Tag: Guide

  • 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.

  • How Enchanting Works in RO: The New World?

    How Enchanting Works in RO: The New World?

    Enchanting is a gear upgrade system which enchants slots gems into your gear for extra stats. It works differently from refining because refining pushes a weapon from +1 to +20 with ores.

    This guide covers the gem slots, the costs, and the stat pool you need for efficient enchanting.

    1. Introduction

    You unlock the full enchant window through the Advanced Enchanting quest.

    Enchanting has two mechanics:

    • Gem slots on each piece of gear. You insert gems, and each gem adds stats.
    • Set effects that scale with your gem levels. When the gems in a slot group reach the same level, the set effect level rises with them.

    2. Special Enchantment

    Enchanting grants two kinds of stats

    • Common gems grant raw stats in flat values, such as:
      • HP +224 to +416
      • ATK +20 to +36
      • MATK +20 to +36
      • DEF +12 to +21
      • Stat points +4 to +6
    • Advanced gems grant multipliers:
      • ATK% +3% to +4%
      • MATK% +3% to +4%
      • DMG vs race +2.4% to +2.8%
      • DMG Reduction vs race
      • HIT and FLEE
      • CRIT RES
      • CRIT DMG RES
      • Status resistances (Petrify, Stun, Root, Blind)

    There are four value tiers and tier 46 is the strongest

    StatsTier 25Tier 26Tier 45Tier 46
    HP+224+320+292+416
    ATK+20+28+26+36
    MATK+20+28+26+36
    ATK% / MATK%+3%+4%
    STR / INT / AGI / DEX / VIT / LUK+4+5+4+6

    These same stats double as the fixed stat lines on shadow equipment, so the stat family drives both systems.

    3. Enchanting Cost

    Here are the materials you need to enchant your gears:

    MaterialWhere to getPrice
    Common Gem BoxPoints Shop25 Arena Coin
    Common Gem BoxGuild Shop Lv.1250 Merit
    Advanced Gem BoxGuild Shop Lv.12,000 Merit
    Common Gem Choice BoxReturn Shop / Novice Shop250 Return Points / 50 Novice Points
    Basic Magic StoneCrystal Shop / Starstone Shop5 Magic Dust / 10 Bind Rune Starstone
    Advanced Magic StoneGarden Shop / Crystal Shop / Starstone Shop10 Blooming Begonia / 10 Magic Dust / 50 Bind Rune Starstone

    You can get gems from Gem Boxes. The Common Gem Box feeds raw-stat gems. The Advanced Gem Box feeds multiplier gems, and it costs eight times as much.

    The Magic Stones can be used to reroll bonus Stats Attributes, Basic on Blue and Purple Elemental Crystals, Advanced on Orange Elemental Crystals. You spend a stone to re-draw the bonus stats on a crystal.

    4. Where to Get the Materials (Free First)

    No monster in the game data drops gems, Mora Coins, or Magic Stones. Every enchant material comes from a shop or an event. The free path runs through the shops first, then the events.

    enchanting leveling materials

    The free shop loop

    The Points Shop and the Guild Shop cover the whole gem ladder with free currencies:

    MaterialShopPriceCurrency source
    Mora CoinGold Coin Shop50 Gold Coinquests and event rewards
    Common Gem BoxPoints Shop25 Arena CoinPeer Arena (free PvP)
    Common Gem BoxGuild Shop Lv.1250 Meritguild dailies, banquets, contributions
    Advanced Gem BoxGuild Shop Lv.12,000 Meritguild activity, saved Merit

    Gold Coin is the free quest currency. The card quest chain alone pays about 7,000 Gold Coin, and the map quests add roughly 3,000 more, so Mora Coin at 50 Gold Coin each is one of the cheapest enchant materials in the game.

    Arena Coin comes from the Peer Arena. Merit comes from guild activity — dailies, banquets, and contributions. Neither costs real money.

    The SEA events that pay

    Two big events are confirmed on the official SEA site, with fixed schedules:

    EventSchedule (UTC+7)What it pays
    Siege War (Castle Siege)Sunday 21:00Guild occupation rewards, Castle Lord Chest, Guild Dungeon access
    War of KingsSaturday, 3rd week of the month, 13:00Server tournament rewards; top 3 advance to Cross-Server

    Siege War is the bigger weekly payout. The guild that holds a castle opens the Castle Lord Chest daily, and the Guild Dungeon spawns MINI and MVP for the whole guild — those feed the free card and refine loops, not just enchanting.

    War of Kings runs monthly, not weekly. It is a 5v5 team tournament with a server stage and a cross-server stage, and the official schedule pins it to the third week of the month.

    The event schedule on the official SEA site is the source of truth here. Event lists from other region builds do not match the SEA server, so this guide only cites events the official SEA announcements confirm.

    Elemental Crystals (the re-roll targets)

    The Magic Stones do not work alone. They re-roll stats on Elemental Crystals, and those come from chests:

    ChestSource
    Purple Crystal ChestCrystal Shop (150 Magic Dust), dungeon and event chests
    Elemental Crystal Chestdungeon and event chests
    Orange Crystal Chestdungeon and event chests

    If you decide the P2W route

    The F2W path covers everything, so this stays short:

    • Starstone Shop. Both Magic Stones sell for Bind Rune Starstone (10 for Basic, 50 for Advanced). Starstone is the premium currency, so this is the pay-to-reroll button.
    • Auction. Gem boxes and chests land at the Auction from guild events. Bidding is the shortcut if you don’t want to do Merit grind.

    5. Enchantment Level

    Every gem you slot can be leveled.

    Leveling works in groups. A gem at level 1 gives its base stats. Raise every gem in a slot group to level 2 and the group’s set effect steps up with them. Higher gem levels raise both the gem’s own stats and the set effect’s numbers.

    The exact per-level stat thresholds and the hard cap per equipment piece are not published in the game data.

    leveling enchants

    6. Pity System

    Enchanting has a pity counter. CBT guaranteed 30 enhanced enchants (180 Mora Coins) pays an orange or red special line, and you can slot a blue directed material to steer which line the pity pays out.

    The global game data does not carry a pity counter or a per-server number. Treat the 30-enchant figure as the beta-build behavior until the shipped build confirms it.

    7. Enchantment Resonance

    Resonance is the set-effect layer on top of enchanted gems. Each equipment slot type carries its own set families:

    • Weapon builds: Desperado (DEX + ATK + attack speed), Shotgun (DEX + ATK + P damage), Sniper (VIT + ATK), Gatling Gun (DEX + ATK + Max HP)
    • Armor: Magic Immunity
    • Cape: Physical Immunity
    • Boots: Fortitude
    • Accessories: the same families as the weapon

    The stats pool backs the stat families — ATK%, Max HP%, P damage, and resistances all exist in the 86-stats list. The exact set names, the piece counts per resonance level, and the per-level bonuses are not published in the game data.

    8. Enchantment Lock

    Locking protects a good roll while you re-roll the rest. The closed-beta guide describes locking slots with rare binding stones so a re-roll keeps your gold line.

    The game data does not name a locking item or its price. The closest documented consumables are the Basic and Advanced Magic Stones, which re-roll stats rather than lock them. Lock stone names, costs, and slot-lock limits are not in the database.

    9. Enchantment Transfer

    Transfer carries your enchant progress when you swap to a new piece of gear. In this game family, enchantment is tied to the character and auto-transfers to newly equipped gear.

    For Ragnarok: The New World specifically, the game data has no transfer mechanic, cost, or restriction on file. Do not treat transfer as confirmed until a patch note or the game UI verifies it.

    Bottom line

    • The enchant stat pool is 86 stats across four value tiers, capping at HP +416, ATK +36, MATK +36, ATK% +4%, and stat +6 in the strongest band.
    • The free path is complete: Arena Coin and Merit buy both Gem Box tiers, and the SEA events (Siege War weekly, War of Kings monthly) the rest it P2W.
    • There are 20-tier enchant group tier and 34 gem types.

    What this guide is lacking: the exact per-gear max enchant level, the global pity counter (if introduced), lock stone prices, and the transfer rules. Those stay unconfirmed until the game data or patch notes fill them in.

    Related: Life Skills Guide – enchanting and enhancement are separate systems. Enhancement stones (the other power system) come from gathering, mining, and smelting.

    The system to plan around: buy the Gem Boxes weekly, feed the slot groups evenly, and use Magic Stones to re-roll your weakest stats. The set effect payoff comes from leveling groups together, not one gem at a time.