Tag: Crafting

  • Equipment Forging Guide and How you can Get Better Equipment Traits?

    Equipment Forging Guide and How you can Get Better Equipment Traits?

    Forging is how you get most of your gear in Ragnarok: The New World. You do not buy weapons and armor from an NPC shop. You forge them. The system uses molds, crystals, and embers to produce random equipment from a level-gated pool.

    This guide covers the materials you need, the two forging modes, the mold level brackets, and the equipment trait system that can turn an ordinary piece of gear into a build-defining item.

    Key takeaways:

    • Forging is your main source of gear from Lv 25 through endgame. The material costs are straightforward: Forging Crystals from the Points Shop or Pass Shop, mold boxes from the Supply Shop for Zeny, and Godforged Embers from Arena Coins or Starstones when you are ready to hunt orange traits.
    • The trait system is where forging gets deep. Armor and cape share one universal pool across all levels, so forge those cheap. Weapons and accessories use class-specific pools that change by bracket, so plan your transfers carefully. A Lv 40 weapon trait transferred to a Lv 70 weapon can give you effects that weapon could never roll on its own.
    • The pity system keeps the grind honest: 30 forges guarantees a purple trait on common forge and an orange trait on enhanced forge. The wishlist pity at the third miss makes targeted trait hunting possible.

    Forging Materials

    Every forge attempt needs two things: a Forging Crystal and a Forge Mold.

    Enhanced forging adds a third material: the Godforged Ember.

    Forging Crystal (Blue)

    The basic crystal consumed in every forge attempt both common or enhanced.

    Where to get?

    SourcePrice
    Points Shop4 Assist Coin
    Pass Shop S1–S610 Pilgrimage Token
    Return Shop20 Return Points

    Forge Mold Choice Boxes

    Molds determine what level bracket you forge in. Each box gives you a mold for a specific equipment slot at that level.

    Mold LevelSupply Shop (Zeny)Return ShopNovice Shop
    Lv 2530,000 Zeny
    Lv 4040,000 Zeny200 Return Points40 Novice Points
    Lv 5580,000 Zeny400 Return Points80 Novice Points
    Lv 70120,000 Zeny600 Return Points
    Lv 80120,000 Zeny800 Return Points
    Lv 90120,000 Zeny800 Return Points

    The mold boxes are blue quality.

    Molds are slot-specific. There are separate molds for weapon, armor, cape, shoes, accessory, and off-hand.

    Godforged Ember (Orange)

    Used only in Enhanced Forge. This item increases the chance of obtaining top-tier Special Skill gear.

    SourcePrice
    Points Shop50 Arena Coin
    Starstone Shop50 Bind Rune Starstone
    Pass Shop S1–S650 Pilgrimage Token

    Without a Godforged Ember, you cannot get orange-quality equipment traits.

    Common Forge vs Enhanced Forge

    The forge has two modes:

    Common Forge:

    • Uses Forging Crystal + Mold.
      • Produces blue, purple, or orange gear. Orange gear from common forge almost always comes with a trait. Blue and purple gear have a low chance.

    Enhanced Forge:

    • Uses Forging Crystal + Mold + Godforged Ember.
      • Same gear output, but the Godforged Ember enables orange-quality traits, called epic special skills.

    You do not choose which specific item you get. The forge pulls randomly from all gear in that slot and level bracket. A Lv 40 bow mold might give you an Elverbow, a Hunter Bow, or another bow.

    Mold Level Brackets

    Each mold level corresponds to the level your character needs to equip the resulting gear.

    BracketLevelsNotes
    25Lv 25 gearEntry-level forged gear
    40Lv 40 gearFirst major upgrade point
    55Lv 55 gearMid-game gear
    70Lv 70 gearLate-game gear
    80Lv 80 gearLate-game gear
    90Lv 90 gearEndgame gear

    The mold boxes for Lv 70, 80, and 90 all cost the same 120,000 Zeny at the Supply Shop. The Return Shop cost increases from 600 to 800 Return Points at the higher brackets.

    Molds have weekly purchase limits at the shop.

    Equipment Traits

    This is the system that makes forging worth the investment. Equipment traits are random skill affixes that appear on forged gear. A good trait can change your entire build.

    What Are Equipment Traits

    Traits are skill lines that appear randomly during forging. You can see the available purple and orange traits for any piece of gear in the Wishlist menu, the heart icon in the upper-right corner of the forge screen. Pick one trait as your wishlist target.

    Traits come in four quality colors:

    • Green – lowest tier
    • Blue – common
    • Purple – rare (epic)
    • Orange – legendary (top tier)

    Orange-quality gear almost always gets a trait. Blue and purple gear have a low chance.

    5.2 Which Slots Get Traits

    SlotHas Traits?Trait Pool
    WeaponYesClass-specific, varies by level bracket
    ArmorYesUniversal pool (shared with Cape)
    CapeYesUniversal pool (shared with Armor)
    AccessoriesYesClass-specific (shared with Weapon pool)
    ShoesNo
    Off-Hand (Shield)No

    Shoes and off-hand cannot get traits.

    Weapon Traits: Class-Specific and Level-Gated

    Weapon traits come from a class-specific pool. The pool changes by level bracket:

    BracketWeapon LevelsTrait Pool
    1Lv 15, 25Unique pool
    2Lv 40, 55Unique pool
    3Lv 70Unique pool
    4Lv 90Unique pool

    The traits available at Lv 40/55 are not the same as those at Lv 70 or 90. Each bracket has exclusive traits that do not appear in higher brackets.

    Example (Knight): The 40/55 bracket has traits like Thorn Body, Balanced Attack, and Flame Heart. Destroy Charge which makes charge-attacked enemies take increased damage and lowers all their control resistance by 70% and is exclusive to the 40/55 bracket. You cannot get it from a Lv 70 weapon forge.

    Armor and Cape Traits are Universal

    Armor and cape share one trait pool of about 30 traits. These are mostly defensive or utility effects: percentage elemental resistance, damage reduction, and similar stats.

    The pool is identical across all levels. A Lv 25 armor forge pulls from the same trait list as a Lv 90 armor forge. This is the most important efficiency trick in the whole system.

    Accessory Traits

    Accessories share the weapon’s class-specific trait pool. If you wear two accessories with the same trait name, only the highest-quality version takes effect.

    Example (Knight): Getting Dual Sword Dance on an accessory gives 20% bonus block chance. Unyielding Spirit on another accessory gives the Endure skill two charges and a shield worth about 20% of your max HP after using Endure.

    Pity System

    The forge has two pity counters:

    TypeTriggerReward
    Common ForgeEvery 30 forgesGuaranteed purple trait (random level)
    Enhanced ForgeEvery 30 forgesGuaranteed orange trait (random level)

    There is also a wishlist pity: if you fail to get your selected wishlist trait two times in a row on a purple or orange trait roll, the third purple or orange trait is guaranteed to be your wishlist trait but at a random level.

    rait Levels

    Traits have levels that determine the strength of the effect. The level is random when the trait appears.

    Trait Strategy: Forge Low, Transfer High

    Once a trait is forged onto a piece of gear, its quality and level are fixed. You cannot upgrade a trait.

    What you can do is transfer it.

    Armor/Cape Strategy

    Since armor and cape traits are the same across all level brackets, you should forge cheap low-level gear (Lv 25–39 bracket) to hunt for traits. A Lv 25 mold costs 30,000 Zeny. A Lv 70 mold costs 120,000 Zeny. The trait pool is identical.

    When you get a good purple or orange trait on a low-level piece, save it. Transfer it to your Lv 70+ gear later. This cuts your trait-hunting costs by roughly 75%.

    Weapon Strategy

    Weapon traits are trickier because the pools change by bracket. The strategy works in reverse: if a lower bracket has a trait you want that does not exist in higher brackets, you forge a low-level weapon specifically to get that trait, then transfer it up.

    Using the Knight example: if you want Destroy Charge (40/55 bracket exclusive), forge a Lv 40 or Lv 55 weapon until you get it, then transfer the trait to your Lv 70 weapon. Your Lv 70 weapon now carries a trait it could never roll on its own.

    Accessory Strategy

    Accessory traits are pure luck. You forge accessories as you level, and you keep anything useful. Even a low-level trait that matches your build is worth holding as you might need it later.

    Other Sources of Traited Gear

    Equipment from in-game activities can also drop with traits already on them.

    Tips for Efficient Forging

    Do not burn molds early. Molds have weekly purchase limits. If you blow all your Zeny on Lv 25 molds at the start, you will be resource-starved when you unlock higher brackets. Forge enough to get usable gear, then save for the next bracket.

    Use the wishlist. Always pick a wishlist trait before forging. The pity system only applies if you have one selected.

    Enhanced forging is for traits, not gear. You use common forge for the gear itself. You use enhanced forge (with Godforged Embers) only when you are hunting for orange traits. Do not enhanced-forge just to get a basic orange weapon as the ember is the expensive ingredient, and you want it working toward trait pity.

    Keep traits from old gear. Do not throw away a piece of gear with a good trait just because the gear itself is outdated. Transfer the trait first.

  • Life Skills Guide: Which Professions to Level First?

    Life Skills Guide: Which Professions to Level First?

    The life skill system in Ragnarok: The New World is not optional side content. It feeds directly into your combat power through enhancement stones. This guide covers which professions to level, which ones can wait, and how the vitality economy works for F2P players.

    Key takeaways:

    • Level gathering, mining, and smelting first. These three professions feed enhancement stones directly into your combat power. Each amplify threshold (+10, +25, +40) unlocks bonus stat lines on your gear. The material demand is high throughout the early and mid-game.
    • Fishing and cooking can wait. They produce buff foods that sell, and personal use helps, but the return is lower than enhancement materials in the first two months. The database confirms 16 recipes across 6 towns, gated behind the Private Chef quest.
    • Spend your daily vitality. Event vitality adds up. Skipping days widens the gap.
    • Monthly card players get a vitality advantage. Two shop items (Western Herbal Tablets + Honey King) grant 560 extra vitality per day through Star Stones. The gap over two months is significant.
    • Gold is the bottleneck. Every life skill level costs gold. Pick your three and commit.

    The life skill system

    All life skills are learnable. Each one costs gold to level up, and the gold cost is substantial.

    The available professions:

    ProfessionWhat do you get from it?Priority
    GatheringRaw materials for enhancement stone craftingHigh
    MiningOre for enhancement stone craftingHigh
    SmeltingCrafts enhancement stones from gathered materialsHigh
    FishingFood buff ingredientsLow (early game)
    CookingMakes foods that is used for character buff. Can be for sale or personal useLow (early game)

    How gathering, mining, and smelting translate to power

    These three professions feed the enhancement system. Enhancement stones raise your gear’s amplify level. Each piece of gear has amplify thresholds that unlock bonus stat lines.

    Here is what you get at each threshold, using a typical weapon as an example:

    Amplify LevelWhat UnlocksExample Bonus (Shadow Weapon)
    +10First bonus stat lineRanged Magic DMG +2%
    +25Second bonus stat lineMATK% +3%
    +40Third bonus stat lineRanged Magic DMG +5%

    These bonuses are not small. Stacked across your weapon, armor, cape, shoes, and accessories, the amplify system is one of the biggest sources of combat stats in the game. A player who neglects enhancement falls behind fast.

    The material pipeline works like this:

    1. Gathering collects raw materials from the field.
    2. Mining collects ore nodes.
    3. Smelting combines gathered materials and ore into enhancement stones.

    Without these three skills leveled, you rely on the market or event drops for enhancement materials. The demand is high and the supply from events alone is not enough. Early game basic stones get consumed quickly, and moving to the next equipment tier requires the ultimate weapon enhancement stones. Being self-sufficient means leveling all three.

    The database confirms the full material ladder:

    Enhancement MaterialLevel BandSource
    Enhance StoneLv 1 to 20Elite/Mini event rewards
    Weapon Enhanced Metal IWeapons + Accessories 21 to 40Guild Shop Lv.1 100 Merit; Elite drops (12.5%)
    Weapon Enhanced Metal II41 to 60Guild Shop 200 Merit
    Weapon Enhanced Metal III61 to 80Guild Shop 400 Merit
    Weapon Enhanced Metal IV80+Guild Shop 800 Merit
    Armor Enhanced Spirit Stone IArmor/Capes/Shoes 21 to 40Guild Shop 100 Merit; Elite drops (12.5%)
    Armor Enhanced Spirit Stone II41 to 60Guild Shop 200 Merit
    Armor Enhanced Spirit Stone III61 to 80Guild Shop 400 Merit
    Armor Enhanced Spirit Stone IV80+Guild Shop 800 Merit

    Monsters drop only Metal I and Spirit Stone I. Normal monsters have a 0.007% drop rate. Elite variants (Ringleader, Swift, Solid, Furious, Elusive) drop them at 12.5%. Tiers II through IV have no monster source. Guild Shop Merit is the only path for those.

    The recommended path: gathering, mining, smelting

    Focusing on three professions for the first one to two months:

    1. Gathering. Collects raw materials.
    2. Mining. Collects ore.
    3. Smelting. Crafts the enhancement stones from gathered materials.

    The reasoning: enhancement stone consumption is huge. The gold cost to level all five life skills is too high for F2P and low-spending players. Budgeting wisely means picking the three professions that feed your combat power directly.

    Other life skills: fishing and cooking

    Fishing and cooking are not useless. They are just lower priority than the enhancement trio. Here is what each one does.

    Fishing

    Fishing supplies ingredients for cooking. The game has fishing spots across multiple maps. You catch fish that serve as recipe materials for buff dishes.

    Fishing does not produce enhancement materials. It does not raise your combat stats directly. Its entire value comes from feeding the cooking system, which is why it pairs with cooking and not as a standalone profession.

    Cooking

    Cooking starts with the Private Chef quest (unlocked in Prontera). After completing it, you can find cooking stations across six towns:

    TownRecipe
    PronteraGrape Wine, Cherry Jelly, Blueback Soup
    IzludeGreen Salad, STR Dish, Steamed Scorpion
    MorrocSupreme STR Dish, Purple Vadon Congee
    GeffenMagic Broth, VIT Dish
    AlbertaMana Chowder, Squid Tentacle Soup
    PayonFried Sweet Potato, Apple Pudding, Red Fish Hotpot

    The dishes that name a stat directly (STR Dish, VIT Dish, Supreme STR Dish) suggest the buff system grants temporary stat bonuses. Mana Chowder likely restores or boosts max mana. Magic Broth likely boosts magic-related stats.

    Cooked dishes can be sold for in-game currency. Players who want buff foods without leveling cooking themselves will buy from the market. If you want to earn in-game currency, cooking has a place. But the demand is limited compared to enhancement materials.

    For everyone else, fishing and cooking are a later-game investment. Once your enhancement pipeline is stable and you have spare gold, you can loop back and level them.

    The vitality system

    The life skill system runs on vitality points. You get a daily allocation. You also earn vitality from events:

    • Peers arena
    • Challenge activities.
    • Daily activity completions

    Run your dailies every day. The vitality from events adds up, and skipping them widens the gap between you and consistent players.

    The premium vitality gap (P2W)

    There are two shop items that grant extra vitality every day:

    • Western Herbal Tablet. Gives 460 vitality.
    • Honey King. Gives 100 vitality.

    Together, they add 560 vitality per day. These are purchasable with Star Stones, the premium diamond currency that monthly card players receive.

    Let’s do the math: 560 extra vitality per day × 30 days = 16,800 extra vitality per month. Over two months, that is 33,600 more vitality than a free-to-play player. That gap translates directly into more enhancement stones and faster gear progression.

    F2P and low-spending players: compare yourself to players with similar spending levels. Do not measure against monthly card players who get the extra vitality. Play at your own pace.

    Gold: the hidden cost

    Upgrading life skill levels costs gold. The gold consumption is high, and free-to-play players need to budget carefully. This is another reason to focus on three professions instead of spreading gold across all five.

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