at a time for each account, and not inside an instance. What you paid to raise it comes back as credit against your own engravings.

Engraving at a table

Equip the Manual first. A table only works on an item in the slot, and an item with no free line for it is refused without a charge. The other options on the Manual are never replaced.

  • One chosen seal: the owner's zeny fee, 1,000 Distortion Shards and 100 Distortion Essences. Your other seals stay. Four chosen seals are four payments.
  • The complete random set: the same price as one chosen seal, for as many seals as the table holds. Every seal is equally likely, none repeats, and the whole engraving is replaced. It can roll the combination you already have, and it is still paid. Rolling all four costs what choosing one does.
  • Removing a seal is free.

Both ways succeed every time, and nothing else on the item changes: refine, cards and other lines stay, and you confirm before anything is written.

Moving an engraving

Extracting the whole engraving off an item is free. It goes into your own memory, twenty complete sets for each character and for each kind of surface, Manual or Rune, in pages of five. Imprinting one onto another Manual costs the owner's zeny fee once for the whole set, with no materials, and it is guaranteed. It overwrites everything already engraved on the destination, so the game asks again first, and only the set you chose is used up.

Distortion Shards turn into Distortion Essences by double-clicking, one hundred to one, free, and back again.

The Valhalla side

The Awakened Stufr raises a Galdrastafir Stufr in the same way, costs the same, and engraves your Rune instead of a Manual. Its staves are earned in Valhalla and grown with shards: two staves cost 20 shards from each side, three cost 100, and the fourth costs 500 from each and 5 Jormungandr Scales. An item with seals or words on it is shut out of the Croc Alt-Eisen services, as above.

Dream enchantments

A second layer on top of refining and options. Twenty of them, and the gear that takes one says so on its own description.

EnchantWhat it givesAt refine +10On top of that
Dream of PowerSTR+5All Stats +1Base STR is 99: HP/SP+2%
Dream of SpeedAGI+5All Stats +1Base AGI is 99: HP/SP+2%
Dream of LifeVIT+5All Stats +1Base VIT is 99: HP/SP+2%
Dream of SkillDEX+5All Stats +1Base DEX is 99: HP/SP+2%
Dream of WisdomINT+5All Stats +1Base INT is 99: HP/SP+2%
Dream of FateLUK+5All Stats +1Base LUK is 99: HP/SP+2%
Nightmare SlayerATK +3%ATK +5
Nightmare PiercerMATK +3%MATK +5
Nightmare KeeperHP+5%Total DEF +10%
Nightmare VisitorSP+5%Total MDEF +10%
Mindweaver EvasionFlee +15Perfect Dodge +5
Mindweaver PrecisionHit +15Perfect Hit +10%
Mindweaver EfficiencySP Cost -5%SP Cost -10%
Mindweaver StrikerDefense Penetration +5Defense Penetration +10
Mindweaver PiercerMagic Defense Penetration +5Magic Defense Penetration +10
Sleepwalker MobilityMove Speed +5%Move Speed +10%
Sleepwalker VitalityHP Regen +50%
  • HP Regen +50%
  • HP Regen on Movement
Sleepwalker EssenceSP Regen +25%SP Regen +50%
Awakened OrphanAll Stats +2ATK/MATK/HP/SP +1%Phantom Thieves can see a strange glow in it...
Eternal OrphanEXP Received +10%
  • HP and SP +5%
  • +1% chance of dropping Shadow Ore on killing monsters.
Phantom Thieves can see a strange glow in it...
Dream Enchantments, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Dream Enchants

Dream enchants are unique enchantments on certain gear.

For items to be enchanted you need specific items that have "Dream Enchant Avalible" option.

Items such as:

"Sky Garden exchange".

"Rachel Nightmare Distortion" gear.

Some "Judge" Weapons.

And more.

Weaver of Dreams and Dream Box

"Weaver of Dreams" Npc can give enchantments to desired items.

Success rate of enchant are 10% + "10%xRefine amount" = Total chance.

Cost of enchantments are 100 Dream Shards.

Reseting enchantments cost 500 Distortion Shards.

"Dream Box" can trade Distortion Essence for Dream gear set and Dream Pouches, than contains from 1~10 Dream Shards each.

Dream Enchants table

This page was never archived before the original wiki went offline. What is above was transcribed from it by another community while it was still up, so it is a copy rather than the source, and it is newer than the rest of this material.

Costumes, and the Dex that collects them

Not one of them touches a number on your sheet. Most are dropped by ordinary monsters, and five hundred more live in a collection that fills itself while you play.

The Costume Dex

Five hundred costumes, headgear and garments, held as one collection for the whole account rather than one per character. With a Costume Dex Pass running, killing monsters can unlock one you do not have yet. The chance starts at a tenth of a per cent and climbs the longer you go without an unlock, so a dry spell gets shorter rather than longer, and a costume already registered leaves the pool for good. Monsters that only pay job experience count too.

What you unlock is account bound and moves between your own characters through personal storage. @dex shows the collection and whether the pass is on, @dexpreview lets you look through all five hundred before you own any of them, and the Dex Wardrobe at Mr Kim is six hundred slots of account-wide storage that will hold nothing else.

The pass is bought with Cash Points, which means with the donation command, and so is Mr Kim's monthly rotation of four costumes. We would rather write that here than let you find it: this is the one place where money reaches the game, what it reaches is hats, and there is not a stat on any of them. The funding note says the rest.

The ones monsters drop

Costume, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Normal Monster Droppable Costumes

Costume NameWho Drops
Costume Amistr hatAmistr/Chaos Amistr [2%]
Costume Apple of ArcherArcher Skeleton [2%]
Costume Angry LookAngry Wanderer [2%]
Costume Abyss HelmAbysmal Knight [2%]
Costume Alice WigAlice [2%]
Costume Alarm MaskAlarm [2%]
Costume Aura QuartzCrystal Dolomedes [2%]
Costume Arhat MaskTamruan [2%]
Costume Army CapZombie Guard [2%]
Costume Believer's MaskAgav/Echio/Isilla/Vanberk [2%]
Costume Bongun HatBongun [2%]
Costume Bunny BandStrange Crusader [2%]
Costume Blue Ribbon BandMaiden of Present [2%]
Costume Blue Rose OrnamentCavalier [2%]
Costume Blue Rose EyepatchMaiden of Future [2%]
Costume Black Hand of FateSpectre Raydric [2%]
Costume Bao BaoGwisin Warrior [2%]
Costume Baby DragonGreen Ferus [2%]
Costume Black CatLoli Ruri [2%]
Costume Black Cat HoodChepet [2%]
Costume Black Frame GlassesGentleman [2%]
Costume Bunny HeaddressSpring Rabbit [2%]
Costume CorsairMad Corsair [2%]
Costume Cursed ScrollSilent Ronin [2%]
Costume Crimson AuraDecayed Egnigem [2%]
Costume CigaretteHolden [2%]
Costume Crow Tengu HatTengu [2%]
Costume Chilly BreathBaby Hatii [2%]
Costume Cuckoo RoofClock [2%]
Costume Celestial HatIdun Avatar [2%]
Costume Dark Pumpkin HatJakk [2%]
Costume Dropping AlicelAlicel [2%]
Costume Deviruchi HatDeviruchi [2%]
Costume Dropping AliotAliot [2%]
Costume Dragon SkullPurple Ferus [2%]
Costume Drosera HairpinDrosera [2%]
Costume DolorDolor of Thanatos [2%]
Costume DesperoDespero of Thanatos [2%]
Costume Dark StallAbyss Wanderer [2%]
Costume Dullahan MaskGan Ceann [2%]
Costume Dancing OctopusMarse [2%]
Costume Dragon CrownBlack Acidus [2%]
Costume Drooping Nine TailsNine Tails [2%]
Costume Dragon WishesAncient Mimic [2%]
Costume Disguise ScarfDisguise [2%]
Costume Dropping Neko CrewNight Ruri [2%]
Costume Evil Druid HatEvil Druid [2%]
Costume FilirFilir/Chaos Filir [2%]
Costume Flaming Ten Gallon HatMarilith [2%]
Costume Fox DollNine Tails [2%]
Costume Fox HatNine Tails [2%]
Costume Gothic Pumpkin HatJakk [2%]
Costume Galapago CapGalapago [3%]
Costume Gryphon HatGryphon [2%]
Costume Gryphon Wing EarsGryphon [2%]
Costume Grand Peco HairbandGrand Peco [2%]
Costume Green TophatForest Creeper [2%]
Costume Hill Wind MaskHill Wind Mage [2%]
Costume Hyegun HatHyegun [2%]
Costume Heart EyebandageBangungot [2%]
Costume Heart-Shaped AceJoker [2%]
Costume Hockey MaskBloody Murderer [2%]
Costume Incubus HornIncubus [2%]
Costume Ifrit EarsHellfire Agni [2%]
Costume Iron CainRaydric Knight/Archer [2%]
Costume Jitterbug CapOpera Jitterbug [2%]
Costume Khalitz Helm BlueKhalitzburg Knight [2%]
Costume Khalitz Helm BlackKhalitzburg [2%]
Costume Kettle HatWaste Stove [2%]
Costume LifLif/Chaotic Lif [2%]
Costume Love Rabbit HoodStrange Thief [2%]
Costume Lady's Feather HatAngry Wanderer [2%]
Costume Leopard EarsBaby Leopard [2%]
Costume Lost TimeNavigator [2%]
Costume Lunatic MufflerEclipse [2%]
Costume Leaf Cat HatLeaf Cat [2%]
Costume Marin EarringsMarin [2%]
Costume Mini CrownEnchanted Dragon [2%]
Costume Munak HatMunak [2%]
Costume MaeroMaero of Thanatos [2%]
Costume Maple Falling LeavesGhost Tree [2%]
Costume Majestic GoatBaphomet Jr [2%]
Costume Mine HelmetKnocker [2%]
Costume Minorous HornsMinorous [2%]
Costume Ninja ScrollSilent Ronin [2%]
Costume Nine Tails Fox HairFire Fox/Cat O nine [2%]
Costume Nurse CapManananggal [2%]
Costume OdiumOdium of Thanatos [2%]
Costume Oracle Doll hatOracle Spirit [2%]
Costume Owl TophatOwl Duke [2%]
Costume Poring MufflerPoring [2%]
Costume Poporing MufflerPoporing [2%]
Costume Pirate BandanaPirate Skeleton [2%]
Costume Pumpkin HatJakk [2%]
Costume Pumpkin HeadJakk [2%]
Costume Puppy HeadbandKobold Archer [2%]
Costume Ph D HatSage Worm [2%]
Costume Poison Spore HatPoison Spore [2%]
Costume PipeGiearth [2%]
Costume Pope CrownFake Pope [2%]
Costume Princess VeilPrincess Tiara [2%]
Costume Rainbow Poring HatDrops [2%]
Costume Romantic LeafForest Creeper [2%]
Costume Runaway AcceleratorModel MCH [2%]
Costume Requiem of WingsAbyss Lord [2%]
Costume Remover HatRemover [2%]
Costume Ribbon ChefParus [2%]
Costume Succubus HornSuccubus [2%]
Costume Snow Bear HoodSasquatch [2%]
Costume Sleeper HatSleeper [2%]
Costume Spore HatSpore [2%]
Costume Shelter Wing EarsShelter [2%]
Costume Santa HatChristmas Cookie [2%]
Costume Santa hairbandAntonio [2%]
Costume Safety HelmMartin [2%]
Costume Sea Otter HatSea Otter [2%]
Costume Seal HatSeal [2%]
Costume Sif HatSif Avatar [2%]
Costume There is SomethingDrowned Spirit [2%]
Costume Twin Pom Santa HatMyst Case [2%]
Costume Tower Manager IncomTower Manager [2%]
Costume Unicorn HornEnchanted Cornus [2%]
Costume VanilmirthVanilmirth/Chaotic Vanilmirth [2%]
Costume Vicious AuraDecayed Lighthalzen Adventurers [2%]
Costume Vicious Stop BandageTarou [2%]
Costume Wandering Wolf KingWolf [2%]
Costume Wild Rose HatWild Rose [2%]
Costume White Abyss HelmWhite Knight [2%]
Costume Whisper MaskWhisper [2%]
Costume Wind-Up KeyCruiser [2%]
Costume White Rose PrincessVoice of Sorrow [2%]
Costume Yoyo HatYoyo [2%]
Costume Zea lotus DollZea lotus [2%]

MVP Droppable Costumes

Costume NameWho Drops
Costume Devil WhisperCorruption Root [3%]
Costume Rune CircletAbsolute Seyren [60%]
Costume Black Devil MaskAmdarais [60%]
Costume Sphinx HelmAmon Ra [60%]
Costume Noble MaskAngry Pyuriel [60%]
Costume Mono Gothic BonnetAtroce [60%]
Costume Majestic GoatBaphomet [60%]
Costume Opera MasqueBaroness of Sorrow [60%]
Costume Elemental CrownBaroness of Despair [60%]
Costume Beelzebub CrownBeelzebub [60%]
Costume Skull HoodBestia [60%]
Costume Bijou HatBijou [60%]
Costume Tendrilion HatBlack Tendrilion [60%]
Costume Dragon's HelmDetardeurus [60%]
Costume Ancient HornsBone Detardeurus [60%]
Costume Snow Ice HairBrinaranea [60%]
Costume Angelic LightBroken Thanatos [60%]
Costume Celine RibbonCeline Kimi [60%]
Costume Charleston AntennaCharleston [60%]
Costume Fish HeadCoelacanth [60%]
Costume Whisper Tall HatDark Lord [60%]
Costume Rose HeadbandDark Rose Dragon [60%]
Costume Golden Majestic GoatDesperate Njord [60%]
Costume Blood SuckerDracula [60%]
Costume Dagger In MouthDrake [60%]
Costume Sword Master CrownDream of Kings [60%]
Costume Drooping EddgaEddga [60%]
Costume Loyal Servant of Devil MoroccEmperor Morroc [60%]
Costume Greater HornSatan Morocc [60%]
Costume Thorny HairbandEntweihen Crothen [60%]
Costume Helm of DarknessEvil Fanatic [60%]
Costume Super Novice HatExpert Novice [60%]
Costume Coiledup Snake HatFaceworm Queen [60%]
Costume Amistr BeretFailed Abomination [60%]
Costume MitraFallen Bishop [60%]
Costume Orc Hero HelmFallen Orc Hero [60%]
Costume Cat Ears CapeFirst Revenant [60%]
Costume War Princess RibbonForgotten Egnigem [60%]
Costume Dragon General HelmGeneral Daehyon [60%]
Costume Dragon Turtle HatTurtle General [60%]
Costume Goblin Leader MaskGoblin King [60%]
Costume Freya CrownGoddess Freya [60%]
Costume Golden GearGolden Thief Bug [60%]
Costume Moon EyepatchHatii [60%]
Costume Book of MagicHimelmez [60%]
Costume Master Of FlamesIfrit [60%]
Costume Tatenashi HelmIncantation Samurai [60%]
Costume Jormungandr ShadowJormungandr [60%]
Costume First Kafra HatKafra Manager Jenni [60%]
Costume Drooping KielKiel D-01 [60%]
Costume Robot EyesKiel DX-03 [60%]
Costume King Poring HatKing Poring [60%]
Costume Drooping SchmidtKing Schmidt [60%]
Costume Grim Reaper ProtectionKnight Sakray [60%]
Costume Cat Santa HatStormy Knight [60%]
Costume Hunting Cap Of GustKobold Leader [60%]
Costume Evolved Blue FishKraken [60%]
Costume Baby Polar BearKtullanux [60%]
Costume Lady TaneeLady Tanee [60%]
Costume Phantom MasqueradeLord Of The Dead [60%]
Costume Deviruchi HeadphoneMark Bearer [60%]
Costume Diabolic HeadphoneMark Bearer [60%]
Costume Loki MaskMaster Loki [60%]
Costume Tiger MaskMiguel [60%]
Costume CoronetMistress [60%]
Costume Moonlight Flower HatMoonlight Flower [60%]
Costume SombreroMukaMuka [60%]
Costume Nydhoggur WigNydhogg [60%]
Costume Sacred Torch CoronetMuspelskoll [60%]
Costume Welding MaskNoble Devourer [60%]
Costume Orc HelmOrc Lord Zombie [60%]
Costume Piamette HoodOrphan Piamette [60%]
Costume Bloody Stop BandageOsiris [60%]
Costume Vanargand HelmParadox Amdarais [60%]
Costume Ceremony CrownPharaoh [60%]
Costume Straw HatPhreeoni [60%]
Costume CrownQueen Maya [60%]
Costume TiaraScaraba Queen [60%]
Costume Earth MasterRockullanux [60%]
Costume Mechanical Plant HatRSX-0806 [60%]
Costume Valkyrie Feather HatSarah Irene [60%]
Costume Fire MufflerScylla [60%]
Costume Dark Night VeilSerpens [60%]
Costume Mother MemorySoul Cage Azrael [60%]
Costume Stem in MouthShining Plant [60%]
Costume Wings of SwordsSoul of Ymir [60%]
Costume Twinkling GalaxyStar Scourge [60%]
Costume Devil CapTao Gunka [60%]
Costume Decoration TimeTIme Holder [60%]
Costume Reginleif HairbandValkyrie Randgris [60%]
Costume Flapping Angel WingValkyrie Reginleif [60%]
Costume Vesper HatVesper [60%]
Costume Saint Frill RibbonGloom Under Night [60%]
Costume Golden TiaraBaroness of Blood [60%]

This page was never archived before the original wiki went offline. What is above was transcribed from it by another community while it was still up, so it is a copy rather than the source, and it is newer than the rest of this material.

Shops, exchanges and the Black Market

Where the zeny goes, and the several systems that will take it from you.

Black Market, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

The Black Market is an opportunist network of salesmen that takes advantage of adventurers looking for... supplies.

You can find a multitude of items being sold at reasonable prices.

Location

The Black Market can usually be found near any INN on cities that have those. When a city doesn't have an INN, they can be found near the Kafra.

In the Orphanage, the Black Market can be found right outside, on the pyramid basement passage's right room.

Secret Black Market

The Black Market also has an HQ somewhere in New-Midgard, this HQ sells very expensive but unique items that can't be found anywhere else.

The only way to access this place is by delivering a " Black Market Associate Pass " to the man at the entrance.

Ways to obtain the Associate Pass are unknown.

Black Market Item List

Secret Black Market items are not included.

Skills and Catalysts

ItemDetailsCost
Shadow OrbRequired for many strong skills150z
Blue GemstoneRequired for Portals and some utility skills100z
Talisman of SoulRequired for Satsujin's Talisman skills150z
MakibishiRequired for Shinobi's Makibishi skill50z
Glistening CoatRequired for some Blast Juggler skills100z
Fire BottleRequired for some Rogue and Blast Juggler skills30z
Acid BottleRequired for some Rogue and Blast Juggler skills30z
Alloy TrapRequired for some Rogue and Blast Juggler skills15z

Ammo and Throwing

NOTE: In Return to Morroc, ammo is not spent on attack/skill use, however, some skills may require up to 10 ammo equipped to be used.

This makes the ammo items extra equips for ranged classes, that's why they are expensive.

ItemDetailsCost
ArrowNeutral, basic arrow200z
Steel ArrowNeutral, strong arrow5000z
Stone ArrowEarth, basic arrow2000z
Fire ArrowFire, basic arrow2000z
Gust ArrowWind, basic arrow2000z
Immaterial ArrowGhost, basic arrow5000z
Silver ArrowHoly, basic arrow5000z
Shadow ArrowShadow, basic arrow5000z
Steel KunaiRequired for"Flying Knife" Assassin skill10000z

Poison Inventory

NOTE: You can buy the raw materials as well as ready to use toxins.

Ready to use toxins are heavy and not cost-effective but have no requirements.

Toxins should, when possible, be crafted since their materials are MUCH lighter to carry.

Toxin effects can be checked on the Black Plague job page.

ItemDetailsCost
Poison BottleRequired for Enchant Deadly Poison and Living Dead from Black Plague500z
ParalysisLv1 Black Plague's Toxin200z
PyrexiaLv2 Black Plague's Toxin400z
Death HurtLv3 Black Plague's Toxin600z
Leech EndLv4 Black Plague's Toxin800z
AntidoteLv5 Black Plague's Toxin1000z
Venom BleedLv6 Black Plague's Toxin1200z
Empty BottleMaterial to create Toxins50z
Green HerbMaterial to create Antidote100z
KarvodailnirolMaterial to create Toxins300z
Poison Herb NeriumMaterial to create Lv1 Toxin200z
Poison Herb RantanaMaterial to create Lv2 Toxin400z
Poison Herb MakulataMaterial to create Lv3 Toxin800z
Poison Herb SeratumMaterial to create Lv4 Toxin1600z
Poison Herb ScopoliaMaterial to create Lv6 Toxin3200z

Cooking Inventory

NOTE: Blast Juggler can prepare food and throw it on allies. Food is character bound.

Blast Juggler's Food buffs stack with regular NPC sold meals, but don't stack with each other.

Success chance improves with base level. Requires a cooking book to create.

Buff duration is 5 minutes, and are not recommended for continuous use.

All ingredients required are sold.

ItemDetailsCost
Savage MeatRequired for STR food1000z
Black CharcoalRequired for STR food1000z
Cold IceRequired for DEX food1000z
Blood of WolfRequired for DEX food1000z
Beef HeadRequired for VIT food1000z
Savory SauceRequired for VIT food1000z
Comodo Tropical FruitRequired for INT food1000z
Ice CrystalRequired for INT food1000z
Drosera TentacleRequired for AGI food1000z
Cooking OilRequired for AGI food1000z
Petite TailRequired for LUK food1000z
Fine NoodlesRequired for LUK food1000z

Creation Requirements

These items are required but not lost on creation, they are permanent.

ItemDetailsCost
Poison KitRequired for any toxin creation100000z
Starter Toxin BookAllows creation of Lv1 and Lv2 Toxins50000z
Intermediate Toxin BookAllows creation of Lv3 and Lv4 Toxins120000z
Advanced Toxin BookAllows creation of Lv5 and Lv6 Toxins250000z
Mix Cooking BookAllows preparation of Blast Juggler Food200000z
Large CookpotAllows preparation of STR, AGI and LUK buffs50000z
Melange potAllows preparation of INT, DEX and VIT buffs50000z
Systems and Exchanges, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Return to Morroc features a large array of systems, all of them created from the ground up with player accessibility in mind.

Understanding how each system works and how it can be rewarding is essential.

It's recommended to always check your world map and achievements for guidance.

World Map

Location: Pressing the Ctrl+' shortcut or the map icon on the upper left menu.

  • You can press TAB or check the box to see level ranges for all fields in the game.
  • You can use the dropdown menu to check the other maps, including detailed view of the fields + MVP locations, dungeons and distortions.
  • Checking the world map is ESSENTIAL to progress in the game.
  • The Navigation system is not available for Return to Morroc, you are required to explore to find where to go.

Achievements

Location: Trophy icon on the upper left menu.

  • All Achievements for Return to Morroc are unique and custom-made.
  • There are unique rewards in the achievements, specially the Weapon Voucher for hitting Job Level 10 as an Orphan.
  • Checking the achievements is ESSENTIAL to progress easily and know what you can do in the game.
  • Some achievements require talking to the Collector in the northeast room on 2F Orphanage.

MVP Relics

Location: Most Dungeons/Regions in the game.

MVP Relics are rare drops from any monster in a given dungeon/region in the game, always at 0.10% chance.

The MVP Relic allows the character to summon the MVP from the specific dungeon/region, within a few rules.

  • The Relic must be used on the same map that the MVP Boss spawns.
  • Only one Relic Boss may be alive at the same time for a given map, so if another is alive, they must be defeated first.
  • Relic Bosses are Free for All and follow the usual anti-griefing MVP rules.
  • Using the Relic in the wrong map, or when another Relic Boss has already been summoned will waste the item.
  • The Relic will also act like a vanilla Convex Mirror, and show where/when the natural Boss spawn of the map is.

Black Market

Location: Black Market, Most cities near the INN or the tool shop. In the Orphanage Kitchen and right outside it, across the corridor.

  • The Black Market sells multiple tools and resources for combat.
  • This includes some manuals, some catalysts, ammunition, toxins, bombs and more.
  • You can also purchase a "Market Catalogue" that allows you to search for shops and items on sale.
  • The Black Market has a minor account-wide side quest linked to it.

Shadow Recycle

Location: Iris, Orphanage, Refining Area (right-side of the first floor).

  • Iris recycles Shadow Items, Manuals and Runes into Shadowdecons .
  • Shadowdecons are required to refine shadow items, up to +9.
  • You also receive Rough Shadowdecons from Iris, which can be exchanged for other materials, including Jewel Shadowdecons .
  • Iris is part of a late game quest.

Dream Enchants

Location: Dream Weaver, Orphanage 2F.

  • The Dream Weaver will take Dream Shards to add enchants to items you have. They can be obtained as drops from Rachel Nightmare .
  • Items that can be enchanted have a purple text that indicate it.
  • Mid and lower headgear equipment that can receive enchantments can also be refined.
  • Enchantments can also be reset by using Distortion Shards from the Distortion Dungeons .
  • They are high-end items that can help push a build to its limit and provide new bonuses to special items.
  • To see about Enchantments Click Here

Mora MVP Exchange

Location: Mora, Raffle Village, near the Splendide fields southwest of geffen, northeast of Comodo.

  • MVP Shards can be obtained from MVP Prize Boxes, items that drop from any MVP.
  • They can be exchanged for a large variety of items, including exclusive ones.
  • The Raffle village also includes other usual facilities like weapon/armor/tool shops.

Sage Equipment

Location: Dicastes Diel, farthest map of the northeast, north of the snow fields.

To read more Click Here

  • Sage equipment have 3 slots and minor bonuses, they also have a high level requirement.
  • They include accessories, armor, garment, shoes and weapons.
  • Sage equipment require Distortion Essence to be obtained, they are semi-common drops from all monsters in Distortion Dungeons .

Varmundt Quests

Location: Varmundt Mansion, taking the airship in Lighthalzen can take players there.

  • There is a lore-focused quest about the 3 Sages in this location.
  • Players can craft the 3 great tomes here (Paradiso, Purgatorio and Inferno) in the cafeteria to the south.
  • Blooming Rose Sandals can be crafted here. These unique rare shoes require special materials.
  • The Card Artist lives in the mansion and will take any Blank Cards in exchange for regional card albums.

Alternate Transportation

Location: Many Places.

  • Airships will not take Orphans, and sometimes, the Kafras will not be enough.
  • Alberta has boats that can take you to most eastern islands.
  • Reaching Dewata Island requires taking a boat near the Pharos southwest of Morroc.
  • Ferry Transport may be available in some locations. Two examples are the ferry to Geffen West, near the water, that can take you directly to Geffen Cave
  • A Ferry in Hugel can also take the player to the Snow Fields .

Einherjar Equipment

Location: Sky Garden Dungeon, at the end of the path.

To See more about it Click Here

  • All monsters in this dungeon drop Einherjar Soul , 100 of this item can be exchanged for Odin's Blessing .
  • The MVP, Sarah Irine also drop this item.
  • Odin's Blessing can be exchanged for the equipment with the Wish Maiden, These items don't have random options, but provide powerful effects.
  • These items can be further improved with Dream Enchants .

Celestial Tome

Location: Niflheim Castle Dungeon, requires all 90 HATred quests. The Celestial Tome is account-bound.

  • The tome is not the only quest available.
Kafra Services, as the original server documented it

This is the original server's own wiki, kept because it is the only surviving description of that world. The Refuge has changed a great deal of it. Where this site knows about a change it is stated above, or corrected in the text below; anything else here describes the game as it was, not as it is.

Kafra Services

The Kafras are a core part of the experience. Over the years, the quality of their work has been expanded beyond their usual facilities.

  • Location of most kafras has been changed to more convenient locations.
  • Only one kafra is located in each city. usually near the main area.
  • Kafras can now teleport players to every city, under specific geographical conditions.
  • The orphans have exclusive access to Kafra Alysia in The Orphanage .

Save Point

Saves your return point to the current kafra location. When player dies, they respawn at the save point.

Storage

Offers access to the storage at a small zeny price. This price varies by region and kafra location.

Teleport

Allows teleporting to any main city. Teleport has a fixed price of 1000z to any city in the same region, or 1500z to a capital in another region (Prontera, Yuno or Rachel).

  • Regular Kafras cannot teleport to Niflheim, Nomad Village, Mora or Dicastes Diel.

Refill

Allows refilling the Kafra Elixir . This has no cost and can be used anytime.

Kafra Elixir

The Kafra elixir is a special service provided by any Kafra.

Kafras will refill all elixir of a player when asked. By Default, this amount is 2 . This service is completely free.

  • Kafra Elixirs Recover 50% max HP and SP when used.
  • Kafra Elixirs have a 5 second cooldown.
  • Kafra Elixirs have no weight and can't be traded, stored, sold or discarded.
  • Wearing some equipment like an Elixir Badge or pieces of the Ambrosia Shadow Set will increase the amount of refills a player can have.
  • Removing any equipment that affects kafra elixir amount breaks any remaining elixir the player has.
  • Finding Kafra Alysia's Ring and bringing it to her permanently increases the refills -she- provides to 3 . This is once per character.

Kafra Express

The Kafra Express is a unique part of the experience in Return to Morroc.

These Kafra employees can provide assistance to players in far-away locations.

Kafra Express can be found near the entrance of some dungeons, distant fields and desolated areas. They cannot be found in any distortion.

  • They allow access to the storage.
  • They sell simple consumables like magnifiers, fly wings and potions.
  • They can refill your Kafra Elixir.
  • They cannot save your respawn location.
  • They cannot teleport you.
  • Kafra Express storage and shop have an increased price.

The Buy Order Board

Vending sells what somebody happens to have put out. The board in Alberta does the other half: you post what you want and what you will pay, the zeny is held the moment you post it, and somebody selling into your order gets paid without either of you being online at the same time. The item and any unspent zeny come back to you in the mail.

An order can ask for a minimum refine and for named random options, so "any Sword" and "a +9 Sword that rolled leech" are two different requests. Orders show up in the Bargain Hunter and the Catalogue with a [BUY] label beside them, which makes the board searchable the same way the shops are. The plaza around the Alberta Kafra is a no-vending area, so the stalls do not bury the sign.

Material on this page is transcribed from the original server's own wiki, recovered from the Internet Archive, and from our own posts. Where the two disagree, the posts win and the difference is called out in a purple box. A few pages were never archived and are marked where they appear. Numbers move with every balance pass, and the patch notes are where each move is written down.